The 000 Weapon Upgrades (Patch 17.7)

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The 000 Weapon Upgrades (Patch 17.7)

Post by hahnsoo » Fri Dec 14, 2007 10:32 pm

Note: Work in Progress

The new weapon upgrade kits that are available with the 17.7 patch are designed to revamp a lot of the older Rubi-Ka weapons that have been rotting in the shop vendor booths for many years. They aren't really "upgrades", per se. Rather, they transform the weapon into a generic version of the weapon similar to the Kyr'Ozch weapons. The original "look" of the weapon is preserved, but the stats become altered.

The upgrade kits strip a weapon of all of its old requirements and special attacks. It appears that all of the weapons are upgraded in stages, and upgrading most of the weapon lines makes them exactly like each other. In other words, a Flamethrower and an Eradicator will have the exact same stats and specials, just different skins and meshes. Same with the Stabber and Squibber. Applying the kits requires 5x the QL of the weapon in Weaponsmithing and the kit needs to be at least 90% of the QL of the weapon being upgraded. As far as I know, the final NoDrop upgrade kit (the Adjustment kit) does NOT require any skill to apply.

Each weapon has a suffix similar to the Types that we've seen on Kyr'Ozch weapons. They go in sequential order, from lowest number to the highest number, and the last upgrade makes the weapon NoDrop. To give an example:
Slank Chop - 000 (QL 300)
* Requires: Piercing 2000, Multi-Melee 1200
* Attack/Recharge: 1/1, Damage: 196-238 (238)

Slank Chop - 010 (QL 300)
* Requires: Piercing 2000, Brawl 1200, Multi-Melee 1200
* Attack/Recharge: 1/1, Damage: 196-238 (238)

Slank Chop - 050 (QL 300)
* Requires: Piercing 2000, Brawl 1200, Fast Attack 1000, Multi-Melee 1200
* Attack/Recharge: 1/1, Damage: 196-238 (238)

Slank Chop - 070 (QL 300)
* Requires: Piercing 2000, Brawl 1200, Fast Attack 1000, Dimach 400, Multi-Melee 1200
* Attack/Recharge: 1/1, Damage: 196-238 (238)

Slank Chop - 870 (QL 300) NoDrop
* Requires: Piercing 2000, Brawl 1200, Fast Attack 1000, Dimach 400, Multi-Melee 1200
* Attack/Recharge: 1/1, Damage: 224-272 (272)
Note that while the database shows QLs up to 300, the highest QL for these weapons is 200. It should also be noted that many of these weapons can be built from scratch using a Weapon Construction Kit of the appropriate type and the right Weapon recipe.

The speed of the 17.7 weapons tends to be equal to the speed of the equivalent Kyr'Ozch weapon. The damage tends to be equal to the equivalent Kyr'Ozch weapon times 0.7 (or 70%) for the basic weapon and 0.8 (or 80%) for the NoDrop final "adjustment" upgrade. For example, a QL 200 Kyr'Ozch Pistol - Type 1 has an attack and recharge speed of 1s/1s and does 151-224 (151) damage. A QL 200 Joint Clans Scout Pistol - C05 has an attack and recharge speed of 1s/1s and does 121-178 (121). 121 is about 80% of 151, and 178 is about 80% of 224. While the damage is lower than a Kyr'Ozch weapon, the requirements of the weapon are IDENTICAL.

This means that these weapons are, by design, less powerful than the Kyr'Ozch weapons. I speculate that the weapons are supposed to be Kyr'Ozch Weapons that are froob-friendly and less damaging. They are certainly more readily available than the rare Kyr'Ozch weapon drop.

How to get the Kits

The kits drop randomly from missions, but there are two methods of consistently getting the kind of kits that you want:
* Andre Bottle in Borealis sells the kits from QL 25 to 150. The kits, however, are very expensive, ranging from 500k base price for a QL 25 kit to a whopping 15m base price for a QL 150 kit! Considering that each weapon requires at least 4 kits, if not more, for the full upgrade, this is definitely not the most cost effective way of obtaining the new weapons.
* Engineer Heath Bridges is found near the Bronto Burger in Holes in the Wall, and he has a quest line that can give you the kits for free. The last two parts of the quest are repeatable, and you can get as many QL 180 upgrade kits as you want. QL 180 is the minimum QL needed to make the top QL 200 versions of the weapons. Currently, there appears to be a bug with the dialog, in that the Rifle Upgrade Kits are NOT given. The quest is easily completed by TL5+ individuals.

Why should I use these Weapons?

The damage values of the 000 Upgrade Weapons, in most cases, are rather anemic, with a high minimum damage and very low maximum damage. This makes the weapons more suited toward mobs with high ACs, like Hecklers in SL or the end-game mobs in Inner Sanctum or high level raids. This also makes the weapons a bit more attractive for PvP.

