Difference between revisions of "Item:Isis LR41"

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Non SIB:
Damage Profession
DamageFrom = (0.25 + 0.25 * (DamageProfession/100)) * MaxDamage
DamageTo = MaxDamage
Hit Profession
HitModifier = HitProfession/100
SIB:
SIB Not yet Yes Not anymore
Damage profession DamageFrom = 0.25 * MaxDamage
DamageTo = 0.5 * MaxDamage DamageModifier = ((DamageProfession - Rec) / (Maxed - Rec))
DamageFrom = (0.4 + 0.1 * DamageModifier) * MaxDamage
DamageTo = (0.8 + 0.2 * DamageModifier) * MaxDamage
DamageFrom = 0.5 * MaxDamage
DamageTo = MaxDamage
Hit Profession HitModifier = 0 HitModifier = 0.3 + ((HitProfession - Rec) / (Maxed - Rec)) * 0.7 HitModifier = 1
Reload Reload = 0.45 * MaxReload Reload = 0.8 * MaxReload + ((HitProfession - Rec) / (Maxed - Rec)) * 0.15 * MaxReload Reload = 0.95 * MaxReload + (HitProfession - Rec) / ((Maxed - Rec)* 1.25) * 0.5 * MaxReload
Attachments (sights and scopes):
SkillModifier = 100 + Sight1.SkillModifier + Sight2.SkillModifier + Scope.SkillModifier
HitModifier = HitModifier * (SkillModifier/100)
Effective damage:
AvarageDamage = (DamageFrom + DamageTo) / 2
EffectiveDamage = AvarageDamage * (0.8 + HitModifier * 0.125)
The effective damage is what you see in the chart.

Revision as of 20:03, 23 October 2009

Description

This is a laser assault rifle manufactured by the Isis corporation. They are known for their robust and somewhat crude designs.
It's still not known if the Isis corporation had anything to do with the mysterious happenings aboard the Villre Star

Stats

ammo type ammo use max. damage max. range max. TT value
medium weapon cells 14 70 62.7 7328

Pictures

Isis LR41 04.jpg


Non SIB: Damage Profession DamageFrom = (0.25 + 0.25 * (DamageProfession/100)) * MaxDamage DamageTo = MaxDamage Hit Profession HitModifier = HitProfession/100


SIB:

SIB Not yet Yes Not anymore Damage profession DamageFrom = 0.25 * MaxDamage DamageTo = 0.5 * MaxDamage DamageModifier = ((DamageProfession - Rec) / (Maxed - Rec))

DamageFrom = (0.4 + 0.1 * DamageModifier) * MaxDamage

DamageTo = (0.8 + 0.2 * DamageModifier) * MaxDamage DamageFrom = 0.5 * MaxDamage DamageTo = MaxDamage Hit Profession HitModifier = 0 HitModifier = 0.3 + ((HitProfession - Rec) / (Maxed - Rec)) * 0.7 HitModifier = 1 Reload Reload = 0.45 * MaxReload Reload = 0.8 * MaxReload + ((HitProfession - Rec) / (Maxed - Rec)) * 0.15 * MaxReload Reload = 0.95 * MaxReload + (HitProfession - Rec) / ((Maxed - Rec)* 1.25) * 0.5 * MaxReload


Attachments (sights and scopes): SkillModifier = 100 + Sight1.SkillModifier + Sight2.SkillModifier + Scope.SkillModifier HitModifier = HitModifier * (SkillModifier/100)


Effective damage: AvarageDamage = (DamageFrom + DamageTo) / 2 EffectiveDamage = AvarageDamage * (0.8 + HitModifier * 0.125)


The effective damage is what you see in the chart.