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
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.