Yeah i cant see a weapon mod being worth 250k DZ credits. Thats A LOT of doe for an average player.
Im saving mine for when some dank weapons roll around
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Yeah i cant see a weapon mod being worth 250k DZ credits. Thats A LOT of doe for an average player.
Im saving mine for when some dank weapons roll around
I don't even think Crit Damage is good to have on your mag unless I'm mistaken. If we're talking SMGs then it's RoF > Wep Damage > Crit Damage
Wep Damage increases your base damage and therefore increases your max Crit too, so it kind of renders Crit Damage mags useless.
That's what I THINK anyway. Remember testing it but only briefly.
RoF is definitely better if you have good aim.
If you're trying to min/max your gear, then you probably built a ton of those items at lvl 31 until you got one with both stats at or near the high end of the range possible. Since the RNG has such a wide range of possible outcomes, and two different stats you're trying to min/max, that just means you're probably going to have to make a bunch of the new lvl 32 items until you get one that is at or near the top of the new range max on both stats. It's just the way the game was designed.
I do laugh, though, when they say that they really don't like the fact that crafting is so important in this game, and the best gear should be looted. I don't disagree with this, but until they decide to make dropped loot use different RNG ranges than crafted, crafting is going to be the way to go. If I have an M1A blueprint, and due to the RNG and the number of desirable talents and damage values that I'm looking for, so that I have to craft 50 copies of the M1A before I get a mix I want, then if I looted these instead, I'd have to see probably 50 M1As drop as look before I matched or exceeded what I could craft. How long would you have to grind to see 50 M1A drops?
If they really want to make looted gear more desirable than crafted, then they either need to make looted gear have higher ranges of possible values for the RNG to build from, or else balance out the talents so that a much wider variety of talents are still considered effective.
I'm still butthurt that I wasn't lvl 75 yet when they swapped out the AUG and M1A blueprints from the DZ vendor. Given the state of the weaponry available, those who got those two weapons are materially better off than those who have since had to go with the Vector or pistol blueprints, or the ACR and shotgun blueprints.
Speaking of ACR, I've crafted somewhere between 17 and 20 of these so far, and junked every single one. They were pure crap. Considering all I seem to get as loot are 163 and 182 crap weapons, it's going to take a lot of grinding/disassembling/crafting before I finally get a really effective 204 weapon. Massive says they don't like that crafting is the way to go, and would prefer looted gear to be supreme. You sure couldn't tell that this is their preference by looking at the game they actually designed, though.
This is just pure math. If you have a 26% Rate of Fire mod, then to match it you have to figure out how much extra crit dmg you'd need to match the 26% higher output of damage if you went crit dmg instead. Crit dmg is just a percentage on top of your base damage, times how often you actually crit.
Assuming you maxed your crit chance at 60%, then .60 * Xcritdmg = .26dmgincrease
X = .26/.60 = .43
So, a magazine that did +43% crit damage, assuming you run with maxed crit chance, would equal a 26% ROF magazine in improved dmg (not factoring in magazine changes). Any higher than 43% would be beat the ROF mag in DPS.
Have you seen any +43% crit dmg magazines in game? I don't recall any.
I made another a few minutes ago and got +105.5% Mag Size and +29.50 Rate of Fire.
Feels very good on my AUG in the Range and inflates the DPS a bit - we'll see how it is in practice against enemies tomorrow.