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A lot of what you mention comes down to build preference and effort desired to achieve max damage. Because of that subjectivity involved, I won't be able to show numbers that everyone agrees with. For example, I do recognize that Bloody Mess is not always used due to the low damage bonus and perk cost. Chems are easier to acquire than magazines, so people are more likely to use them on boss fights.
As far as multiplicative damage bonuses go (4, 5, and 6 in your list), those make no difference when comparing ratios of damage dealt in the way I did. Example: If build A does 10 damage and build B does 20, then both get a 50% multiplicative damage bonus, build B is still going to do double of what build A does.
The upcoming legendary crafting will make it so full health builds can achieve 33 luck, so the reload on the third star is available to both builds.
Please show your math if you think Bloodied is 1000% more damage. List the damage source amount and name, like I did so others can review it. Use whatever build you think is realistic for both.
Lets just say its 265% vs 100% (which is being quite generous to the non bloodied build in terms of sourced damage)
so a 100 base weapon is doing
365 vs 200
Bloodied --- 365 x 1.5 x 1.5 x 1.25 x Critical = ~2550
Full Health - 200 x 1.5 x 1.5 x 1.25 x Critical = ~1400
And this is assuming you have infinite ap, have maxed your drugs etc and as full health via chugging non stop drinks vs the bloodied just existing
And this is before the armour calculations which drop the damage and drop it harder on something with a lower number as more of it has been eaten up breaking the armour threshold (big part of why two shot is a garbage roll and why in PvP you can become effectively immortal to other players)
Nothing wrong with your setup, infact I had the same settings except for body armor which had 4 of them unyielding and one auto stim. Civil engineer armor is not that strong in defense afterall.
Same here.
My two are full health builds and to gimp one's character is absurd, IMO.
No, we're not. 😂
My main, a Stealth Sniper with several different 3 star rifles can:
Cripple almost any enemy with 1-3 shots depending on enemy.
Don't get hit often b/c Sneak and Stealth are so high I can point my gun in their face and shoot SLOWLY and most often they do nothing. 😂
Vampire Handmade so even if, every enemy dies before they can do significant amount of damage.
Cripple their arm(s) and they can't hold a weapon.
Imagine being in an Event and within a minute 85% of the mobs are crippled, limping, and many don't have weapons yet I and others who do it are invisible to them.
Bloody builds are fun as hell but they're a pain in the butt to maintain (especially during a lot of events), you really can't take them to Scorched Earth and while they tend to do more damage the returns might not be worth it for most people; I mean, is dealing 1000 damage per shot really that much better than dealing 880per shot? With my archer build I can take out everything with a VATS hit to the head but I could do that with my full-health sniper.
Bloodied is no longer as superior as it used to be, at least in terms of damage output specifically. Especially so when you consider a lot of them tend to die repeatedly, which means no damage is being dealt.
I don't know where your numbers are coming from. Show the sources and amounts of damage bonus for each build, like I did in my other post. I am truly interested in seeing what a bloodied build can do, if I'm wrong with my previous numbers.
You are correct about armor affecting a lower damage hit more than a higher damage one. Boss fights are the only time armor is high enough to make a significant difference on those hits, though.
I'm not sure what you're trying to point out with this math. As I said before, multiplicative damage sources don't change the ratio. Before multipliers, (365 - 200) / 200 = 82.5% more damage. After multipliers, (2566 - 1406) / 1406 = 82.5% more damage.