I have an argent peacekeeper 5* and a kilowatt pulsar 4*, what i discovered on Fire storm citadel runs shocked me, the peacekeeper which was "strong against undead" did about 70+ damage while the pulsar did a whooping 120+ per hit, does anyone else think that the peacekeeper is now a bloody ceremonial weapon? its pratically useless and deserves a buff in damage seeing how a 4* weapon trashed it, BTW for thoese who want to know, it does 9 damage against undead in tier 1
The peacemaker is screwed up
the pulsar does 3 not two, and the time you take to fire all 3 and reload is faster than the time it takes to fire 6 rounds, so do the maths
and btw... this is just a 4* weapon, not even the polaris yet, this shouldnt even be happening that a 5* weapon got owned by a 4* one
I do ~190 with the Nova Driver (5*).
@klipwc
You fail to realize, that argent peacemaker only deals HALF elemental damage, while your pulsar deals FULL elemental damage.
So of course it's going to inflict more damage. it's a weapon with half clip size and lower firing rate, and does entirely damage that crits on undead, rather than half normal half crit.
I know that, what i am saying is that it should be increased as its suposed to be an "undead killer" and since it does piercing as well shouldnt it be doing normal damage or crits against beasts? its rather annoying to have reduced damage and trying to kill that damm wolver that is in front of me with god knows how many shots
...
Pierce/elemental. It's an undead/fiend killer.
Beasts have pierce weakness, but elemental resistance.
Think of it like this.
gremlin/slime "low" damage target
Construct/beast "normal" damage target
undead/fiend "bonus" damage target
Except the damage penalty for hitting a beast with energy is far greater than the damage boost for hitting it with piercing.
The Argent Peacemaker has only 1 use. This is it's one and ONLY use (imo);
Sidearm ppl through fsc.
It is good against the fsc slags and trojans.
It's pretty much crap anywhere else, against anything else.
A main gunner has no need of the Argent Peacemaker.
Make a Polaris, make a Callahan, win.
Argent Peacemaker does not have an inherent vs Undead boost on it and does not state it does. So whatever "strong vs undead" yours has is a UV. Damage UVs I believe add 6.5% damage per level (maxing out at +39% at maximum). It's flavor text says "An ancient handgun forged from sun silver. Its bullets serve as ushers for those that refuse to leave this world. " but that is just a pretty description. In comparison Mega Magnus says the following, "An upgraded Magnus with the power to take a monster's head clean off. " and I have yet to see a wolver head go flying across the screen after hitting something with it.
I think my AP does around 100 damage at depth 27, so assuming you have max vs undead you'd do 139 damage at that depth.
As stated above, AP does half Elemental and half Piercing. The Polaris does full elemental damage. The Polaris will always out damage an AP against an enemy weak to Elemental for that reason.
~Gwen
can the polaris shoot through the monster barriers? if not, the AP still has a place in the FSC... I suspect the AP also shoots further, giving you a little more margin of error when fighting vanaduck
Except the damage penalty for hitting a beast with energy is far greater than the damage boost for hitting it with piercing.
That doesn't matter in the end. There are still a group of two monster families that it is better at, two that are in the middle, and two that it is worse at. The penalty vs bonus difference basically has the same effect as an adjustment to the base damage.
I hear that some monsters, such as the JK and vanaduck are 'neutral' to everything, so the AP may have a fourth class of damage, while single damage type weapons have only three. I'm not sure even that really matters in the end.
@wrs No gun can 'shoot through' the barriers, but all guns hit monsters that are right up against the barrier.
@klip The Antigua paths aren't 'weak' guns, but they do split damage between piercing and elemental, so only HALF the damage is strong against undead. For this reason, the Polaris would do much better (full elemental damage) against zombies, not to mention it seems to have a higher base damage rate versus other weapons anyway. Antigua is good because you can use it on both fiends and undead and still do decent damage, but if you want to max out your damage, you want to avoid split-damage guns and go for Callahan/Autogun and Polaris/Alchemer.
I thought damage types were elementary things you learned by the time you reach T2, but at least now you know?
no gun can 'shoot through' the barriers, but all guns hit monsters that are right up against the barrier.
Hmm... I didn't do the most careful testing, but I could not get my storm driver to shoot through, my magnus would shoot through some, the AP shoot a lot. And, it doesn't seem like the monsters have to be right up against the barrier, at least not or the AP.
