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10/20/2014 1:21:19 PM
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Attack rating and you (Theories and/or Facts are welcome)

[b]This thread is a serious topic...please be respectful and share your thoughts in a constructive manner. [/b] How exactly does Attack rating work/scale? ( In PvE only ) I have been thinking about this for a while and would love as much input as possible. I have heard quite a few different ways of looking at it. Is Attack rating just a balance between your RoF* and Impact? Does leveling your attack rating only effect how much maximum damage you can do to mobs your level or higher? My first theory (day one of the game) was that the DPS* that a gun can put out is based on the attack. If 2 totally different guns had the same attack they would do the same damage over time assuming that they all hit the target in thier efficient range, the mobs being hit were all the same level, and the person firing the gun was always the same level with each gun. So by that theory an Auto rifle would do the same damage as a Hand cannon over time. The hand cannon would just fire slower and hit harder where the rifle would fire faster and hit softer. But then comes in a gun like the MYthoclast (pre-nerf*) This gun obviously did more damage than any other gun that was also maxed at 300. So then there was no way that each gun was equal over time. Then comes the VMC* nerf*. The gun stays 300 attack with the same RoF* and impact. How can the gun do less damage but no stats change? At this point it feels like a gun just has a set damage at each level ( 267,278, etc ) then when you level it it goes up. I would love to know what the equation behind attack is if anyone actually knows. If there were practice dummies this would be a lot easier of course. If any of this sound rediculous or you disagree with my thoughts please explain why so I can get a full grasp on peoples true thoughts on the matter. Thank you in advance. [i]VMC= Vex Mythoclast RoF=Rate of fire DPS=Damage per second Nerf=To bring down the performance of a weapon or ability with the intentions of making it more in line with other weapons or abilities. PvE=Player versus Environment ( Non-Humans)[/i]

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  • I know u get multiplier, for example the sniper rifles have a 10x multiplier(i think) and so on. So the damage to be the same between a 300 auto and a 300 sniper is not possible, pvp for example sniper will kill in 2 shots to the upper body which is like 2 seconds(most snipers) in 2 seconds most autos will not be able to do the same dps. So i think the attack ratings are pre-multiplier. And that multiplier might be different based on legendary/exotic/special/heavy and very likely the rest of the stats of the gun

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    • The way I understood it is that you take the first two numbers of the rating and that's what level enemies its effective against. Example, an attack rating of 267 means your weapon is effective in level 26 enemies or lower.

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    • Heres my theory. You have a level. Your level determines damage. So if you are level 28 and fight level 28 enemies. You have Maximum Damage potential. Every level below drops that potential by 20% which is why if you are level 24 and attempt it, it'll be deemed impossible. You'd have a 80% cut. Now, the Attack Level is the the damage potential of your gun. They did this because levels vary up to 30, but all equipment is just locked to 20. So, it goes up to 300. So, when it reaches 300, you've officially reached your guns MAXIMUM damge potential. So, if you are the monsters level, and your gun has reached maximum attack, you'll do max damage. However, each monster also has a maximum damage range it can take. Thats why my Vanquisher is limited to the damage it can dish out on level 2 dregs. But its not proportional, because it can't be. Or enemies would never get tougher as you level up. So while enemies feel the same at level say... 30, from 1-10, you'll notice they'll suddenly take a few more hits from 11-18, then 19-24 they'll also get a bit tougher. Then 25-28. 29-30. etc. There are so many factors in this system, its pretty much nigh impossible to figure out the formula without SOMETHING being constant. I think each class of weapon has its own Impact/ROF/Range ratio. I'd prefer if it had more clarity and was streamlined so that it was constant across the board, atleast within the each gun class(Primary/Special/Heavy). Guns like Dr. Nope would have abysmal Impact but Grand ROF. Then Scouts would have high impact. Nothing is very clear in this game.

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    • I've seen one theory online from a thread asking if it was worth maxing a weapon for the raid. The responses seemed to indicate that the attack rating allowed u to do full damage to higher level mobs. And then the effects of your character level would stack on top of that. Someone even went as far to say that the first two digits of the attack stat indicated what level enemy it would be fully effective up to (ie attack 267 weapon is up to level 26 or 300 is for level 30) U may also get a damage boost from having it above enemies lower than the attack (267 weapon more gets more damage vs a lv 25 than 26) since after the outrage from the nerf bungie said they may be buffing it by increasing its max attack above 300.

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      • 0
        Its my understanding that your weapons attack rating is divided by the impact rating then multiplied by level modifiers or something similar.

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      • Edited by Mike-MF-Hall: 10/20/2014 3:43:57 PM
        Attack is your potential damage modifier. It's mostly there to let you know that rare auto rifles will not do as much damage as legendary or exotic auto rifles. It does factor in mathematically, but im not aware of the complete formula. I know it factors your level, the enemy level, the attack rating of the weapon, and the weapon classes impact. What I don't know is the amount of reduction that takes place when you shoot an enemy of a higher level, or the amount that is added when you shoot a lower level. Impact is damage per shot. However impact can't be compared across different classes of weapons. Impact for auto rifles can not be cross checked with impact for sniper rifles for example. Different classes hit harder or softer on a per shot basis. The two numbers combined places a cap on the amount of damage you could potentially do with each weapon class The Vex is a special case. The reason it did so much damage before is because it used the fusion rifle weapon class impact to determine its output per shot-while having the stat chart and handling characteristics based on scout rifles. I personally believe this was an oversight. You can see the fusion rifle picture when it gets kills in crucible. The nerf brought it back in line with scout rifles. I do not believe the 34% reduction was a number pulled from the sky. Its more likely the difference in damage per shot between fusion rifles and scout rifles.

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        • I've done a little bit of testing on the subject with one weapon. So far the results have been somewhat inconclusive. Can post my findings if anyone is interested.

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          • From a small amount of testing it looks to me like the equation mainly focuses on impact. Then is uses range falloff applied to this number. Multiply by your rate of fire. I believe the attack damage is a base stat affected by the impact first.

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            • I've also wondered this too. Im curious to see the answers posted here

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              • I believe attack is more or less your ability to cause damage, as is the case in many rpg's. it's checked against the enemies defense stat. if your attack is lower, they take reduced damage. if it's too much lower, they resist all damage

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