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  • Weapon Statistics Explained
    By: Oka Higre, Posted at: Mon, Jul 7th 4:34 PM 2003, Last Edited: Sun, Dec 26th 1:52 PM 2004
    Rated 4.30 by 23 people

    Minimum Damage/Maximum Damage - One of the first things people will look at is damage. Many will just look at maximum damage. The connisuer of good weaponry will consider both. A 21-62 pistol will do less damage in the same firefight that a 30-62 pistol will do. You will not hit for maximum damage every time, no matter what. Realize when you power up a weapon the effects that powering this stat up will have. If you power up max damage, you are reducing your consistency in damage dealing. You will deal more damage, but sometimes not as much as possible. Powering up minimum damage will allow you to be more consistent. The choice of which you want is up to you.

    Attack Speed - Again, this is one primary consideration for people when buying weapons. All else identical, a 3.3 weapon will do 25% more damage than a 4.4 weapon in the same given period of time. The number is the number of seconds between firing. We all know the feeling of sitting there getting beaten on by a creature and wanting to scream "SHOOT DAMMIT, SHOOT!". This is an excellent stat to power up. A +30% power up on that 3.3 attack speed gives you a whopping 2.3.

    Wound Chance - This is the chance to make the **edit** bleed. It is a percentage. A 4.4 is worse than a 7% chance. Inflicting wounds is a good thing, and you can power this statistic up. Many times it will be a secondary power up on a two statistic power up.

    Range Modifiers (--/41/-80) - The first number is your zero range modifier usually a penalty). Low on pistols, moderate on carbines, and high on rifles. The second number is your Ideal Range modifier (see Ideal Range below). The third number is your max range modifier. These determine, before stance bonuses, your chance to hit at a specified range. As you move toward the target, when you first get into range, you will be affected by the max range modifier. As you get closer this will climb to the middle number, and as you move closer still, will fall off to the first number. Powering these statistics up can be tricky, and many will ignore the power ups for these in favor of damage. But you can do great things with accuracy bonuses. If you use a pistol, a zero range or ideal range power up is great, especially if you want to hit consistently while running. If you're using a carbine, consider a ideal range power up. If you are using a rifle, a Max Range bonus can be wonderful, or better yet a Max Range, as you can hit better from a farther distance. Any scout can tell you the further you are from a creature, the longer you have to shoot at it before it figures out WHERE you're shooting from.

    Ideal Range - The Ideal Range of a weapon is just that...where it works best from. Farther the better. Why? The closer you are, the fewer shots you get on a charging creature or brawler who thinks guns aren't fair toys. A carbineer might want to power this up. A pistoleer would KILL to be able to be effective at more than 15m A rifleman's best friend is range. All in all, a good statistic to power up, especially if it comes with a damage/wound/range modifier power up on the same power up.

    Max Range - Pretty self explanatory. Can't hit from farther away than this.

    Health Cost - NO weapon will require HAM points to fire in a normal manner. This statistic is the health cost of using a special move with this weapon. This number is multiplied by a cost multiplier of the special move in question. IE If a special move health multiplier is 3 and your Health Cost is 15, it will cost you 45 health to do this action. Lower is better. Always good to power up this stat, and the other cost stats, especially if you have a low pool in that area or have a weapon that sucks away at a pool. You can die just as easily by draining yourself through special moves (not directly kill yourself, but make it easier for someone to kill you) as you can getting gnawed on by a angry Falumpaset.

    Action Cost - Same as above, except for Action instead of Health. Tends to be the highest pool drain of any weapon.

    Mind Cost - Same as abofe, except for Mind instead of Health. Tends to be lowest drain of any weapon.

    Oka Higre
    President, HigreCorp

    SWG: Combat: Weapon Statistics Explained, by Oka Higre
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
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    11 threads, 1 page(s) long 
       backup? Reply...
      Posted @ Wed, Dec 22nd 12:48 PM 2004
      By: GuerrillaRadio
      4 posts
      Score: Decent [3.00]

      i was wondering what to back up my tk with?  Input would be much appreciated.

      Anything works well for backing TK up with :). If you are going pure combat Fencer will make you a monstrous tank, Swordsman will give you more damage types and another high damage profession, Pistoleer will give you ranged mitigation and some decent defenses (not a common back up prof tho). Rifleman will make you extremely powerful at ranged, then just pull out the vk when they get close. Pikeman gets you Dots, other than that pikeman is a profession with mostly kinetic (and a little elec in a pinch) so its very comparable to a teras kasi master with low defenses :-/.

      No matter what you do get master brawler. Warcry 2 and Intim 2 are awesome.

       
      0 Replies
       TK Build Reply...
      Posted @ Mon, Sep 27th 5:35 PM 2004
      By: Blare
      1 posts
      Score: Decent [3.00]

      i was wondering what to back up my tk with?  Input would be much appreciated.
                                                                      

       
      ----------------------------
      Life's too short to not have fun.
      0 Replies
       bh help Reply...
      Posted @ Sat, Nov 15th 5:06 PM 2003
      By: Anonymous
      Score: Default [2.00]

      can a bh use a sword                                                                             

       
      0 Replies
       armor piercing Reply...
      Posted @ Thu, Sep 18th 2:40 AM 2003
      By: Anonymous
      Score: Default [2.00]

      is there any difference in damage from armor piercing? other then cutting down the effect of the armor the player is wearing I heard that if you have a weapon with high armor piercing shooting a target without armor the damage that it would normally inflict is doubled.

