#Crafting Showcase
1 messages · Page 2 of 1
When you absolutely, positively have to kill everyone within 25m... Gun Kata. Noise? Ain't gonna be anyone left alive to hear it.
Whistle
That one looks nice
Not saying it's OP or anything...
They're going to hear you in another continent 🤣
@jaunty jay how much is a glancing hit? 10%?
the damage?
glancing hits give between 30% and 70% of the damage. the amount is determined by the hit roll, scaled by the range of the hit chances (0 to whatever value is a hit)
a hit roll of 0 or 1 gives the minimum damage, 30%. maximum damage of 70% is given when the hit roll is just barely a miss
So you really could crank up a snipers or revolver damage that would kill on a glance
yes
never saw it. What does it add?
negative recoil is very nice
yeah, and that is a LOT
especially nice for shotguns
I think recoil intrinsic is -6 recoil so that's like adding extra 2 intrinsics
It depends on where the mod is at. Barrel body or optical
an intrinsic blueprint does not have a mod location
I thought that intrinsic blueprints were chosen by mod location? Maybe they do not "take up" a mod location, that is if you get a barrel intrinsic you can still add your own barrel mod. But I am pretty sure you can't get, for example, two barrel intrinsics.
no, intrinsic blueprints, such as "Ranged Accuracy 1" does not have a mod location. random intrinsics generated by crafting do have a mod location
The random intrinsics you get from each location when you bake in a mod have certain... categories of effects? You're not going to get -recoil from a scope mod random (or barrel, but I could be wrong) from an AR, for instance. That vapor optics is seriously good, that's two -6 recoil 1 BPs plus some extra damage. Plus you can still throw a recoil 1 and another intrinsic BP when you make it. Too bad shotguns have no place in my group.
there is a difference between an intrinsic blueprint and a randomly generated intrinsic mod
I suggested that we change the terminology so they aren't both called intrinsic, but it may be too late for that
It's never too late to change confusing terminology.
i am reminded that i still don't understand crafting.
it would clear part of confusion for sure
+1 never too late to clear up confusing terminology
How about calling it a "supplementary" mod for the mods added on as a blueprint during crafting that aren't equipable (recoil, melee accuracy, light damage, etc).
Then intrinsic can refer to the ones created RNG through crafting.
Honestly as long as it is locked in before full release I think it would be fine. But then again, I'm not the one that would have to redo everything.
Not cleaning up confusing terminology because it would be hassle to do so, is like not cleaning up your room because there's too much stuff to organise
I could go for 'static intrinsic' vs. 'random intrinsic'. You can add a static intrinisic mod blueprint to a weapon, or add a weapon mod to get a chance at a random intrinsic. Intrinsic itself is mandatory, it denotes that it's built into the weapon and can't be removed. But static vs. random, that shows the difference in what you get.
if you say that it should have "intrinsic" because it is built into the weapon and can't be removed, then the weapon mods you included in the crafting should also be "something intrinsic"
that means 3 things called "intrinsic", just making it worse
Maybe a revision of the way these stats are displayed should be changed