Sounds like those force fields need to be fixed, you should submit a bug report instead of measuring which weapon is better because it uses a bug better.
submit a bug report instead of measuring which weapon is better
bug reports have been submitted, to the best of my knowledge, this has been going on since beta. I won't be upset at all if/when this bug gets fixed, but until then, it is part of the game, much like zombies that sleep, etc.
A full clip from the argent peacemaker does almost the same damage as a full combo from Divine Avenger on zombies at a much safer range. It takes about 3 clips to kill a zombie. Peacemaker also has a small area of effect so you can hit 2, sometimes 3 zombies repeatedly for massive damage, since they like to bunch up while slowly inching toward you.
If they leap attack, pop a shield at the last minute to push them back into max Peacemaker shooting range. If they want to blow status at you, you can either shoot it or walk up to it and shield, pushing it back.
In my experience with pulsar, you are forced into either short range argent peacemaker play, which is not ideal to say the least; or super long range where enemies are pushed completely out of pulsar range, which means reduced damage output until you, or they return to pulsar range; or up against a wall where you can continually rain down exploding pulsar shots onto them, which is where pulsar really shines.
Pulsar is a great overall weapon, but the reason I choose to use argent peacemaker is that it does consistently moderate to high single target damage to a wide variety of targets. Pulsar, on the other hand does moderate to high single target damage in certain situations where you pin an enemy to a corner or turrets, and relatively low long range splash damage (due to only the first shot hitting anything) or moderate single target damage at short, usually just outside melee range, which is usually comparable to Argent Peacemaker if not lower overall in most enemy matchups.
And all of these observations are in a single player context. When in a party of 2-4 players, you will almost always bring down the overall damage output of the party by using Pulsar, because your party's attack accuracy will drop significantly while enemies bounce around with every shot you fire. One exception is where you can trap a big slime in a corner with it, which can reduce the disruption it would normally cause by performing caster centered area of effect attacks in the center of the party.
The Silversix line is inferior to the Alchemer and Elemental Pulsar lines in every way except in FSC. Against any enemy you would gun, alchemers and pulsars do more damage, with no significant loss to mobility or range (alchemers do have slightly shorter range). However, in FSC, the Silversix is the only line able to reliably go through the barriers, as well as sniping wheels from the side (while facing the wheel). Hence, as long as those bugs/features/exploits exist, the Silversix line will remain a common fixture in most advanced players' arsenal.
Pulsar vs. Alchemer is more interesting. If only DPS is considered, the Pulsar wins by a slight margin, due to longer range, blast radius, and higher refire rate (3-clip versus 2). (Un)fortunately that isn't where the story ends- as pointed out, the knockback from the Pulsar reduces DPS, and can be incredibly frustrating in a party. What this means is your average player should stick to Alchemers- they are easier to use, do damage more consistently, and don't interfere with teammates. Pulsars are better for players with a good grasp of combat mechanics; they can use the blast knockback to shape crowds and inflict more damage, with out without teammates. Of course, their teammates also need to be cognizant of the Pulsar user's strategy. In solo play, teammates are no longer an issue, but the knockback remains- a player that doesn't know how to shape crowds with the blast will do less DPS and be in greater danger than just kiting around with an alchemer.
As such, I will swap in my Silversix in FSC, and Pulsar when I play with guildmates that know how to take advantage, but otherwise I stick with the Storm Driver.
all guns hit monsters that are right up against the barrier.
I soloed the the FSC last night and tested this a little more. Yes, you are right, the alchemers *can* shoot through the monster barriers. It is harder to do than with the Callahan, and much harder than the AP, but it does work.
Monsters do not, however, have to be right up against the barrier. They have to be close (blast radius?), but I killed several zombies that were half a square or so away from the barrier.
If you're considering APM over any other gun because it can shoot through barriers, then you're plain reta***d and need to L2 play.
I don't understand why people stand there and shoot, first of all, it's not intended gameplay, it's also outright slow, boring, ineffective and most of all a complete waste of time. (I hate people who waste time)
Anyway putting the barrier exploit aside.......
I find that my Polaris can be compared to spamming DA's charge in certain mass mob situations.