      Example: I have a rifle with high armor piercing with 300 max damage attacking a target with no armor my max is shifted to 600 or more.

       
      0 Replies
       Damage type? Reply...
      Posted @ Wed, Aug 20th 11:38 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Could you tell us what kind of damage effects what on a creature?

      I.E. Kinetic(Sword) does damage to what?
         Energy(Blaster) does what kind?
                                                         

       
      1 Reply
         RE: Damage type? Reply...
        Posted @ Wed, Nov 26th 5:19 PM 2003
        By: Anonymous
        Score: Default [2.00]

        You need to examin the creature and see their resistance. if they are 50% resistant to energy, energy weapons will do 50% less damage.                                                   

         
        0 Replies
       PENALTY??!?!?!?! Reply...
      Posted @ Mon, Aug 4th 6:55 AM 2003
      By: Anonymous
      Score: Default [2.00]

      i noticed no1 answered the qwestion about where u find the penalty multiplier..............id like to know as well...........so ya                                                   

       
      0 Replies
       UMPA-LUMPA Reply...
      Posted @ Wed, Jul 30th 3:09 PM 2003
      By: Anonymous
      Score: Default [1.50]

      WHERE DO YOU SEE THE PENALTY MULTIPLIER?                                                                             

       
      0 Replies
       Multiplier? Reply...
      Posted @ Tue, Jul 22nd 10:25 AM 2003
      By: Anonymous
      Score: Default [2.00]

      How do you know what the special attack multiplier is? How do you calculate that or where is it listed?
                                                                      

       
      0 Replies
       Wound/Bleed? Reply...
      Posted @ Mon, Jul 21st 1:35 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Are you sure wound chance has anything to do with bleeding?  I've never seen a creature bleed due to a high wound chance weapon. I had one with a value of 24 so I'd think that with a bit of experimentation there should be some difference but there was none that I could see.
                               

       
      1 Reply
         RE: Wound/Bleed? Reply...
        Posted @ Mon, Aug 11th 5:18 PM 2003
        By: Anonymous
        Score: Default [2.00]

        Bleeding and wound chance are unrelated.

        Wound chance is the chance a weapon will cause a wound, which is a reduction in the maximum of a HAM bar or character stat (e.g., Stength).  Wounds show up on as black on the end of your HAM or stat bars and are listed in your characters stats page (ctrl-C).

        Bleeding, on the other hand, applies continuous damage (as if you are continuing to be hit), which reduces the quantity of the affected HAM bar, not the maximum it can attain. Bleeding is only caused by certain special attacks (e.g., Mind Shot for the Rifle).

        Very generally: Damage recovers naturally unless there is bleeding. Stim packs can restore damage, even bleeding damage, but cannot stop bleeding. A medic must use the First Aid skill to stop bleeding. Wounds recover on their own only in specially designated places (e.g., Med Centers, Camps, etc.). Med Packs can be used speed wound recovery in those places. However, Med packs do not affect damage or bleeding.

        I hope this helps.

         
        0 Replies
       unarmed? Reply...
      Posted @ Thu, Jul 10th 2:54 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Is there a way to check your stats for unarmed fighting?  Like the costs, min/max damage, etc... Also, can we get gloves and powerup the gloves to get quicker speeds and the other powerups?                                      

       
      1 Reply
         RE: unarmed? Reply...
        Posted @ Fri, Jul 18th 4:29 PM 2003
        By: Anonymous
        Score: Default [2.00]

        u can get vibro knuckles which has extremely high ham costs but with bezerk u will own riflemen A.K.A those damn tuskens                                                                

         
        1 Reply
           RE: unarmed? Reply...
          Posted @ Sun, Aug 3rd 11:51 PM 2003
          By: Anonymous
          Score: Default [2.00]

          Tip: Unequip the VibroKnuckles. Rush poor slob firing at ya. Blind, Stun (or whatever), wait for the two special moves to execute, then equip your VibroKnuckles and turn that red con into swiss cheese because you didn't drain 20% of your HAM pool on the special moves. On long fights, repeat as needed. You do you a hot key for your VibroKnuckles right?!?

          I found blind to be way better than bezerk, once you get it. Plus if needed you can squeeze off a /healdamage self if needed.

           
          0 Replies
       Health Cost? Reply...
      Posted @ Tue, Jul 8th 2:12 PM 2003
      By: Anonymous
      Score: Default [1.50]

      "and your Health Cost is 15"

      Where can I get this number, and how does it relate to Strength and other factors?

      Thanks                                                   

       
      1 Reply
         RE: Health Cost? Reply...
        Posted @ Wed, Jul 9th 11:01 PM 2003
        By: Anonymous
        Score: Default [2.00]

        Examine the weapon it's near the bottom, no idea on the second part, might already be a factor when you examine it??                                                                

         
        0 Replies
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