Ammo Weirdness & Gun Differences

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kierstad
Posts: 65
Joined: Fri Sep 24, 2004 11:17 pm

Re: Ammo Weirdness & Gun Differences

Post by kierstad »

ente33 wrote:Aha! That would explain it! Thanks guys! No more choice for the leafy bullets of doom! :D
As others have stated, it all boils down to the stats of every material you use, not just one. If you have a set of materials that you are using that have little to no rating in an important stat, it will basically ruin the item. Don't just go by the rating of the material (basic, fine, choice, excellent, superb). You have to look closer and keep an eye on the ratings.

Also, like Korin said, your skill in that weapon's use (or item for that matter) will directly affect how well you can use it. Only 20 Fighting but trying to use a ql50 weapon? You definitely won't be doing the most damage with that weapon as you could be. Ideally you want to use a weapon as close to your current "level" in that action branch as possible.
ente33
Posts: 21
Joined: Thu Sep 23, 2004 8:03 pm

Re: Ammo Weirdness & Gun Differences

Post by ente33 »

Yup yup. It was just the fact that choice mats give no stats at all, even though they preview like they should, is what was driving me nuts.

Also, it still happens that the stats for every gun are identical in every respect, as far as DMG being +0. Range, lightness, sap load...all these can be boosted by using the appropriate mats, but DMG still is useless. I need to make a few test guns to test another theory based on this. If I'm not mistaken in my casual observation while crafting, I can make a Q20 gun with a rate of fire of X and a range of Y. Then I can use the same type of mats to make a Q50 gun and get the same rate of fire and range. If that's true, and there is no bonus to range nor damage, then all using a higher Q weapon does is require you to throw sps into balance for no real reason. I have not bought a lot of special maneuvers, though in chat last night, someone did report that Increased Accuracy works with Ranged Weapons. I will have to look and see if Improved Damage does. In any case, since the DMG is based on the ammo, instead of the gun, I also need to make a Q10 gun, use Q50 ammo and see if the DMG degrades or not. If it does not, and if higher Q-level does not inherently increase range and rate of fire, then it seems like all you ever need is Ranged Weapon 1 Crafting, as a Q10 gun is all you ever need! You only have to work up ammo crafting to do more DMG. That can't be how it's intended, and I expect a lot of tinkering in the future.
stevenso
Posts: 35
Joined: Thu Sep 23, 2004 4:38 pm

Re: Ammo Weirdness & Gun Differences

Post by stevenso »

Don't atuomaticly assume he used some non good bullet mats. Just the other day i used some Beckers bard and Koorkin oil. Giveing the ammo a 98% Dmg mod before i crafted it. Crafted it and the dmg came out as 0...... yes ZERO lol. oh yeah the quality of the mat's i used were around 150, for a q30 ammunition. I did however report this as a bug, for i can't see any other explaniation.
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