I havn't used APM but I honestly doubt it's damage would be that much over Polaris.
In fact, I would imagine Polaris does more damage then APM if you're using it properly, probably ALOT more.
By the time you shoot one set of APM, you could shoot 4 bullets of Polaris.
Where each bullet would hit atleast 3-5 mobs, dealing 120+ damage and extra damage from shock
As far as I know, APM Shoots 6 clips of 66 and can hit up to 3 creeps.
Polaris would be dealing double the damage and also inflicting shock
It also works wonders on duke, explosions are large enough to bypass his flame spheres and it keeps him shocked.
And plus, APM isn't as good as other guns outside FSC =]
'edit'
@pringerX
Actually, Polaris kills wheels faster then APM as each shoot is 100% sure to hit.
Anyway, you shouldn't even be bringing up a point like that in this sort of discussion
Like in the first few sentences above, if you are inclined to choose something over something else because it has an innate ability to exploit something unintended, then... yeah you get my point.
To add to all this, everybody has a AP in FSC, so if you need to do something only an AP can do, then your teammates almost surely have one if it's a good group. That's why I'm selling my silversix and upgrading my killowatt pulsar.
Sooo a 4* gun does more damage than a 5* gun in FSC correct? Since the AP is almost useless everywhere else then I'd go for the Polaris. A gun is a gun. As long as I can shoot them from a distance where they can't attack me then I'm fine. Thanks for letting people know.
> That doesn't matter in the end.
It does matter, since we're not talking about general utility, but use against specific monster types.
The penalty from piercing is a lodestone when hitting lumbers and gun puppies, and only marginally helpful against slags. A pure elemental gun is vastly better...so long as you disregard the barrier cheese of the AP....and as long as you're not going to be shooting Vanaduke with it.
It does matter, since we're not talking about general utility, but use against specific monster types.
No, it really doesn't. You're ignoring this part: "The penalty vs bonus difference basically has the same effect as an adjustment to the base damage." Or else you simply don't understand variable rescaling. The mixed damage does change the shape of the damage levels, so that the difference between "middle" and "high" is greater than that between "middle" and "low", the reverse of pure damage weapons. But saying the "middle" is reduced damage is equivalent to saying "high" and "low" are improved, but for a lower base damage.
The mixed damage does change the shape of the damage levels, so that the difference between "middle" and "high" is greater than that between "middle" and "low", the reverse of pure damage weapons.
To put some numbers to this...
My understanding is that when a weapon is strong against a monster, it does 150% of the neutral damage amount, and when it is weak against a monster, it does only 25% of the damage.
When you have two non-normal damage types on a weapon, you get the following:
strong and neutral: 0.5*1.5+0.5*1 = 1.25 -> 125%
strong and weak: 0.5*1.5+0.5*0.25 = 0.875 -> 87.5%
neutral and weak: 0.5*1+0.5*0.25 = 0.675 -> 62.5%
the best case is 43% better than the middle case, while the middle case is 40% better than the worst. It doesn't make any difference if the middle case is "87.5%", or "100%" or "1%", it is the ratios that matter. The AP (and other weapons that do two kinds of non-normal damage) are much more evenly balanced between their best case and their worst case.
If a weapon does both normal damage and a non-normal damage type, the result is between a weapon that does pure normal, and one that does two non-normal damage types.
strong and normal: 0.5*1.5+0.5*1 = 1.25 -> 125%
neutral and normal: 0.5*1+0.5*1 = 1 -> 100%
weak and normal: 0.5*0.25+0.5*1 = -> 62.5%
The best case is 25% better than the middle case, while the middle case is 60% better than the worst case. Again, it doesn't matter if the middle case is "100%", or "87.5%" or "1%", it is the ratios that matter.
That's the problem with the Antigua Series. That's the reason why they are so weak. If you tell me "but they are good in FSC" i have to tell you ... no, they aren't. In FSC the Silversix will deal 60 damage against zombies and fiends, 30 against slime and 40 against construct. If you use a Strike Needle you deal 95 damage against the Fiends (horses) ... yea 95x6 or charched 120x15 what is 1800 ... you deal even faster your 6x95 than the Silversix. You can shot 3 shots with Silver in that time. Against Undead the Gigawatt Pulsar deals 180 damage and has even a huge splash + shock (+4x 25).
