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Split damage weapon effectiveness (Antigua series)

6 replies [Last post]
Sat, 10/01/2011 - 12:29
The-Rawrcake's picture
The-Rawrcake

Woah sorry for double post not sure how that happened some comment field error.

Basically im searching for the answer of:

What percent (50%? 25%?) of damage an enemy takes to a type it is resistant to

What percent (150%? 125%?) of damage an enemy takes to a type it is weak to

Based off of normal damage doing 100% to all monster families (unincluding exceptions)

Sat, 10/01/2011 - 12:30
#1
The-Rawrcake's picture
The-Rawrcake
So I am very close to getting

So I am very close to getting my antigua and im not sure which path to chose for PvE.

Sentenza path:
1. Good against Gremlins. They are very dodgey but they won't dodge all bullets due to the speed of their dodge, only the first bullet out of three or two etc. Perhaps good against future Tinkinzar boss or that one king gremlin guy's name?
2. Good against Beasts. They are extremely dodgey and hitting them with a gun at any time is annoying especially in tier 3 when they burrow (if they are hittable that'd be nice to know).

AP path:
1. Good against Fiends. I have heard that because you can move while firing the AP and fiends aren't constantly dodging, it is a decent choice for fiends since while you move firing the AP you are dodging their projectiles.
2. Good against Undead. Good since undeads (excluding phantom) don't dodge. Good against (not best from what I hear) Vanaduke.

So right now it seems obvious that i would chose the AP path for PvE. But, I've been thinking about how sentenza does against slimes and AP to constructs etc. I have heard it isn't good against them even though slimes are weak to shadow and constructs to elemental, the overall damage is still very small. But how small exactly is it? If i could use sentenza against slimes i think that'd be awesome just dont want to end up getting a sentenza before finding out that I would not be using it on slimes due to little effectiveness. Does anyone know exact percentages? like constructs for example take x% of piercing damage and x% of elemental damage (100% being normal damage).

This would be nice to know thanks guys :3 i couldn't find exact percentages on wiki if i missed them on wiki please yell at me

Sat, 10/01/2011 - 13:39
#2
Actin's picture
Actin
Monsters resist about 75% of

Monsters resist about 75% of an unfavorable damage and take about a 20% bonus from favorable damage. So slimes/constructs take very low grey damage from sent/ap, the high rate of fire helps offset this somewhat but to give you some real numbers I believe back in jelly palace my blackhawk only did about 24 damage a shot to slimes while my shadow driver did 78ish. Even given that the blackhawk was shooting 4 or 5 times in the space of 2 alchemer shots and further assuming I never got any bounce hits that's still 96-120 vs 156. You can get away with those kinds of numbers but guns are already slower than swords and bombs in most cases, using a sub par gun makes you very very slow.

Also even against the 2 enemies the guns are good against you need to keep in mind only half the damage is getting the 20% favorable damage boost, which means only 10% above flat normal damage. Add in the craptastic charge attack and the fact that to make maximum use of the guns you need to be nearly constantly firing which means consistently slower movement and they just come out deeply below standard. The ap does marginally well in fsc because it's basically a valiance with twice the clip size but your damage numbers are still not super stellar, it's just very spamable.

That's kind of the niche these guns fill, an alternative to an all purpose normal damage sidearm like the valiance. The same split damage that nerfs their bonus damage also shores up their resisted damage. For instance, that blackhawk i mentioned earlier only doing about 24 to slimes also did about 20 to constructs despite the terrible typing because half it's damage was still neutral instead of being fully resisted. A master blaster in that same stratum does about 42 damage but also has half the clip size and doesn't get the bonus against 2 enemy types.

Sat, 10/01/2011 - 14:38
#3
Xerte's picture
Xerte
For 2 damage type split

For 2 damage type split weapons:

Damage resistance reduces damage of that type to around 25% (75% penalty) - 50% of damage is reduced to 12.5%
Damage weakness increases damage of that type to around 125% (25% bonus) - 50% of damage is increased to 62.5%

2 damage type split weapons have 3 possible damage combinations

1) 1st damage neutral (50%) + 2nd damage resisted (12.5%) = 62.5% total damage
2) 1st damage resisted (12.5%) + 2nd damage increased (62.5%) = 75% total damage
3) 1st damage neutral (50%) + 2nd damage increased (62.5%) = 112.5% total damage

Because of how monster weaknesses are set up, none of the major families are neutral to both types, though the practice bots and some say Jelly King are neutral to all damage. For the most part, a 2-type split damage weapon will never do 100% of it's base damage.

For weapons with split-normal damage, the second case changes to neutral + neutral, meaning the elemental and shadow swords are more stable than Sentenza/AP/RSS.

Sat, 10/01/2011 - 16:17
#4
The-Rawrcake's picture
The-Rawrcake
Ok thank you Guess I'll be

Ok thank you

Guess I'll be getting AP though it still feels extremely restricted to certain mobs, im just too big of a fan of the six shot clip it sucks how they had to make the guns terrible and make some monsters dodge to a point that you cant hit them with guns. If Sentenza was useful on beasts I would consider getting it though, is there anyone that has had a blackhawk line gun that has tried using it on beasts in T3? did you hit them at all?

Sat, 10/01/2011 - 18:01
#5
Actin's picture
Actin
The blackhawk does

The blackhawk does surprisingly okay against most t3 gremlins or beasts, it just requires a lot of patience which can often mean in group play your team will have killed everything while you've been waiting for an opening.
For beasts, lisks are easy to focus down as they're slow and predictable, wolvers can't reliably be hit until they enter a bark animation during which you only need to tag them once to trigger a knock down effect which gives you ample time to pump the rest of the clip into them for nice damage before they stand up, alpha wolvers are of course both the most dangerous beast and the least open to hits, easily the main reason sentenzas aren't very pve viable. You can get off 2 or 3 shots during bark animations (they don't get knocked down) or you can wait for a triple attack to start up then dash away and turn and land a few hits before the last bite finishes and that's about it. Trying to shoot at any other time will trigger burrow teleport dodges that often results in you or a teammate taking a bite in the rear for half your health, and this includes times when multiple wolvers and/or alphas are in close proximity to each other and only one of them presents itself as a target.
For gremlins it's not such a matter of life and death to trigger their dodges, you just land very few hits which seriously curbs your damage. Hammering down welders or demos or even menders stuck in a mending animation doesn't take long, but the rank and file thwackers will dodge 2 out of 3 shots and then turn their shielded backs to you when they run away to pop a pill which makes for a long laborious fight.

Sun, 10/02/2011 - 02:58
#6
Abathur's picture
Abathur
Thats because of the

Thats because of the resistances of mobs are different in each stage. In the begin it shouldnt be important to have typed weapns and armors.
But I dont beleve its just 12.5% difference... For example my Blitz Needle deals 180 to undead, but 260 to fiends in T3. Thats 44% o.o

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