I want to emphasize, though, that the vast majority of these weapons deal very poor damage compared to their RK counterparts. RK mobs do not tend to have high AC values, which makes average damage much more important than minimum damage. Also, there are many powerful weapons available that deal far greater damage than these weapons could ever do. With the unusually high requirements for their QL, a froob is unlikely to equip above QL 150 without significant buffs (Pistol and Rifle, for example) or without being a profession with drains (Trader/Agent). Thus, most of these weapons are simply not all that great.

On the bright side, with the exception of Grenade and 2-Handed Blunt, the weapons tend to be swift, just like Kyr'Ozch weapons, which makes them more attractive to folks who invest heavily in the Speed Tab.

Some of the weapons provide much needed "Tweener" weapons in weapon lines that don't have many standard weapons. The Blunt Weapons, Grenades, Ranged Energy, and Melee Energy fall into this category.

The first upgrade kit strips all of the special attacks and split requirements from the weapon, making the weapon very attractive for Traders who wish to experiment with alternative weapons. With no specials, Traders can use their drains to twink into a very high QL of these weapons.

Finally, some of the weapons have bizarre variations that are unique. For example, a handful of the weapons check against Duck Explosion, normally reserved only for Grenades and Shotguns!

Comparisons and Discussion

In the posts below, I'll attempt to list off all of the new weapons available and compare them to some of their RK counterparts, when applicable. In most cases, the old RK weapons are greatly superior to these weapons, but the comparisons are still useful in benchmarking the requirements versus damage for each weapon line. All work is done based on the 17.7 database at AOMainframe.info. All links are to the interpolated QL 200 weapon, except when otherwise noted.

Reference Links:
* 000 Weapons Tradeskill Guide (from AO-Universe).
* Andre Bottle Vendor (from AO-Universe) sells the weapon upgrade kits in Borealis.
* Engineer Heath Bridges Quest (from AO-Universe) for free weapon upgrade kits.
Last edited by hahnsoo on Thu Dec 27, 2007 9:19 pm, edited 13 times in total.
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1HE and 2HE

Post by hahnsoo » Fri Dec 14, 2007 10:32 pm

- 1-Handed Edged -

Upgrade suffixes are 000, 010, 050, 070, 870. 000 is the base, 010 adds Brawl, 050 adds Fast Attack, 070 adds Dimach, 870 is the NoDrop final upgrade.

At QL 200:
1hEdged >= 1335
Brawl >= 802
FastAttack >= 668
Dimach >= 269

Multi-Melee: 800
AttackTime: 1.2s
RechargeTime: 1.2s
Damage: 149-177 (149)

* Bow Split - MeleeAC
* Hand Axe - MeleeAC
* Tripler - MeleeAC, adds 24 1HE
* Moon Edge - MeleeAC, adds 30 Melee Init
* Right Slice - MeleeAC
* Clean Slay Axe - MeleeAC
* Gofle-Prod - EnergyAC
* Executioner - MeleeAC
* Khemo-Tech Platinum Wakisashi - MeleeAC

Comparisons
Base Skill: 305
Phase Blade:
AttackTime: 2s
RechargeTime: 2s
Damage: 35-121 (0) -- MeleeAC

VS

Tripler - 870 at QL 45:
AttackTime: 1.2s
RechargeTime: 1.2s
Damage: 39-48 (39) -- MeleeAC
Discussion
The Tripler and the Moon Edge are the best candidates among the 1HE weapons, with the additional bonuses to 1HE and Melee Init, respectively.

- 2-Handed Edged -

Upgrade suffixes are 000, 010, 050, 070, 870. 000 is the base, 010 adds Brawl, 050 adds Fast Attack, 070 adds Dimach, 870 is the NoDrop final upgrade.

At QL 200
Self 2hEdged >= 1335
Self Brawl >= 802
Self FastAttack >= 668
Self Dimach >= 269

AttackTime: 1.5s
RechargeTime: 1.5s
Damage: 202-261 (202)

* Bladestaff - MeleeAC, adds 30 2HE
* Battle Axe - MeleeAC, 1% Heat Miser proc
* Compu-Seeker Long Axe - MeleeAC, adds 30 Runspeed
* Whings - MeleeAC
* Haxor 9922 - MeleeAC
* Longmoon - MeleeAC
* Sword of Sir Galahad - EnergyAC
* Warblade - MeleeAC

Discussion

From a "base damage" perspective, these weapons aren't anything to write home about. Given that the Frost Scythe of the Legionnaire does 227-227 (0) damage, even the QL 200 versions of the 2HE weapons are lacking. What they lack in power, though, they make up for in speed. Still, until around QL 140, these weapons will actually do less damage than the Frost Scythe of the Legionnaire (and they certainly will do less damage than Frost Bound Reaper or Panther). The only use that I see for this weapon line is for a "Tweener" weapon before you can equip an Energy Scythe. If you are an Enforcer, though, you are better off using a Guard of the Gentlemen or Meibutsu Daikatana as your "Tweener" weapon.

