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Experiment: +8 falloff damage mod effect on an SMG [Screenshot compilation]

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  • 06-18-2013, 12:18 PM
    Alexri
    Experiment: +8 falloff damage mod effect on an SMG [Screenshot compilation]
    EDIT: Until Trion gets a grip, I will not contribute to the success of this game
  • 06-18-2013, 12:20 PM
    greatdividers
    that is awesome, thanks!
  • 06-18-2013, 12:25 PM
    Alexri
    Title is supposed to say falloff ofc >.< hopefully a mod can fix it, for the sake of finding it in searches
  • 06-18-2013, 12:27 PM
    K Ron Spliffs
    Ya, would be nice if the DEVs gave us some input on these kinds of things...
  • 06-18-2013, 12:27 PM
    Finish the Fight
    Well done sir and thank you.
  • 06-18-2013, 12:58 PM
    Cavadus
    So, in terms of pushing the most damage the furthest does this mean this mod would better for low damage, high rate of fire weaponry while the +damage mod would be better for high damage, low rate of fire weaponry?
  • 06-18-2013, 01:07 PM
    Notturno
    Thank you very much for this data! Sorry I have nothing to contribute, but I feel like you deserve recognition for doing this.
  • 06-18-2013, 01:16 PM
    Alexri
    Quote:

    Originally Posted by Cavadus View Post
    So, in terms of pushing the most damage the furthest does this mean this mod would better for low damage, high rate of fire weaponry while the +damage mod would be better for high damage, low rate of fire weaponry?

    It should be noted that my conclusions aren't necessarily right. These results could be explained by an actual extended range rather than extra damage at preset ranges, you'd essentially need more data to confirm- and for more weapon types. Assuming I'm right though, this would benefit low damage weapons more.
  • 06-18-2013, 01:22 PM
    Ensu
    Nice work there, Alexri. Dropped it in the sig.
  • 06-18-2013, 01:36 PM
    Alexri
    Did the same test with pistols, and it proved my initial hypothesis about damage wrong. See updated first post.
  • 06-18-2013, 01:40 PM
    Mowazzy
    Alexri, thanks very much for your effort and for taking the time to test and post this info.
  • 06-18-2013, 01:50 PM
    Alexri
    Np :)

    Pistol version of this available here:
    http://forums.defiance.com/showthrea...839#post865839

    Tried to update this thread to contain both, but:
    *can't edit title
    *it won't let me post all the screenshots in a single post
  • 06-18-2013, 02:17 PM
    piercehead
    Good job Alexri. I've been using this mod on a VOT pulser (along w/burst mod) for a while now. It felt good, but good to see the number ranges visually.
  • 06-18-2013, 03:29 PM
    Gratty
    Byootiful experiment. I like it
  • 06-18-2013, 03:54 PM
    Moa
    Well I'm certainly glad I never got rid of the (4) +8 Falloff mods I have.
  • 06-18-2013, 04:18 PM
    buc nazty 211
    Great post man. Just to clear things up falloff damage means that your weapon will do more consistant over extended range. For example gun may do 125 damage between 1-13 meters but only 109 damage between 13-21 meters with out a mod. With the mod you can do 125 damage between 13-21 meters. Hope that makes sense.
  • 06-18-2013, 05:11 PM
    Muffins
    Thanks for the visual representation, I always knew what Falloff was but didn't really know how to place it in terms of in game meters.
  • 06-20-2013, 11:36 PM
    SilentBob420BMFJ
    I also did the test and yes for instance for the Wolfhound it's good. But if you use the Wolfhound as a crit spot hitter on things up close, then 1.07 damage mod would be better. But if you're medium range away shooting at things a long with the Wolfhound, then you may want this mod.
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