Difference between revisions of "Strategy:High power weapon"
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− | Perhaps the most basic assembly in the game, for PB mods on a non-shotgun ranged weapon with a clip that holds more than 5 ammo, it'll increase the higher of the weapon's [[damage]] die or sides by 2 (and if tied, it'll increase sides), but in exchange for decreasing its clip capacity to 65% of its original capacity (rounded to the nearest number). It effectively converts the requisite [[Bulk mod]] to a second [[Power mod]]... which could be useful as Power mods are typically much more in demand than Bulk mods, but this assembly just makes your weapon worse in the long run. Aside from the permanent nerf to your weapon's clip size, you could achieve the same effect of this assembly by just adding two Power mods to the weapon but without the loss in clip size, and you'll still have up to three mod slots left after, whereas you would be limited to only one more mod if you turned it into a High Power Weapon (or if you get Whizkid 3, you'll have five mod slots left without this assembly vs. two with). The only caveat is that you do need [[Strategy:Whizkid|Whizkid]] in order to add more than one Power Mod to a weapon, so this assembly does let you bypass needing Whizkid to get the effect of two Power Mods, but since you should nearly always be getting Whizkid anyway, this assembly is only a consideration for the occasional challenge where you won't be getting Whizkid, or if you're playing a Pistol build and won't be getting Whizkid for a very long while desperately needing a stronger Pistol than a single Power mod would give. | + | Perhaps the most basic assembly in the game, for PB mods on a non-shotgun ranged weapon with a clip that holds more than 5 ammo, it'll increase the higher of the weapon's [[damage]] die or sides by 2 (and if tied, it'll increase sides), but in exchange for decreasing its clip capacity to 65% of its original capacity (rounded to the nearest number). It effectively converts the requisite [[Bulk mod]] to a second [[Power mod]]... which could be useful as Power mods are typically much more in demand than Bulk mods, but this assembly just makes your weapon worse in the long run. Aside from the permanent nerf to your weapon's clip size, you could achieve the same effect of this assembly by just adding two Power mods to the weapon but without the loss in clip size, and you'll still have up to three mod slots left after, whereas you would be limited to only one more mod if you turned it into a High Power Weapon (or if you get Whizkid 3, you'll have five mod slots left without this assembly vs. two with). The only caveat is that you do need [[Strategy:Whizkid|Whizkid]] in order to add more than one Power Mod to a weapon, so this assembly does let you bypass needing Whizkid to get the effect of two Power Mods, but since you should nearly always be getting Whizkid anyway, this assembly is only a consideration for the occasional challenge where you won't be getting Whizkid, or if you're playing a Pistol build and won't be getting Whizkid for a very long time while desperately needing a stronger Pistol than a single Power mod would give. |
The only other niche of this assembly is for [[Technician]]s with moddable [[Unique]]s that have a one mod/basic assembly limit, as since you're limited to one mod anyway, this assembly lets you jack up their power and you'll still be able to apply one more mod after, which could let you effectively get the effect of three Power mods on your Unique. This most notably applies to the {{unique link|Trigun}} and {{unique link|Anti-Freak Jackal}}; by turning them High Power and adding one more Power mod after, the former gets you a 3d9 pistol that far outstrips the power of the triple P-modded {{exotic link|Combat Pistol}} that normally reigns supreme at 3d6 power, and the latter gets you a 8d3 explosive pistol that is essentially a mini {{exotic link|Missile Launcher}}. Having their already small clips reduced to 4 bullets sucks, but they become so obscenely powerful that it can be worth the tradeoff (you'll just want to be sure to pair them with a [[10mm ammo chain]] or a couple levels in [[Strategy:Reloader|Reloader]] to mitigate the small clip issue). The {{unique link|Railgun}} can similarly make decent use of this assembly, getting you a massively powerful 8d10 weapon and that can be P-modded once more for incredible 8d11 power, though you may prefer a [[Technical mod]] instead to mitigate that severe 1.5 second firing speed. The {{unique link|BFG 10K}} is one last Unique this assembly can be used on, but considering this assembly will make you only able to fire one shot before needing to reload, and how making the BFG 10K stronger makes it even easier to instagib yourself with it without having [[Strategy:Fireangel|Fireangel]], you probably won't want to use this assembly on the BFG 10K rather than just settling for the one mod. | The only other niche of this assembly is for [[Technician]]s with moddable [[Unique]]s that have a one mod/basic assembly limit, as since you're limited to one mod anyway, this assembly lets you jack up their power and you'll still be able to apply one more mod after, which could let you effectively get the effect of three Power mods on your Unique. This most notably applies to the {{unique link|Trigun}} and {{unique link|Anti-Freak Jackal}}; by turning them High Power and adding one more Power mod after, the former gets you a 3d9 pistol that far outstrips the power of the triple P-modded {{exotic link|Combat