Note that since the only outside buff for 2HE is a Wrangle, the typical non-Enforcer Froob will only be able to equip up to QL 150 at most, maybe higher if Atrox. Enforcer Froobs can reach around QL 170 at the endgame.

If you do decide to use this weapon line, pick up the Bladestaff version. +30 to your Attack Rating is very helpful.
Last edited by hahnsoo on Tue Dec 25, 2007 4:50 pm, edited 6 times in total.
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Post by hahnsoo » Fri Dec 14, 2007 10:33 pm

Reserved for Rambling about 1HB/2HB weapons

- 1HB -

Upgrade suffixes are 000, 010, 050, 070, 870. 000 is the base, 010 adds Brawl, 050 adds Fast Attack, 070 adds Dimach, 870 is the NoDrop final upgrade.

At QL 200:
1hBlunt >= 1335
Brawl >= 802
FastAttack >= 668
Dimach >= 269

MultiMelee: 800
AttackTime: 1.5s
RechargeTime: 1.5s
Damage: 162-234 (162)

* Advanced Baseballbat - MeleeAC
* Stun-Baton - EnergyAC
* Mace - MeleeAC
* Nano-Charged Stun Glove - MeleeAC
* Metaphysic Energy Shield - ChemicalAC, also gives Fire, Chem, and Radiation AC bonuses
* Energy Shield - EnergyAC, also gives Energy, Melee, and Projectile AC bonuses
* Blackjack - MeleeAC, Checks against DuckExp, 1% stun proc
* Torch - FireAC
* Native Alloy Staff - MeleeAC

Comparisons
Will compare against a Native Alloy Staff, Howling Skulls, Skulls of Lamentation/Woe, Schiacciamento clubs, Improved Baseball bats.
Howling Skull:
AttackTime: 1s
RechargeTime: 1s
Damage: 28-112 (6) -- MeleeAC

VS

Native Alloy Staff at QL 70:
AttackTime: 2.65s
RechargeTime: 2.83s
Damage: 1-140 (134) -- MeleeAC

VS

Schiacciamento Vento at QL 60:
AttackTime: 2.5s
RechargeTime: 1.7s
Damage: 13-136 (64) -- MeleeAC

VS

Torch - 870 at QL 45:
AttackTime: 1.5s
RechargeTime: 1.5s
Damage: 42-71 (42) -- FireAC

VS

Kyr'Ozch Hammer - Type 112:
AttackTime: 1.5s
RechargeTime: 1.5s
Damage: 53-88 (53) -- ChemicalAC
Skull of Woe:
AttackTime: 1s
RechargeTime: 1s
Damage: 49-142 (11) -- ColdAC

VS

Torch - 870 at QL 62:
AttackTime: 1.5s
RechargeTime: 1.5s
Damage: 55-88 (55) -- FireAC
At around 500 1HB skill:
Native Alloy Staff at QL 115:
AttackTime: 2.43s
RechargeTime: 2.71s
Damage: 1-218 (209) -- MeleeAC

VS

Torch - 870:
AttackTime: 1.5s
RechargeTime: 1.5s
Damage: 65-102 (65) -- FireAC

VS

Improved Advanced Baseballbat at QL 96:
AttackTime: 1.5s
RechargeTime: 1.12s
Damage: 18-103 (108) -- MeleeAC

VS

Schiacciamento Vento at QL 100:
AttackTime: 2.5s
RechargeTime: 1.7s
Damage: 15-211 (92) -- MeleeAC
Discussion
1HB is rather interesting. At early QLs, it matches up nicely with the Howling Skulls, and although it is outpaced by the Skull of Woe/Lamentation at the skill level needed to wield the ToTW Skulls, at around QL 80 it starts to outpace the damage of the ToTW Skulls, especially against high AC mobs like borgs. Since there is a relative lack of weapons for 1HB between the ToTW Skulls and the IS Skulls, and the 000 1HB weapons have a better balance between speed and damage than the alternatives, these may be a viable solution for RK 1HB users who are needing a "Tweener" weapon.

- 2HB -

Upgrade suffixes are 000, 010, 050, 070, 870. 000 is the base, 010 adds Brawl, 050 adds Fast Attack, 850 is the NoDrop final upgrade (which apparently also adds Dimach).

At QL 200:
2hBlunt >= 1335
Brawl >= 802
FastAttack >= 668

AttackTime: 2s
RechargeTime: 2s
Damage: 202-296 (202)

* Blackjohn - MeleeAC, 1% Stun Proc
* Notum Staff - MeleeAC
* Sledgehammer - MeleeAC
* Notum Lever - MeleeAC
* Support Beam - MeleeAC, Checks versus Duck Explosion, no Breed-lock
Cold Morning Icebreaker:
AttackTime: 2.2s
RechargeTime: 2.2s
Damage: 75-175 (175) -- ColdAC

VS

Sledgehammer - 850 at QL 37:
AttackTime: 2s
RechargeTime: 2s
Damage: 43-93 (43) -- MeleeAC

