Solution for the Musket damage issue (too low)

Devs,

Musket is currently in a really bad place because it is horrendously outdamaged by half-level melee weapons. The melee weapon also attacks faster to boot.

Overall, the damage a musket does under the following conditions:

  • Headshot
  • Sniper perk and all passives related to targeting full heath target & headshot damage
  • DEX and INT points spread to output max musket damage as shown in the tool on the right hand side when assigning attribute points
  • Using Power Shot fully upgraded
  • Waiting the 3 seconds delay to add 5% damage passive
  • Using Onyx 30% damage to full health target
  • access to passives of 250 dex and 100 int

… will do roughly just 10% more damage than a single poke of a LIGHT ATTACK by a SPEAR that is HALF LEVEL compared to the musket…used by the same player using the exact same gear.

What the F ?

Range nor hitscan are an excuse for such abysmal gap in performance. Especially in a game where you are FORCED to use musket at close range since the mob will just retreat…aka we can’t even use the musket’s alleged ‘thing’.

In expeditions its even worse. Musket does so little damage you may as well just use bow and arrow since it refires faster AND does more damage per shot than musket.

In PVP its just as bad with Musket damage being horribly low against anyone wearing anything but light armor…and those that do insta-heal the musket’s max possible headshot damage with a single potion before you can even reload.

That being said, this is NOT a request for musket to get its damage %'s increased. That is not the problem. The problem is that there seems to be an ARMOR mitigation issue removing the bulk of musket’s damage.

Which is ironic given firearms were the reason armor ceased to be used.

Furthermore, Musket currently has no real reason to use anything but iron cartridges in PVE or PVP since the modifiers of other cartridges make no difference in the final performance… your best damage shot can’t even compete with a single light attack damage from a melee weapon as it can be spammed faster than you reload and thus outdamage you.

The solution would then be to change the bullets of the musket to provide ARMOR PENETRATION capability.

  • Iron Cartridge : Ignores 30% of target’s armor rating
  • Steel Cartridge: Ignores 50% of target’s armor rating
  • Starmetal Cartridge: Ignores 70% of target’s armor rating
  • Orichalcum Cartridge: Ignores 90% of target’s armor rating
  • Azoth Cartridge: Ignores 100% of target’s armor rating

These are not damage modifiers. Armor penetration would have the bullet’s damage base become the calculated damage after armor pen happens and THEN any damage reduction from perks, etc would apply.

Of course, some balancing of the musket skill %damage modifiers would need to be done so it does not become OP weapon… but we do need a way to make musket be functional in a group or in pvp when compared to any other weapon.

4 Likes

Everyone knows that talents and weapon damage are one big joke, a proposal with penetration too much OP in my opinion, but:

  • increasing the damage dealt,
  • complete reconstruction of the AOE skill,
  • removal of reloading before using a skill (there is a total lack of fluidity in this weapon)
  • and the worst thing who thought that a normal attack shoud has 100% damage only, when time shooting is that is almost the same as heavy attacks like: bow 170% or magic 140%

Your proposed buffs go overboard. But I agree that muskets should be the best armor piercing weapon in this game. Muskets are simply useless if they cannot penetrate armor. There is simply no reason s to pick muskets over other ranged weapons.

So whats the point of armor if it is ignored entirely?

Nobody cares about what you have to say Heavy Armor guy. I know you from other topics. You have always been complaining about people asking nerfs for heavy armor. You are clearly biased toward Heavy armor. If you are not a genuine musket user, you DO NOT belong here.

it’s not about destroying tanks, and any heavy armor players or being an OP, because if we are too strong, the nerfs will comming.

But yes, the tank has a musket totally somewhere, and I don’t know about you guys, but I pack 6-10 shots to break his shields, which is a total parody

1 Like

That didn’t answer my question at all.

Ignore that guy. He’s always been against nerfing Heavy armor whatsoever. He’s a diehard “Not OP Git Gud” guy. No point in listening to that guy.

you are not even worth responding.

And you still do it?

We are all musketeers. Are you even a musketeer?

these are only examples, the Devs will choose the buffs form anyway, so that the wolf is full and the sheep is whole :wink:

and also that terrible crosshair need to be fixed

That’s what bullets do: Go through armor.

That’s why I said the damage % modifiers of musket skills would obviously need to be changed to balance it out.

Thing is, if they just ‘add damage’ multiplier like they do with bullets then the calcs of the modifier are done after armor resists are factored in thus resulting in the pathetic damage we see now (while a light armor user gets wrecked).

It is also not about ‘light/medium/heavy’ armor as categories but the actual physical armor rating amount.

That being said, the damage modifier on the musket skill would obviously be reduced. Power shot for example could just be dropped to 80% and given a knock-down effect. Powder burn do 60% damage but the dot remains the same. Power shot do 40% damage but have a much stronger slow effect (like 60%?). Shooter’s stance would remain as is.

In essence, the musket’s aimed shot would be the most deadly damage wise but its just damage. The skills would provide strong single target effects instead.

The devs would need to figure out those numbers. Right now musket is function-less for any form of group play… its barely ok for solo given ‘retreat’ nonsense.

@Kay @Luxendra I was so excited to try Outpost Rush after the resilience bug was fixed, and played one game.

I found that I still did so little damage with the musket with all my points in either DEX/INT. Enemy was wearing voidbent, and I headshot him like 8 times before he even needed to drink his first shot, he was tanking with the bow and only acknowledged me at that point and fired one arrow that nearly killed me.

I have decided to go back to farm simulator and getting all professsions to 200.

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