Pistol}} that normally reigns supreme at 3d6 power, and the latter gets you a 8d3 explosive pistol that is essentially a mini {{exotic link|Missile Launcher}}. Having their already small clips reduced to 4 bullets sucks, but they become so obscenely powerful that it can be worth the tradeoff (you'll just want to be sure to pair them with a [[10mm ammo chain]] or a couple levels in [[Strategy:Reloader|Reloader]] to mitigate the small clip issue). The {{unique link|Railgun}} can similarly make decent use of this assembly, getting you a massively powerful 8d10 weapon and that can be P-modded once more for incredible 8d11 power, though you may prefer a [[Technical mod]] instead to mitigate that severe 1.5 second firing speed. The {{unique link|BFG 10K}} is one last Unique this assembly can be used on, but considering this assembly will make you only able to fire one shot before needing to reload, and how making the BFG 10K stronger makes it even easier to instagib yourself with it without having [[Strategy:Fireangel|Fireangel]], you probably won't want to use this assembly on the BFG 10K rather than just settling for the one mod. |
Revision as of 04:01, 12 December 2024
Game Data | Strategy |
Perhaps the most basic assembly in the game, for PB mods on a non-shotgun ranged weapon with a clip that holds more than 5 ammo, it'll increase the higher of the weapon's damage die or sides by 2 (and if tied, it'll increase sides), but in exchange for decreasing its clip capacity to 65% of its original capacity (rounded to the nearest number). It effectively converts the requisite Bulk mod to a second Power mod... which could be useful as Power mods are typically much more in demand than Bulk mods, but this assembly just makes your weapon worse in the long run. Aside from the permanent nerf to your weapon's clip size, you could achieve the same effect of this assembly by just adding two Power mods to the weapon but without the loss in clip size, and you'll still have up to three mod slots left after, whereas you would be limited to only one more mod if you turned it into a High Power Weapon (or if you get Whizkid 3, you'll have five mod slots left without this assembly vs. two with). The only caveat is that you do need Whizkid in order to add more than one Power Mod to a weapon, so this assembly does let you bypass needing Whizkid to get the effect of two Power Mods, but since you should nearly always be getting Whizkid anyway, this assembly is only a consideration for the occasional challenge where you won't be getting Whizkid, or if you're playing a Pistol build and won't be getting Whizkid for a very long time while desperately needing a stronger Pistol than a single Power mod would give.
The only other niche of this assembly is for Technicians with moddable Uniques that have a one mod/basic assembly limit, as since you're limited to one mod anyway, this assembly lets you jack up their power and you'll still be able to apply one more mod after, which could let you effectively get the effect of three Power mods on your Unique. This most notably applies to the Trigun and Anti-Freak Jackal; by turning them High Power and adding one more Power mod after, the former gets you a 3d9 pistol that far outstrips the power of the triple P-modded Combat Pistol that normally reigns supreme at 3d6 power, and the latter gets you a 8d3 explosive pistol that is essentially a mini Missile Launcher. Having their already small clips reduced to 4 bullets sucks, but they become so obscenely powerful that it can be worth the tradeoff (you'll just want to be sure to pair them with a 10mm ammo chain or a couple levels in Reloader to mitigate the small clip issue). The Railgun can similarly make decent use of this assembly, getting you a massively powerful 8d10 weapon and that can be P-modded once more for incredible 8d11 power, though you may prefer a Technical mod instead to mitigate that severe 1.5 second firing speed. The BFG 10K is one last Unique this assembly can be used on, but considering this assembly will make you only able to fire one shot before needing to reload, and how making the BFG 10K stronger makes it even easier to instagib yourself with it without having Fireangel, you probably won't want to use this assembly on the BFG 10K rather than just settling for the one mod.
So in conclusion, this assembly isn't completely worthless, but very rarely will you find this assembly to be worthwhile. Omega Tyrant (talk) 04:07, 11 December 2024 (UTC)
Possible Assemblies
- High power Pistol - Results in 2d6 with a clip of 4
- High power Combat pistol - Results in 3d5 with a clip of 10
- High power Blaster - Results in 2d6 with a clip of 7
- High power Anti-Freak Jackal - Results in 7d3 with a clip of 4
- High power Trigun - Results in 3d8 with a clip of 4
- High power Chaingun - Results in 1d8 with a clip of 26
- High power Minigun - Results in 1d8 with a clip of 130
- High power Plasma rifle - Results in 1d9 with a clip of 26
- High power Laser rifle - Results in 1d9 with a clip of 26
- High power Nuclear plasma rifle - Results in 1d9 with a clip of 16
- High power BFG 9000 - Results in 12d6 with a clip of 65
- High power Nuclear BFG 9000 - Results in 10d6 with a clip of 26 (WARNING!: As you need 40 cells to fire, this makes the weapon unfireable, unless you're playing a Technician with Whizkid 3 and apply two Bulk mods after to increase the clip size back to 40)
- High power BFG 10K - Results in 8d4 with a clip of 33
- High power Tristar blaster - Results in 4d7 with a clip of 29
- High power Railgun - Results in 8d10 with a clip of 26