Silversix is a weapon for Swordmen who don't know what gun to take. A simple Master Blaster will deal normal damage - 70 to anything, also gets a huge bullet speed buff at *****.
mfg
Excluding all the exploits in FSC, the reason why Argent Peacemaker is so popular in FSC is because of the mobility it offers. It has a large clip size (6shots), relatively small recharge time, fast traveling bullets, reasonable damage, and you can shoot while moving.
Yes the blitz needle is a very good gun for FSC. But only with a lot of experience and good teammates. Because you stand still while firing, it leaves you open to damage while you fire. So while someone with AP can continue to kite around mobs and shoot them, with the Blitz needle you are forced to stop shoot and then shield bump your way out of a mob of monsters that have walked towards you while you shoot. With the large amount of lava tiles and fire/spike traps in FSC often times you will find yourself trapped while using the Blitz needle which leads to more damage.
On a large scale, I feel that most people don't pick AP because of its damage output, but because of its maneuverability and its DPS. (Note: dps and damage output are slightly different. Damage is just outright how much it deals. DPS is how much damage you can deal on average after factoring in time spent dodging and shielding and whatnot)
As to polaris. Several reasons why people use AP's.
-Polaris is a relatively new weapon, I started playing before the steam release and got my AP long before snarb was introduced, let alone the roarmulus twins. I also get the feeling that most experienced players couldn't be bothered with heating up and getting recipes/mats etc. to get themselves a new gun when they have one that is just as good.
-like many people have mentioned, in team battles polaris actually lowers the dps of the team as a whole. Because of its explosions, it often pushes mobs away and can be as annoying as someone who is inexperienced with a nitronome can be.
-The bullet speed on the AP is slightly faster and the reload time is slightly lower.
-The rarely used charge on the AP is significantly more useful in FSC than the polaris. The polaris charge will do an explosion similar to a bomb while the AP will knock back a lot of mobs while doing some damage. And as most people will agree, in FSC crowd control/pushing things back is extremely important.
-AP works better with shivermist buster (a commonly used bomb in FSC that provides AOE freeze) than the polaris. While shooting, the AP will just deal damage, but with the polaris, it will explode and push all the mobs all over, making bombing less useful/more difficult.
--Cobriliant
-Polaris is a relatively new weapon, I started playing before the steam release and got my AP long before snarb was introduced, let alone the roarmulus twins. I also get the feeling that most experienced players couldn't be bothered with heating up and getting recipes/mats etc. to get themselves a new gun when they have one that is just as good.
True
-like many people have mentioned, in team battles polaris actually lowers the dps of the team as a whole. Because of its explosions, it often pushes mobs away and can be as annoying as someone who is inexperienced with a nitronome can be.
Only with an unskilled polaris user; a decent user can keep entire groups of enemies under control, and if they're doing so by keeping a group of enemies in a corner, the rest of the party can target the same area to -boost- dps.
-The bullet speed on the AP is slightly faster and the reload time is slightly lower.
True, though it's more than slightly faster. Reload time, I have no experience with.
-The rarely used charge on the AP is significantly more useful in FSC than the polaris. The polaris charge will do an explosion similar to a bomb while the AP will knock back a lot of mobs while doing some damage. And as most people will agree, in FSC crowd control/pushing things back is extremely important.
Yes, crowd control/pushing things back is very important in FSC. Guess what Polaris is best for? There are entire rooms in FSC that are normally considered hard that Polaris TRIVIALISES because of its' crowd control.
-AP works better with shivermist buster (a commonly used bomb in FSC that provides AOE freeze) than the polaris. While shooting, the AP will just deal damage, but with the polaris, it will explode and push all the mobs all over, making bombing less useful/more difficult.
Frozen enemies can't be knocked back. So, yeah, Polaris is made even better by shivermist. It allows you to focus all of those 200+ damage shots without worrying about knockback.
Other benefits the polaris has:
+ Shock increases DPS even further.
+ The explosions have such a large blast radius against vanaduke that you don't have to aim between his fireballs at all
+ The explosions can hit things around corners
+ The explosions can be aimed to hit a trojan in the back, firing from his front
+ When the pellets expand, they suddenly hit things to their side. You can destroy the wheel throwers from the front by aiming just a little to the side.
