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20.1.9
Weapon progression and mob selection
In this part I will try to answer questions like "What weapon should I use next?", "What mob
can I kill with it?" and "What armor, if any, would be useful against it?"
But first, how I got to this list-
The data for the weapons is based on average damage calculation, which means it includes
misses as well, of maxed weapons, this means basically limited ones.
A maxed weapon has the SIB "not anymore" for damage and hit ability.
For this data I used www.entropiatools.com.
Exceptions of this are the tt weapons, the Emik S30 and the CB5, since those are the starter
weapons which aren't maxed yet when you begin and were tested before.
So the rule of thumb, avoid using an unmaxed weapon if you can.
I will also imply that you use the highest possible amplifier for the weapon as long it is
increasing damage/second and eco.
This means I use the A10x series up to A104 and for BLP the Fi/Ra/Co Beast amp, the other
repairable BLP amps are either too high or too rare.
Those amps are still affordable (see it as investment; you can still sell the amp later again).
So far to the explanation how I got the damage per second.
Next step was grouping the weapons for the several professions in "stages" with roughly the
same damage per second.
Then I set a time limit of 20 seconds to kill the target.
The reasons for 20 seconds:
-
A mob attacks roughly every 3 seconds, so that's roughly up to 7 hits you would take
in the worst case, damaging your armor or making it necessary to fap.
The longer this time span the more likely you get a higher repair bill for armor/fap as
necessary.
-
If the mob inflicts more than 20 damage points per hit this could pretty much kill you
as well.
-
The mob will regenerate its HP, some faster, some slower.
In any case, the longer the time span the more likely the mob will regenerate a couple
of times, thus making you need more ammo.
-
Your personal regeneration will take 20 seconds, so you get some HP again,
depending on your max HP, which is useful for the armor calculation, see below.
Those 20 seconds were set by me, but if you say 30 seconds or more as sufficient for you
that's alright as well.
Next step was to multiply the lowest damage per second of a stage with 20 seconds.
This figure was roughly the max HP I allowed the mob to have. If it differed about 5 or 10 I
might make an exception.
The 20 seconds used to determine what kind of damage you could get at max, so I will count
with 7 hits,, which were allowed to deal max 70 damage. Above 70 I suggested armor
The 70 has an increasing buffer (since newcomers start with 88 HP, a buffer of 18 from start)
to the max HP..
The HP as well as the average damage of the mobs is taken from www.entropedia.info.
All those settings should put you on the save side with hunting the mob, likely you are able to
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