VS

Dim Black Staff at QL 47:
AttackTime: 3.7s
RechargeTime: 3.7s
Damage: 20-204 (77) -- MeleeAC
Note: The 850 Upgrade has the same minimum damage as a Cold Morning Icebreaker at QL 70, with a requirement of 470 2HB.
Last edited by hahnsoo on Tue Dec 25, 2007 4:51 pm, edited 5 times in total.
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Melee Energy and Piercing

Post by hahnsoo » Fri Dec 14, 2007 10:34 pm

Reserved for Rambling about Piercing and Melee Energy Weapons

- Melee Energy -
Upgrade suffixes are 000, 010, 050, 850. 000 is the base, 010 adds Brawl, 050 adds Fast Attack, 850 is the NoDrop final upgrade (which also adds Dimach). Note that this appears to be the only weapon which adds Dimach and doesn't require a Dimach Upgrade Kit (I haven't tested it, however).

At QL 200:
MeleeEnergy >= 1335
Brawl >= 802
FastAttack >= 668
Dimach >= 269
AttackTime: 1.75s
RechargeTime: 1.75s
Damage: 194-257 (194) -- EnergyAC

* E-Blade - EnergyAC
The Argument at QL 200 (req 1101 Melee Energy):
AttackTime: 2.1s
RechargeTime: 2.1s
Damage: 225-700 (225) -- EnergyAC

VS

E-Blade - 850 at QL 165:
AttackTime: 1.75s
RechargeTime: 1.75s
Damage: 162-218 (162) -- EnergyAC
At 550 skill:
Sockdolager at QL 110 (NM only):

MultiMelee: 500
AttackTime: 1.2s
RechargeTime: 1.8s
Damage: 50-250 (150) -- EnergyAC

VS

E-Blade - 850 at QL 82:
AttackTime: 1.75s
RechargeTime: 1.75s
Damage: 84-126 (84) -- EnergyAC
North Wind Katana at QL 60:
AttackTime: 2.2s
RechargeTime: 2.2s
Damage: 10-168 (137) -- ColdAC

VS

E-Blade - 850 at QL 45:
AttackTime: 1.75s
RechargeTime: 1.75s
Damage: 49-85 (49) -- EnergyAC
Discussion
There are very few Melee Energy weapons currently in the game, and the 000 upgrades do not change this, as there is only ONE weapon that can be upgraded with the kits. Given the utter lack of decent weapons for Melee Energy (except for strange MP-locked weapons like the Jupiter Aegis/Gift of Jupiter and the NM-locked Sockdolager), the 000 upgraded Melee Energy weapons almost win by default. Not that this is saying much. Melee Energy implants in critical slots (like Head Shiny), but the Intelligence/Psychic dependence may appeal to some users. I personally would recommend starting out with a low QL North Wind Katana, "upgrading" to one of the 000 weapons, then switching to a Sockdolager (if Nanomage) at some point. You will probably use higher QLs of the 000 weapon until you are finally able to use The Argument as your endgame weapon (which won't be for a long time).

- Piercing -

The Piercing line is denoted by the suffixes 000, 010, 050, 070, 870 (in that increasing order). 000 is the base, 010 adds Brawl, 050 adds Fast Attack, 070 adds Dimach, 870 is the NoDrop final upgrade.

One-Handed variants

At QL 200:
AttackTime: 1s
RechargeTime: 1s
Damage: 152-185 (185)

* Slank Chop - Melee AC
* Stabber - Melee AC
* Squibber - Melee AC
* Light Spear - Melee AC

Will compare these to the Nippy John Stiletto, Improved Tango Dirk, Chicanery, Kyr'Ozch Energy Rapier, Ofab Viper, Die Kliene Nadel, and Newland Fish Knife.

Nippy John Stiletto at QL 160 (top QL) requires 801 Piercing for base skill, and will be used for comparisons here:
AttackTime: 1s
RechargeTime: 1s
Damage: 175-375 (300) -- ColdAC

Slank Chop - 870 at QL 120:
AttackTime: 1s
RechargeTime: 1s
Damage: 95-116 (116) -- MeleeAC

Improved Tango Dirk at QL 154:
AttackTime: 1.75s
RechargeTime: 2s
Damage: 1-430 (196) -- MeleeAC

Chicanery at QL 149 (top non-Faction locked QL):
AttackTime: 1.6s
RechargeTime: 2.1s
Damage: 49-349 (149) -- MeleeAC

Kyr'Ozch Energy Rapier - Type 992 at QL 120:
AttackTime: 1s
RechargeTime: 1s
Damage: 119-145 (145) -- RadiationAC

Ofab Viper Mk 6 at QL 100 (note: requirement is 737 for Piercing):
AttackTime: 1s
RechargeTime: 1s
Damage: 111-136 (136) -- MeleeAC

Die Kleine Nadel at QL 133:
AttackTime: 2.2s
RechargeTime: 2.2s
Damage: 50-259 (100) -- PoisonAC

