So it breaks the myth saying 331 and 300 attack dealing the same damage to level 30 foe.
English
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If they are both the same impact, the 331 will do more damage, but if the 300 has a higher impact it may do more damage (within the same weapons group...
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Of course I am saying the same gun in 300 and 331 value. In my region, players don't usually know English very well, less they will dig through the official forum and Reddit. And someone translated some untested data and theory, and now many of them believe some sort of bullshit just because someone told them.
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[quote]Yup, was trying to explain to a guy who's started playing that he shouldn't be to bothered about the fact that his first legendary, doctor nope (331/2) does less damage than his clean sweep auto (294/8), in the long run doctor nope will deal more damage and have faster TTKs (marginally)[/quote] There's a lot of speculation and rumors flying round, especially what to use against lvl 20+ / 30+, 331 attack weapons deal more damage to lvl 21 and 22 enemy's than 300 attack weapons but if the 300 attack has higher impact, say a 68 hand cannon vs a 94 impact hand cannon (thorn/tlw-timurs lash) the 94 impact will do more damage even against lvl 22+, and with the right perks such as return to sender field scout, it'll have better TTKs to. All I've done is show how to calculate damage to within a 1% margin of error, it's up to people to use this information and make an informed decision on what guns they want to use :)...
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0.01 significance level is really impressive. 0.05 would be already enough! But do field scout or counterbalance really affect stats other than the description?
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any thing what changes the weapons impact stat has some change to damage Barrel Stats | Damage increase Smooth Ballistics - Soft Ballistics -5% Accurized Ballistics 5% Field Choke 5% CQB Ballistics - Linear Compensator 5% Smart Drift Control - Aggressive Ballistics 10% Other perks do increase damage such as; Glass half full - increases damage at 50% of the magazine from +0% exponentially to +6% at the last bullet Crowd control - 15% increase after a kill String or curses - 33%? increase after a kill (not had a chance to try it yet) Reactive reload/luck in the chamber/final round - 33% increase Head seeker - 25% increase to crit damage after a body hit Weapons of light - 25% increase Illuminated weapons of light - 33% increase This is what I've seen from data points and found online...
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No no no, I am talking about mod like perfect balance. From a Reddit post, it state that prefect balance would decrease range by 20. But when I apply this mod, I cannot find the range stats bar being shortened. I was hoping you would have finding on this issue.
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I've not really delta with anything that dosent change damage sorry man...
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Never mind, I imagine that you had already put a lot of effort into this calculation and possibly died many brain cells.
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If I had the time I probably would, but life wife kids and full time uni it's hard to find that much spare time...