Ammo Weirdness & Gun Differences

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ente33
Posts: 21
Joined: Thu Sep 23, 2004 8:03 pm

Ammo Weirdness & Gun Differences

Post by ente33 »

Ok, any other ammo crafters out there? I thought it might have been a fluke when it happened on the newbie island, but it happened last night too on the mainland. I was foraging for a good long time. I used choice mats and made Q50 bowrifle ammo with 89% on DMG, and they came out only doing 18 DMG! Then I made some Q25's with store bought mats and they came out as 74 DMG. Umm...right. Is there a max DMG loop, and maybe it resets and comes back up from 0? I did a quick search but saw nothing on this, so sorry if it's been addressed before.

Oh! And #2. There seems to be absolutely no difference between regular (Polta) bowrifles and the Modi bowrifle of the same quality and using the same mats. Even uses the same number and types of mats, so there is no advantage even just grinding for xp. Am I missing something? Maybe the Modi can hold more stat boosts or something?
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tetra
Posts: 494
Joined: Fri Sep 24, 2004 6:24 pm

Re: Ammo Weirdness & Gun Differences

Post by tetra »

ente33 wrote:Ok, any other ammo crafters out there? I thought it might have been a fluke when it happened on the newbie island, but it happened last night too on the mainland. I was foraging for a good long time. I used choice mats and made Q50 bowrifle ammo with 89% on DMG, and they came out only doing 18 DMG! Then I made some Q25's with store bought mats and they came out as 74 DMG. Umm...right. Is there a max DMG loop, and maybe it resets and comes back up from 0? I did a quick search but saw nothing on this, so sorry if it's been addressed before.

one or more of the mats that you used were probably bad for one of the things ammo uses. It's not uncommon for mats to have very poor or no values for one of the little bars.
ente33
Posts: 21
Joined: Thu Sep 23, 2004 8:03 pm

Re: Ammo Weirdness & Gun Differences

Post by ente33 »

Thanks for the quick reply! :) Hmm...well, perhaps I'm reading the preview wrong then? It was my assumption that a DMG rating of 89% on the preview would translate to higher than normal DMG. I was using choice mitexi bark and choice gulatch oil, which have very high DMG ratings. I was using choice moon resin, I believe, though am not sure. But I am pretty sure that ammo jackets don't even give a DMG rating, so I would be confused as to why it would affect the final product. I will try experimenting more tonight, though finding resins to harvest is a pain! I need a good spot :D
nizbar
Posts: 10
Joined: Wed Sep 22, 2004 8:31 pm

Re: Ammo Weirdness & Gun Differences

Post by nizbar »

In general, the Modi Weapon patterns/Med. Armor patterns don't give stat boosts. They do provide a slightly different look to the weapon. In many cases, its subtle to start. For instance, the Matis Pike starts out with a light blue blade. The Modi pike has an orangish blade and some better skinning on the handle. The look continues to increase in complexity as you buy the higher level patterns.
ente33
Posts: 21
Joined: Thu Sep 23, 2004 8:03 pm

Re: Ammo Weirdness & Gun Differences

Post by ente33 »

Ah, so it's not just the bowrifle, it's all weapons? Just a look change? Hmm...well, I suppose that gives them room to add variations later. So in addition to making grey bowrifles, I can make red ones...whee...hehe. Also, even when I make them with choice mats, I have yet to make one with any damage adjustments, even though there is a stat spot for one. In one respect that is ok, in that I know to look for range, lightness, and other modifiers, instead of DMG. Though, since DMG is based solely on the ammo, I would like to discover the solution to my #1 problem above :cool:
canlar
Posts: 2
Joined: Fri Sep 24, 2004 1:43 am

Re: Ammo Weirdness & Gun Differences

Post by canlar »

One thing that came to light during the open beta is that for some reason (we all suspected a bug), ammo made from choice mats has no damage to speak of. It doesn't matter what stats the mats have, it doesn't matter what the preview stats claim. If you use choice mats, damage will suck. So use fine or basic, at least until they get around to fixing the bug.
korin77
Posts: 478
Joined: Thu Sep 23, 2004 1:32 am

Re: Ammo Weirdness & Gun Differences

Post by korin77 »

In my experience from beta, I can tell you that materials affect the quality of the item more than the ql level. Also, two weapons may have the same damage rating but Its the level that matters when you use certain skills. IE, the more dmg skill for a weapon will affect different ql level weapons differently. You need to figure out which one does the job better for your level. A level 20 using a level 50 weapon is not going to get alot of benefits out of that weapon for example because even though the weapon has a higher dmg rating, you won't have enough skills to hit that damage regularly.

That could explain why you are doing only 18 dmg. What level is your gun? Using ql 50 ammo in a ql 30 gun would actually reduce the amount of dmg the gun does. Also, not all choice mats are right for every type of crafting. What was the damage rating on the ammo itself? not the dmg you were doing but the actual rating on the ammo? Lastly, sometimes you do end up with a crappy product even with choice materials. This is just a semi-failure and it means you goofed in crafting it.
ente33
Posts: 21
Joined: Thu Sep 23, 2004 8:03 pm

Re: Ammo Weirdness & Gun Differences

Post by ente33 »

Well, ammo has a max dmg and total dmg rating (I think that's the terminology anyway). It was a Q50 clip, with those choice mats I described, and the max dmg was listed as 18, total as 12. Then, as above, I made a clip from Q25 store bought mats and both dmg ratings were 74. As far as the gun, itself, it has no DMG rating at all. Only a Damage Increase stat, which is +0 in every gun I've ever made. Guns do have a minimum Balance stat, though as of now there is no equivalent to Increased Damage X, like melee has. I will try to get a variety of mats and experiment, but what I got was so counterintuitive...hehe. And I agree, that the stats on the mats are more important than pure Q-level, but the bark and oil I used were very high (again, combined was a 89% DMG on the preview).

Thanks for the input! :)
jinaar
Posts: 1
Joined: Fri Sep 24, 2004 11:01 pm

Re: Ammo Weirdness & Gun Differences

Post by jinaar »

canlar wrote:One thing that came to light during the open beta is that for some reason (we all suspected a bug), ammo made from choice mats has no damage to speak of. It doesn't matter what stats the mats have, it doesn't matter what the preview stats claim. If you use choice mats, damage will suck. So use fine or basic, at least until they get around to fixing the bug.

This is definitely still the case, I've made some launcher ammo with choice oil sporting very high dmg %, and it did absolutely no damage. When i substituted one of the mats with store bought it came out with around 50 dmg, as if ignoring the choice mats all together. As a comparison, ammo made from all store bought materials comes out to around 300 dmg.
ente33
Posts: 21
Joined: Thu Sep 23, 2004 8:03 pm

Re: Ammo Weirdness & Gun Differences

Post by ente33 »

Aha! That would explain it! Thanks guys! No more choice for the leafy bullets of doom! :D
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