Newland Fish Knife - Three Stars at QL 136 (note: Attack/Recharge times change based on QL):
AttackTime: 1.68s
RechargeTime: 1.68s
Damage: 62-270 (187) -- EnergyAC

Two-Handed variants

At QL 200:
AttackTime: 1.5s
RechargeTime: 1.5s
Damage: 217-221 (217)

* Notum Spear - Energy AC
* Night Spear - Melee AC

Compared to Kyr'Ozch Spear - Type 112 at QL 200 (both have 1335 reqs):
AttackTime: 1.5s
RechargeTime: 1.5s
Damage: 245-316 (271) -- MeleeAC
Last edited by hahnsoo on Tue Dec 25, 2007 4:49 pm, edited 6 times in total.
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Post by hahnsoo » Fri Dec 14, 2007 10:35 pm

Reserved for Rambling about Pistols and Grenade Launchers.

- Pistol -

The upgrade suffixes are 000, 001, 401, C01. 000 is the base, 001 adds Fling, 401 adds a larger clip, C01 is the final upgrade.

At QL 200:
Pistol >= 1335
FlingShot >= 668

MultiRanged: 800
AttackTime: 1s
RechargeTime: 1s
Damage: 121-178 (121)

* Kolt 58 Magnum - ProjectileAC
* Minielectronium - EnergyAC
* Light Beamer Pistol - FireAC
* Electron-Charged Pistol - FireAC
* Blackened Miniblaster - EnergyAC
* Minigrinner - ProjectileAC
* Ingram Blaster 23-X - EnergyAC
* Aero Borealis Corona - EnergyAC
* The Original Plasma-Emitter - ProjectileAC, checks vs. Duck Explosion
* MTI USP 21 - ProjectileAC
* IMI Desert Reet 1000 - Chemical AC
* PNG M1007A1 Tactical Revolver - Projectile AC
* BBI Sigma III - EnergyAC
* Sentinels ETE Strike Gun - ProjectileAC
* River MV - ProjectileAC
* Seburo Bobsons - EnergyAC
* OT Biomag - ChemicalAC
* Polizziotto M200 - ProjectileAC, Perception 30
* Zastaba Cz-200 - FireAC, Ranged Init 30
* Galahad Inc T70 - ProjectileAC
* Joint Clans Scout Pistol - ProjectileAC, Multi Ranged 30

At QL 200 (1335 skill):
Kyr'Ozch Pistol - Type 1 at QL 200:
AttackTime: 1s
RechargeTime: 1s
Damage: 151-223 (151) -- ProjectileAC

VS

Joint Clans Scout Pistol:
MultiRanged: 800
AttackTime: 1s
RechargeTime: 1s
Damage: 121-178 (121)
Parasitic Hecataleech, req 948 Pistol, has Burst, checks against Duck Explosion:
AttackTime: 1.2s
RechargeTime: 2.5s
Damage: 86-323 (17) -- ChemicalAC

VS.

OT Biomag - C01 at QL 142:
AttackTime: 1s
RechargeTime: 1s
Damage: 87-131 (87) -- ChemicalAC
Customized IMI Desert Reet 1000, req 357 Pistol, has Burst/Fling, 5% Proc:
AttackTime: 1.29s
RechargeTime: 1.3s
Damage: 65-143 (162) -- FireAC

VS.

Minielectronium - C01 at QL 53:
AttackTime: 1s
RechargeTime: 1s
Damage: 35-58 (35) -- EnergyAC
Solar-Powered Master Engineer Pistol, req 1000 Pistol:
AttackTime: 1.7s
RechargeTime: 1.2s
Damage: 120-420 (320) -- RadiationAC

VS.

Joint Clans Scout Pistol - C01 at QL 150:
AttackTime: 1s
RechargeTime: 1s
Damage: 92-138 (92) -- ProjectileAC
Discussion
All of the common RK Pistol weapons beat the 000 upgraded pistols for the requirements, sometimes by a very large margin. The only reason you would use the 000 upgraded pistols is if you needed a decent weapon against Hecklers and High AC mobs that isn't a Flux Pistol, and you can't afford/use a K'O pistol. They might be interesting to use as an off-hand pistol, but they all have Fling and lack Burst. The 1/1 attack speed may also be appealing for folks who want to stay at full defense. But still, as soon as you are able to equip a CDR, you will have a better pistol than any of these weapons until TL4. Same goes for the Parasitic Hecataleech and the Engi Pistol. You might do okay with these pistols before level 41 (first level to use a CDR) and maybe at level 100-125 before you can get your hands on a Hecataleech.

- Grenade -

The upgrade suffixes are 000, 001, 401, C01. 000 is the base, 001 adds Fling, 401 adds a larger clip, C01 is the final upgrade.

