08-20-2017, 10:35 AM
There's a problem with a lot of these numbers being reported as far as melee weapons go, but I'm not going to try and calculate through all these unspecific examples. I'd rather just point out what's broken with guns.
With a regular weapon, a very large majority of its total SWA comes from the stat scaling portion. 100% total stat scaling with 60 in each stat? That's 90 from the stat portion. Takes a lot of Weapon Power to make itself look less like a silly little addition at the end. 10 or 20 Weapon Power? Only makes 10 points of difference, boohoo.
But hold on, let's talk guns. Let's talk Quickdraw, since it's been brought up.
Say you're running a Quickdraw with Extended Grip. I have one with 18 power. Scaling is 70% total, so let's pretend I have 60 scaled in each of those stats.
[strike]Stat portion: (60 * 0.7) * 1.5 = 42[/strike]
Stat portion: (60 * 0.7) * 1.5 = 63
Now, a rule on guns: The stat portion of the Scaled Weapon ATK is divided between Rounds.
How big of an impact does this fix have on guns? Let's take a look at these.
Let's assume for very obvious example, we're looking at 8 rounds from the Momentum effect. 3 base, 4 from the Momentum effect on Quickdraw, 1 from Extended Grip.
Your stat portion of[strike]42[/strike] 63 gets divided by 8 for... [strike]5[/strike] 7. That measly [strike]5[/strike] 7 compared to 18 Weapon Power. Certainly the absolute reverse effect we talked about with regular weapons. Especially if it's doubled...
How much of an effect does this fix make to the total damage of this Quickdraw? Wellllllll.........
[strike]Old System: 8 Rounds * (5+18+18) = 8 * 41 = 328 before reductions
New System: 8 Rounds * (5+18) = 8 * 23 = 184 before reductions[/strike]
Old System: 8 Rounds * (7+18+18) = 8 * 41 = 344 before reductions
New System: 8 Rounds * (7+18) = 8 * 23 = 200 before reductions
[strike]56%[/strike] 58% of its previous amount. And remember, we're only even applying these shots one at a time, with all enemy DR and Armor being applied to each one. 21 unreduced damage per hit. That gets reduced to almost nothing with rounding down being in effect as well.
So guns needs to have a fix for this change. Definitely.
Edit: It was pointed out to me that I missed the 1.5 in the stat calculation when I was rushing through this post, despite having written it down. Alters the numbers slightly, but the point still stands.
With a regular weapon, a very large majority of its total SWA comes from the stat scaling portion. 100% total stat scaling with 60 in each stat? That's 90 from the stat portion. Takes a lot of Weapon Power to make itself look less like a silly little addition at the end. 10 or 20 Weapon Power? Only makes 10 points of difference, boohoo.
But hold on, let's talk guns. Let's talk Quickdraw, since it's been brought up.
Say you're running a Quickdraw with Extended Grip. I have one with 18 power. Scaling is 70% total, so let's pretend I have 60 scaled in each of those stats.
[strike]Stat portion: (60 * 0.7) * 1.5 = 42[/strike]
Stat portion: (60 * 0.7) * 1.5 = 63
Now, a rule on guns: The stat portion of the Scaled Weapon ATK is divided between Rounds.
How big of an impact does this fix have on guns? Let's take a look at these.
Let's assume for very obvious example, we're looking at 8 rounds from the Momentum effect. 3 base, 4 from the Momentum effect on Quickdraw, 1 from Extended Grip.
Your stat portion of[strike]42[/strike] 63 gets divided by 8 for... [strike]5[/strike] 7. That measly [strike]5[/strike] 7 compared to 18 Weapon Power. Certainly the absolute reverse effect we talked about with regular weapons. Especially if it's doubled...
How much of an effect does this fix make to the total damage of this Quickdraw? Wellllllll.........
[strike]Old System: 8 Rounds * (5+18+18) = 8 * 41 = 328 before reductions
New System: 8 Rounds * (5+18) = 8 * 23 = 184 before reductions[/strike]
Old System: 8 Rounds * (7+18+18) = 8 * 41 = 344 before reductions
New System: 8 Rounds * (7+18) = 8 * 23 = 200 before reductions
[strike]56%[/strike] 58% of its previous amount. And remember, we're only even applying these shots one at a time, with all enemy DR and Armor being applied to each one. 21 unreduced damage per hit. That gets reduced to almost nothing with rounding down being in effect as well.
So guns needs to have a fix for this change. Definitely.
Edit: It was pointed out to me that I missed the 1.5 in the stat calculation when I was rushing through this post, despite having written it down. Alters the numbers slightly, but the point still stands.
![[Image: 43061579a09db588952b04fe4c658928.png]](https://i.gyazo.com/43061579a09db588952b04fe4c658928.png)