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[0.9.9.2] Why do my shotguns suck?

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RogerN:
I already have Army of Darkness, so armor shouldn't be a problem.  I'm wielding a double shotgun that's been modded with a Firestorm mod pack.  The description *says* that it should be doing (8d3)x5 damage.  By my calculations that's an average of 72 damage at point-blank range (1 tile).

...and yet I still consistently fail to kill Cacodemons (40 hp according to the wiki) with one shot, even at point-blank range.

Here's my math:
8d3 damage = 16 average
x5 multiplier = 80
x 0.9 range falloff at 1 tile = 72
Army of Darkness = no armor adjustment

Am I doing something wrong?  Why do my shotguns suck?

EDIT: Oh, my trusty combat shotgun seems to perform just fine.  It's really only the double shotgun that seems to suck more than its description would imply.

RogerN:
I just had a thought.  Is it possible that knockback is the problem here?  I don't know what the normal order of events is, but if knockback is performed before enemies actually take damage from the shotgun blast then the damage could be significantly nerfed.  This gun routinely knocks enemies back 3-4 squares.  If the damage is calculated after the knockback then that's a reduction from 72 damage to 40, which would explain the results I'm seeing.

ZZ:
The knockback is the case of some bugs at least in the previous version, where you were able to negate Cyberdemon's damage fully using Fireangel. But that was a known bug and it is strange that it isn't fixed already.

Another thing that might be the case of the problem is that knockback calculates after every shot out of your 5, and thus damage dropoff is different for every of your 5 shots. And as far as I know, firestorm modded DBS is a bug, so if you do this, "use it at your own risk".

And I don't think that the fact that you can't one-shoot caco's makes them be that bad. Shotguns are meant to be crowd-controllers, so if you do enough damage to nearly kill one caco, you'll deal the same damage to every caco in your shot radius, which is already big enough to out-perform most weapons in the same situation.

raekuul:
I did some fiddling around with the Double Shotgun's multiplier, and I discovered something disturbing. It's limited by how many shots you have in the chamber. When I had a standard issue Double Shotgun hacked to have five shells instead of two, it was using three shells per shot. I would imagine that the multiplier is due to it being a multishot weapon.

To shorten: Firestorm Doubleshotgun does NOT work as intended due to how the multiplier works.

Malek Deneith:
Yep, that's pretty much the case - double shotguns x3 doesn't really work currently, leave alone firestorm mod (a separate question is should it even work on double shotty). I posted a bug report about it on trac quite some time ago but I believe it's stated for fixing as far as 0.9.9.5

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