Grenade >= 1335
FlingShot >= 668

AttackTime: 2.2s
RechargeTime: 2.2s
Damage: 132-300 (132)

* Grenade-Thrower - ChemicalAC
* Tsunami Raiden MP-Drum - ChemicalAC
* GE ME30 Mom - ChemicalAC
* Arwen MM-50 Grenade Launcher - FireAC
Last edited by hahnsoo on Tue Dec 25, 2007 4:52 pm, edited 4 times in total.
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Assault Rifles and Shotguns

Post by hahnsoo » Fri Dec 14, 2007 10:35 pm

- Assault Rifle -

The upgrade suffixes are 000, 008, 00C, 40C, C0C. 000 is the base, 008 adds Full Auto, 00C adds Burst, 40C adds a larger clip, C0C is the final upgrade.

At QL 200:
AssaultRifle >= 1335
FullAuto >= 1202
Burst >= 1002

FullAutoRecharge: 4500
BurstRecharge: 4000
AttackTime: 1.8s
RechargeTime: 1.8s
Damage: 133-252 (133)

* Bolter Cannon 42mm - ProjectileAC
* Nova Flow - Mk IV - EnergyAC
* Subturbine - ProjectileAC
* Plasmaprojector - EnergyAC
* Flamethrower - FireAC
* Eradicator XCI-52 - FireAC
* Sunburst Mk IV - EnergyAC
* Heavy Lead Sprayer - RadiationAC
* Sentinel 20m Snub Pistol - EnergyAC
* MTI G-36K - ProjectileAC
* Seburo C-99a - ProjectileAC
* Sentinels Personal Edition G1 - EnergyAC, adds 30 Evade Close Combat.
* Galahad Inc. 077 Personal Weapon - ProjectileAC
* Fabrique Des Armes Bizon 20-19 - FireAC
* Zastaba M0-2 Assault Weapon - ColdAC
* MTI SO1210 - ProjectileAC
* MTI UMP22 - EnergyAC
* MTI MPK-22 Briefcase Gun - ProjectileAC
* Steiner LM-5 Assault Laser - EnergyAC
* Techtronica Neural Disruptor - EnergyAC
* GE XM-559 Man-Portable Laser - EnergyAC

Comparisons

Hellspinner Shock Cannon (locked at level 71+):
AttackTime: 1.5s
RechargeTime: 2.5s
Damage: 51-205 (100) -- RadiationAC

Zastaba M0-2 Assault Weapon - C0C at QL 65:
AttackTime: 1.8s
RechargeTime: 1.8s
Damage: 44-105 (44) -- ColdAC
Discussion
Let me get this out of the way first: a Turn Spirit Assault Rifle is better than ANY of these guns, hands down, starting at QL 120 or so. Turn Spirit weapons have faster recharge for specials and better damage, both in the minimum and maximum range. However, RK lacks a complete Full Auto/Burst Assault Rifle line, especially weapons that have decent speed (1.8/1.8 is fairly decent, needing only about 300ish Ranged Init to 1/1). BBI Gyro Guns work okay until you can get your hands on a Hellspinner, but BBIs are boss loot and Hellspinners are level locked to 71. EN-RALs and other equivalent weapons are slow and do mediocre damage. Inner Circle Flamers are nice, but quite rare (only found in mission chests and are NoDrop). Thus, these Assault Rifles can fill in some of the gaps when you don't have the resources for BBI Gyros or Turn Spirit guns, or you don't have the level to use a Hellspinner. They are also okay weapons to use if you aren't a Soldier, I guess.

If you pick one, either use the Sentinels Personal Edition (which adds some Evade Close Combat) or a Projectile damage version so you can take advantage of the Light Omni-Tek Artillery Tank Armor and Metallic Mantis.

- Shotgun -

The upgrade suffixes are 000, 001, 401, C01. 000 is the base, 001 adds Fling, 401 adds a larger clip, C01 is the final upgrade.

One Handed variants

At QL 200:
Shotgun >= 1335
FlingShot >= 668

MultiRanged: 800
AttackTime: 1.5s
RechargeTime: 1.5s
ClipSize: 50 -- Energy Ammo
Damage: 82-206 (206)

* Ultra-Light Missile Pistol Raid 9-X - ChemicalAC
* MTI M Bipower - ProjectileAC, adds 30 Multi-Ranged
* Home Defender - ProjectileAC, adds 100 Max Health
* Triplejolt - RadiationAC
* Mini-Shotgun - ProjectileAC

Compared to even a QL 200 Uncle Bazzit's Diplomatic at 80-360 (360) - Projectile AC, these 1 handed shotguns are an epic fail.

