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General / Re: Chemical/energy pistols
« on: October 02, 2017, 07:49:38 pm »since we are talking about the weapon itself instead of build, anything outside of that particular weapon is irrelevant, as I can also counter the low damage of chemical pistol by saying the damage can be easily made up by an off hand SMG.Quotenot even in the same league! so are you just going to ignore my point about the ambush perk which will put the chemical pistol's critical chance even above that of a hammer's
Ambush is not exclusive for chemical pistols. It's even easier to use with throwing molotovs then shooting from a pistol, than with chemical pistols.
Let's see numbers. We have a hammerer pistol with 132 quality frame and incendiary pistol with 133 quality collector and 125 quality dispenser. We have both gun nut and mad chemist. Hammerer does 19-100 damage (60 avg), chemical pisto does 15-25 (20 avg), so there is 3 times the damage. The on hit effect for a chem pistol is 85% chance to set target on fire dealing 416% damage in two turns. The problem with later is that while this damage is ongoing the target can still attack you. Damage over time is less valuable than direct damage. Then we have the ability to put +50% damage on special attacks on hammerer, and then either +10% accuracy (which also will affect damage per round) or extended magazine (AP economy). We have none of those options for chemical pistol. Then we have the fact that hammerer has range 10 (7 optimal), while incendiary has range of 7 (4 optimal), meaning that you have a lot more flexibility with hammerer than you have with chemical. Accuracy drop from shorter ranges affects dpr too. Then we have the fact that hammerer has crit chance/bonus of 7/125 while chemical has 4/100. Then we have some special feats for firearms, like Gunslinger that does -3 AP per shot and increases initiative by 7 while wielding a regular pistol.
With firearm you also have special ammo, like W2C when you need to deal with mech resist and JPH to increase your damage when target has low mech resist. Explosive bullets also very good and increase your overall damage when you need it.
you are correct that the initial damage of the 0.44 pistol is about 3 times that of a chemical pistols, but the original statement that I replied to said the maximum damage, so my point still stands that the original statement is incorrect counting the on hit effect of chemical pistol.
you are also correct that initial damage is preferred over dot damage, and that 0.44 out class chemical pistol over this aspect, and there's no way I can argue otherwise with the existence of smart module, but I feel the difference in direct damage is not flexible when compared to chemical pistol, as the damage of the on hit effect bypass BOTH shield and most armor, the majority damage coming from on hit effect, with very useful effects like entangle and fear that make some fights trivial compared to 0.44, one fight that I can think of is the carnifex fight.
pistol indeed have special ammos for different situation, but the bypass nature from the chemical pistol is still preferred over, say, W2C, chemical pistol also has corrosive acid that's very useful for the endgame boss and possibly the next expansion.
chemical pistol outperforms the pistol, particularly the 0.44 over some areas while underperform on others, I could accept that 0.44 has more general application, I strongly disagree that they are not even in the same league.