+ Third shot of a clip prevents enemy attacks the same way the last hit of a sword combo does. It stuns gun puppies from a distance.
Maybe you're suffering from a common human bias where you don't want to accept that something you don't have can be better than what you have.
how big of an explosion is the polaris compared to the gigawatt pulsar?
Not sure. Gigawatt pulsar is 4x4, up from 3x3 on Kilowatt. I don't -have- a Polaris yet, but it's at least 4x4 and possibly 5x5. Somebody else should confirm there for me.
@Overdingle
There is a difference between the Polaris explosion and the AP knockback. The AP does what a Gran Faust charge does. In essence, it pushes things back in a line. The Polaris explosion pushes things in every direction, not just straight back.
When i was talking about the Shivermist, i was talking about before the first bomb explodes. Part of the point to freezing is to allow other players to charge their weapons. With polaris, you'll be unfreezing everything and making it harder to charge attacks, which is half the point of using shivermist anyways.
As to those extra points
-Shock does increase DPS a little, i'll give you that
-With AP, you just spam away anyways so its kind of a moot point here
-If you can stand the correct distance and have the pellet explode just at the corner. (And by the time that happens some one else with a sword will have already gone around the corner)
-Once again, you have to have very good aim for this one, and since trojans are busy charging around it can be hard. (Solo with guns against a trojan is somewhat idiotic since they charge you anyways. In a group usually a sword is preferred when dealing with Trojans.)
-The AP can also hit wheels from the side. I'm not getting your point.
-Thats interesting. Are you sure?
--Cobriliant
-Thats interesting. Are you sure?
Certain. It can take out a gun puppy without allowing it to fire as long as you attack before it sees you; third shot stops the first attack and sixth shot kills it. The third shot also knocks down gremlins and wolvers and occasionally prevents attacks from zombies; the key is that the shot has to connect during the warning flash, especially on gun puppies. The shots only do this once they expand, but it's very helpful.
The polaris shots can hit the wheels in the maze section from the front pretty easily, is all. Certainly something no sword or bomb can do, and doesn't particularly need much aim. The ones that have no way to go beside.
As for shooting around corners, it only has to be timed so the pellet expands there, which is only a half second or so. But this is incredibly useful for enemies that use ranged attacks regardless of whether you're behind a wall or not - retrodes, puppies, and the like.
And trojans, there are specific instances where being able to shoot them from the front is useful - the one that comes to mind is the last floor of fsc before vanaduke, where my playgroup tend to use the grim totems to build walls they can't pass. It becomes possible to shoot them without any risks using pulsars at that point.
Dealing with the pulsar's knockback is a critical skill for using the gun; a decent user can aim the monsters by placing shots well. When I play in a group I tend to use it to push monsters into the blast radius of bombs, rather than away. If there isn't a bomber, I either group monsters together or split them apart depending on what we're fighting; the knockback affects every non-boss except gun puppies, and can be key to seperating pairs of Trojans or groups of Lumbers, for example. But using a pulsar on a technical level is a skill that, admittedly, not everybody is going to have. Perhaps I speak from the point of somebody who's confident he can use it properly, but the potential is part of the gun.
I honestly believe the Pulsar is the ultimate gun for crowd control; two players armed with pulsars can defend just about any corner from anything short of a Trojan or boss, or it can be used to group monsters, or single targets out, etc. It's a gun that's easy to use mindlessly, but so much better if the user thinks.
The Argent Peacemakes does sure less damage. But most of the ppl who uses Polaris are dump and not really able to handle the power without damaging their friends with stupid shots... If you use the Polaris wisely at ever shot, you can knock back all the zombies for ever and help the party much much more than with the Argie ... Argent is a weapon that is simple and it deals damage. It's easy to handle but you reached your max. dmg output really fast. The Polaris has much more potential, but also a much higher "I fail cause I think I'm op, but I'm a noob"-Chance ... Thats why I only party with Skype, TS or at least the Guild. ø the most ppl are ... lets say not doing very well. *thinks about the player who allways killed the mob with catalyzer orbs around it* ... ¬_¬''
btw. Shock will not only increase your DpS, it also decreases the enemies DpS and prevent Mecha Knights from Block sometimges.
mfg Abathur :3
The AP shoots 6 shots in a clip, versus the pulsar's 2. Do the math