Two Handed variants

At QL 200:
Shotgun >= 1335
FlingShot >= 668

AttackTime: 1.5s
RechargeTime: 1.5s
Damage: 109-274 (274)

* Medium Shotgun - ProjectileAC
* Chunkprojector - ProjectileAC
* Megajolt - EnergyAC
* Electrical Pacifier - RadiationAC
* Biogun - ChemicalAC
* Blackhole Mk IX - EnergyAC, Checks against Dodge Ranged.
Maw of the Abyss:
Shotgun from 937
Fling Shot from 699

Attack 2.75s
Recharge 2.10s
Damage: 184-503(2)

VS

Blackhole Mk IX - C01 at QL 140:
AttackTime: 1.5s
RechargeTime: 1.5s
Damage: 79-199 (199) -- EnergyAC
The minimum damage of the Maw is almost the maximum damage of the QL 140 Two handed shotgun. Ouch.
Last edited by hahnsoo on Thu Mar 27, 2008 9:59 pm, edited 8 times in total.
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Bows and Rifles

Post by hahnsoo » Fri Dec 14, 2007 10:36 pm

Reserved for Rambling about Bows and Rifles

- Rifle -

The upgrade suffixes are 000, 002, 402, C02. 000 is the base, 002 adds Aimed Shot, 402 adds a larger clip, C02 is the final upgrade.

At QL 200:
Rifle >= 1335
AimedShot >= 668

AttackTime: 2s
RechargeTime: 2s
ClipSize: 50 -- Bullets
Damage: 133-280 (133)

* Disaffiliation Sniper - ProjectileAC
* Blackened Blaster - EnergyAC
* Blackened Blaster Rifle - ProjectileAC
* Gluegun - ChemicalAC, 2% stun proc
* BBI PS500 - ProjectileAC
* MTI SL70 - ProjectileAC, Dodge Ranged 30
* Galahad Inc. Scout - Projectile AC

Compared to the Longshot (req 1001 Rifle skill to equip):
AttackTime: 2.5s
RechargeTime: 2.5s
Damage: 30-500 (300) -- ChemicalAC

Gluegun - C02 at QL 150 (req 1003 skill):
AttackTime: 2s
RechargeTime: 2s
Damage: 100-219 (100) -- ChemicalAC

Kyr'Ozch Rifle - Type 3 at QL 150 (also has Fling Shot):
AttackTime: 2s
RechargeTime: 2s
Damage: 125-274 (125) -- PoisonAC

Ofab Cobra Mk 6 at QL 125 (req 920 Rifle):
AttackTime: 1.7s
RechargeTime: 1.7s
Damage: 115-260 (115) -- PoisonAC

Focus Rifle at QL 173:
AttackTime: 2.37s
RechargeTime: 2.37s
Damage: 68-451 (173) -- RadiationAC

Yatamutchy X-3 Counter-Sniper at QL 200 (req 946 Rifle):
AttackTime: 2.4s
RechargeTime: 2.3s
Damage: 1-464 (496) -- EnergyAC

Assassins FDA Caterwaul at QL 200 (req 941 Rifle):
AttackTime: 2.9s
RechargeTime: 1.1s
Damage: 10-410 (280) -- EnergyAC

- Bow -

The upgrade suffixes are 000, 002, 402, C02. 000 is the base, 002 adds Aimed Shot, 402 adds a larger clip, C02 is the final upgrade.

At QL 200:
Bow >= 1335
AimedShot >= 668

AttackTime: 1.8s
RechargeTime: 1.8s
ClipSize: 50 -- Arrows
Damage: 136-192 (280)
Atk. Skills: Bow: 100% (effective attack rating capped at 1605)
Def. Skills: DodgeRanged: 100%

* Kevlar Bow - ProjectileAC
* Bow-Blaster - Energy AC
* Reet-Tech Crossbow - ProjectileAC, adds 30 Dodge Ranged
* Reet-Tech Compound Bow - ChemicalAC
Last edited by hahnsoo on Tue Dec 25, 2007 4:54 pm, edited 3 times in total.
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Ranged Energy and SMG

Post by hahnsoo » Fri Dec 14, 2007 10:37 pm

Reserved for Rambling about SMGs and Ranged Energy

- Ranged Energy -

The upgrades suffixes are 000, 004, 005, 405, C05. 000 is the base, 004 adds Burst, 005 adds Fling, 405 adds a larger clip (from 25 to 50), C05 is the NoDrop final upgrade.

One Handed variants

At QL 200:
RangedEnergy >= 1335
Burst >= 1002
FlingShot >= 668

MultiRanged: 800
AttackTime: 1s
RechargeTime: 1s
ClipSize: 50 -- Energy Ammo
Damage: 121-178 (121) -- EnergyAC
Burst: 2500

* Sleekblaster - Energy AC
* El Dieu - Cold AC
* El Diablo - Fire AC, Checks against Duck Explosion

Will compare to a Revolving Cold laser (1112 requirement):
AttackTime: 2.22s
RechargeTime: 2.22s
Damage: 44-444 (444) -- ColdAC

Sleekblaster - C05 at QL 167:
AttackTime: 1s
RechargeTime: 1s
ClipSize: 50 -- Energy Ammo
Damage: 102-151 (102) -- EnergyAC

Kyr'Ozch Energy Pistol - Type 5 at QL 167:
AttackTime: 1s
RechargeTime: 1s
Damage: 127-189 (127) -- RadiationAC
Def. Skills: DuckExp: 100%

