Tired of crafting Legendary gear that is worse than the Tier 5 gear.

Where T6 adds another mod slot it's not quite so bad, but 5 and 6 M60 both have 4 and it is annoying when you don't have any improvement. I don't like the rng damage. Sometimes I'll cheat in materials, craft 10, and choose the best one.

Maybe this will be addressed in the combining things update?
 
Do you happen to have different ammos loaded into them? Like regular in one and AP in another? Looking at the xml I don't see how a Q6 could be weaker than a Q5. There is only a 2% RNG swing on entity damage, so even if the Q5 got +2% and the Q6 got -2%, each quality level gets 5% damage added right off the bat. I had someone mention a weapon in one of my mods so I went and crafted like 10 of Q5s and 10 Q6s, and the higher quality level always had higher damage.
 
Do you happen to have different ammos loaded into them? Like regular in one and AP in another? Looking at the xml I don't see how a Q6 could be weaker than a Q5. There is only a 2% RNG swing on entity damage, so even if the Q5 got +2% and the Q6 got -2%, each quality level gets 5% damage added right off the bat. I had someone mention a weapon in one of my mods so I went and crafted like 10 of Q5s and 10 Q6s, and the higher quality level always had higher damage.

Wouldn't be the first time i've made that mistake, gotten myself annoyed, then realised i'm an eejit :ROFLMAO:
 
Do you happen to have different ammos loaded into them? Like regular in one and AP in another? Looking at the xml I don't see how a Q6 could be weaker than a Q5. There is only a 2% RNG swing on entity damage, so even if the Q5 got +2% and the Q6 got -2%, each quality level gets 5% damage added right off the bat. I had someone mention a weapon in one of my mods so I went and crafted like 10 of Q5s and 10 Q6s, and the higher quality level always had higher damage.
No ammo in either of them in the OP pic.
 
Do you happen to have different ammos loaded into them? Like regular in one and AP in another? Looking at the xml I don't see how a Q6 could be weaker than a Q5. There is only a 2% RNG swing on entity damage, so even if the Q5 got +2% and the Q6 got -2%, each quality level gets 5% damage added right off the bat. I had someone mention a weapon in one of my mods so I went and crafted like 10 of Q5s and 10 Q6s, and the higher quality level always had higher damage.

If you're asking me, I always compare with the same ammo, double checked. I will say that the damage difference is minor, like a couple HP. I think it's usually/maybe always comparing a good looted T5 with a crafted T6. Perhaps that is the difference. Pretty much as soon as I craft a T5 I'll find a better one in loot. I tested this with a T4 vs T5 crossbow. Out of 10 crafted T5s only 3 were the same or 1HP better than the T4 I had. That wasn't this alpha though.
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No ammo in either of them in the OP pic.
If it hasn't been loaded, it defaults to the base ammo type.
 
No ammo in either of them in the OP pic.
Just to make sure, "Empty" is not the same as "default ammo type selected". If you've loaded the gun with HP ammo and then modified it to empty it down to 0 rounds in the mag, it will still show the damage boost from the ammo type in that weapon screen.

I _think_ the weapon damages should already be tiered properly, in the current release - not having that problem anymore .. but I'm not sure, as I haven't tested it. And at 25 mins a pop for crafting, I'm not keen on giving it a go either ... :P
 
Just to make sure, "Empty" is not the same as "default ammo type selected". If you've loaded the gun with HP ammo and then modified it to empty it down to 0 rounds in the mag, it will still show the damage boost from the ammo type in that weapon screen.

I _think_ the weapon damages should already be tiered properly, in the current release - not having that problem anymore .. but I'm not sure, as I haven't tested it. And at 25 mins a pop for crafting, I'm not keen on giving it a go either ... :P
Alright so I loaded both the T5 and T6 Legendary M60's with AP 7.62 ammo and the T5 does 92.8 dmg with no mods installed, and the T6 does 97.2 unmodded. So apparently yes, the T5 was showing the dmg from the last ammo I ran through it, whereas the brand new T6 was showing stock ammo values since I had no ever loaded any ammo into it. So T6 does do a TINY bit more dmg, but the way it currently shows dmg based on last ammo installed is a bit confusing and could be improved.

Thanks for helping me figure out what was going on here.
 
Showing damage based on the ammo type can be a bit confusing at first, but it makes sense math wise. Damage calculation starts with ammo damage and then is adjusted by weapon type, quality, perks, and mods.
 
Showing damage based on the ammo type can be a bit confusing at first, but it makes sense math wise. Damage calculation starts with ammo damage and then is adjusted by weapon type, quality, perks, and mods.
but if I look at a weapon with no ammo loaded, it should show default dmg like a freshly crafted weapon, not dmg of some ammo that was loaded before
 
but if I look at a weapon with no ammo loaded, it should show default dmg like a freshly crafted weapon, not dmg of some ammo that was loaded before
I'm not sure I agree with that. It should show the stats for the ammo type YOU have selected for it. That is what makes most sense. If the weapon stats reverted to base damage for no ammo type every time you emptied your magazine that could be a lot more confusing. Now that you understand how it works, it is a lot more consistent and clear to just have the weapon always display the damage it does based on your selected ammo type whether it is currently loaded with that ammo or not.
 
I'm so confused. I never run into this issue and I'd swear that the overlapping stats between tiers is something they addressed in A20 or 21.
 
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