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Do all guns in game have a Stats cap?

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  • 10-29-2013, 04:19 AM
    Critical Errors
    Do all guns in game have a Stats cap?
    I recently pulled a x2 crit wolfhound that rolled out to a third crit. (Yeah, I know Wow right?) So I hunted down a Tier IV Crit barrel for it. The maths told me I'd have a 7.4 Crit once I found this elusive barrel...
    So I found one, popped it on and revealed a 7.0 Crit. Apparently it is capped by the game :(

    So what other weapons are capped? Is it just Crit Mult, or Damage as well? Some clarity would be nice before we all hunt down Tier IV mods for no reason...
  • 10-29-2013, 04:32 AM
    NineLives
    I know ground pounders have a hard damage cap so that adding a damage barrel does nothing, or getting a damage roll. The big boomer has a radius cap (can't recall exact but you also hit that one pretty fast).
  • 10-29-2013, 04:43 AM
    Drewbud
    I had gotten an Immunizer with the +10% range synergy, and I actually got my hands on a +4 range scope for it and when I put the scope on it still stayed at 52 range. Base range is 48 btw.
  • 10-29-2013, 06:51 AM
    Critical Errors
    Quote:

    Originally Posted by NineLives View Post
    I know ground pounders have a hard damage cap so that adding a damage barrel does nothing, or getting a damage roll. The big boomer has a radius cap (can't recall exact but you also hit that one pretty fast).

    I've seen the Ground Pounders also having a cap, but I believe that it was tested and is only a text error. The group testing it did see higher damage from using the barrels.
    As for the Boomers blast radius, there are multiple people telling me that the radius is completely jacked. Never noticed myself, as I only use them to farm.
  • 10-29-2013, 06:52 AM
    Critical Errors
    Quote:

    Originally Posted by Drewbud View Post
    I had gotten an Immunizer with the +10% range synergy, and I actually got my hands on a +4 range scope for it and when I put the scope on it still stayed at 52 range. Base range is 48 btw.

    Too bad about the range cap. It'd be a nice way to kill off the floating Hellbug Arkfalls :p
  • 10-29-2013, 07:00 AM
    alienstookmybeer
    All bonuses apply to the base amount. You're probably doing the math wrong.

    You have a 15% and a 25% initial bonus roll, a 10% mastery roll, and a 20% mod. Also a 5% skill bonus.

    The base crit mutiplier is 4.0. Apply the 75% bonus and it becomes 7.0.

    Still an awesome find! Expect the traders to be in touch with you shortly.
  • 10-29-2013, 07:21 AM
    Critical Errors
    Quote:

    Originally Posted by alienstookmybeer View Post
    All bonuses apply to the base amount. You're probably doing the math wrong.

    You have a 15% and a 25% initial bonus roll, a 10% mastery roll, and a 20% mod. Also a 5% skill bonus.

    The base crit mutiplier is 4.0. Apply the 75% bonus and it becomes 7.0.

    Still an awesome find! Expect the traders to be in touch with you shortly.

    While I admit that I might have mathed wrong :p The caps do still seem to exist. In placing the Mod, the mult did show 7.4. It only changed after the process was complete. Assault Rifles also seem to have this Cap at 2.4x
  • 10-29-2013, 07:30 AM
    Nilxain
    Quote:

    Originally Posted by Critical Errors View Post
    While I admit that I might have mathed wrong :p The caps do still seem to exist. In placing the Mod, the mult did show 7.4. It only changed after the process was complete. Assault Rifles also seem to have this Cap at 2.4x

    I have yet to see any crit caps, can you please present the evidence for this? I would like to see the multipliers (bonuses/synergies/masteries) you are dealing with. If crit caps do exist I would like to know for sure.

    Distance, recoil, accuracy, and bloom caps make sense; but damage, RoF, crit, and mag caps would suck.
  • 10-29-2013, 07:34 AM
    alienstookmybeer
    Quote:

    Originally Posted by Critical Errors View Post
    While I admit that I might have mathed wrong :p The caps do still seem to exist. In placing the Mod, the mult did show 7.4. It only changed after the process was complete. Assault Rifles also seem to have this Cap at 2.4x

    I've seen others mention a display error with the salvage matrix. It doesn't calculate to 7.4 unless there was a bonus I didn't list.
  • 10-29-2013, 07:39 AM
    bigguy
    i have a friend who put a tier 4 mod on a gun with tier three mods and it wasnt working properly , is that the only tier 4 mod on the gun?
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