Two Handed variant

At QL 200:
RangedEnergy >= 1335
Burst >= 1002
FlingShot >= 668

AttackTime: 1.5s
RechargeTime: 1.5s
ClipSize: 50 -- Energy Ammo
Damage: 160-182 (160)
Burst: 4000

* E-Beamer - Energy AC
* Stanton Stunner IV - Energy AC
* Supernova Mk VI - Energy AC

Compare to a Kyr'Ozch Energy Carbine - Type 5 at QL 200:
AttackTime: 1.5s
RechargeTime: 1.5s
ClipSize: 50 -- Energy Ammo
Damage: 200-228 (200) -- RadiationAC
Def. Skills: DuckExp: 100%


- MG/SMG -

The upgrade suffixes are 000, 004, 404, C04. 000 is the base, 004 adds Burst, 404 adds a larger clip, C04 is the final upgrade.

Two Handed variants

MG/SMG >= 1335
Burst >= 1002

AttackTime: 1.2s
RechargeTime: 1.2s
Damage: 132-212 (132)
Burst Recharge: 4000

* Suppressor - ProjectileAC, Checks against Duck Explosion
* Slugger - ProjectileAC
* Mausser Particle Streamer - ProjectileAC
* G.C.AKMR 1K20 - ProjectileAC, adds 100 Max Health.
* MTI Aleph 99 - ProjectileAC
* Kerans Automatic Grinner - PoisonAC

One Handed variants

At QL 200:
MG/SMG >= 1335
Burst >= 1002

Multi-Ranged: 800
AttackTime: 1.2s
RechargeTime: 1.2s
Damage: 132-212 (132)

* Sleekmaster Classic - EnergyAC
* Viper IX - ProjectileAC
Last edited by hahnsoo on Tue Dec 25, 2007 4:53 pm, edited 1 time in total.
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Post by Carnichown » Sat Dec 15, 2007 3:17 am

Thanks alot hahnsoo. that makes it all a bit clearder. do u know if there are any weaps that -when upgraded- have a bigger alpha?

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Re: The 000 Weapon Upgrades (Patch 17.7)

Post by Saavick » Sat Dec 15, 2007 3:42 am

hahnsoo wrote:Note that while the database shows QLs up to 300, the highest QL for these weapons is 200.
This isn't tradeskill dependant, like for example Spirit Infused Yutto NCU? I wanted a higher than 200 rifle for my agent...
Saavick 200 doctor Lokuta 200 soldier Violentmeany 200 enforcer Angrymeany 200 engineer
Vladja 200 agent Meany 200 fixer Littlemeany 200 adventurer Skathi 200 soldier
Luettl 199 bureaucrat Nuclearmeany 190 nano-technician Ingundis 182 martial artist
Sunilda 182 meta-physicist Boesemueny 179 trader Haadriah 163 martial artist
Mueny 136 meta-physicist Ryahna 131 adventurer Whaaaaaa 122 bureaucrat
Wildmeany 100 adventurer Svanhvita 100 engineer Kvada 80 enforcer Babysaav 66 doctor
Vladdy 64 trader Achilla 60 soldier Angrymueny 60 fixer Ealhswith 56 agent
Enragedmeany 25 enforcer Yngvildr 15 soldier

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Re: The 000 Weapon Upgrades (Patch 17.7)

Post by hahnsoo » Sat Dec 15, 2007 11:50 am

Saavick wrote:
hahnsoo wrote:Note that while the database shows QLs up to 300, the highest QL for these weapons is 200.
This isn't tradeskill dependant, like for example Spirit Infused Yutto NCU? I wanted a higher than 200 rifle for my agent...
I have only upgraded a QL 200 and 151 Slank Chop, but neither of them bumped up in QL. I'll have to run some more tests before I can confirm it.
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Post by sayonora » Sat Dec 15, 2007 12:46 pm

agent rifles now drop ql 200+ on level 170+ dynas....found a ql 211 bio gun on my keep on a level 175 dyna in pw

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Post by Houseofsleep » Sun Dec 23, 2007 10:51 pm

ok - this is probably a bit sad but I'm doing the Heath Bridge quest and I can't find any flipping probelets. Any idea of how to find them? I'm looking around the area suggested by the AOUniverse guide...
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Post by someone_Else » Sun Dec 23, 2007 11:01 pm

Houseofsleep wrote:ok - this is probably a bit sad but I'm doing the Heath Bridge quest and I can't find any flipping probelets. Any idea of how to find them? I'm looking around the area suggested by the AOUniverse guide...
They're underground, so you can't see them at first. You'll have to tab around to target them. Maybe even Control Tab around depending on what faction those mobs were.

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Post by hahnsoo » Sun Dec 23, 2007 11:13 pm

They are along the road just north of the Crypt of Home. They are a "mole" type robot, so you can't see them at ground level (like Eremites).
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