Skip to content
TORNLIFE More

dumb idea

Started by Yefftheman [3897214] on in Questions & Answers.

6 replies · 148 views · thread synced · 5 days ago · View on torn.com
About this thread

Posts archived: 7 / 7 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

Counted by TornLife from the archived posts.

Archived posts
7
Discussion span
→
People posting
6
Likes on archived posts
10
Authority score
59 / 100
Historical score
17 / 100
Story score
33 / 100
Engagement score
57 / 100

Most-liked replies

Ohadik [424017] Wiki Contributor

There's already a handful of these available... Did you try looking in Tutorials & Guides forum? 

 

I like Andyman's analysis. I'm not in total agreement, but it's pretty good:

 

Apatxe [2813453]

There is no one size fit all to be honest. You can read guides like mug's legendary ranking but it will all depend on your strategy, the combination of stats/perks and even what's available in the market.

 

Overall however, it is known that for primary weapons, armalite, enfield, sig and tavor are the best bases with penetrate, powerful, deadeye, expose, specialist (mostly on enfield). On melee, you want macana, dbk, kodachi or metal nuns with eviscerate, bleed, parry, powerful (only metal nuns), fury, rage, bloodlust (only slashing), motivation or any other utility like empower or quicken or plunder for niche scenarios. And lastly, on secondaries you want bt mp9 with revitalize, qsz with execute, cobra with assassinate or any other utility like quicken or motivation and china lake/milkor with stricken. 

Mentions: mug's Legendary Guide | UK Picture update

Arete [2675335]

Both rankings listed above are pretty meh. The reason is simple; it's just based on their opinion and not any calculations utilizing the damage formulas (barring the straightforward ones). That said, there's a lot of low hanging fruit, so to speak, on picking out the powerful bonuses so they get the easy ones mostly right.

 

There are a few problems with trying to generate such a list. First is you're trying to isolate one or two variables within a formula that has upward of twenty variables. Now you can control for those other variables, but you'll realize that there are so many situations where bonuses perceived to be weak are stronger more often than not. And vice versa where some bonuses are weaker than you might think. For example, is Penetrate and Puncture really that valuable if one always has access to PI ammo? Isolated by themselves, Penetrate and Puncture blow almost every other perk out of the water but once you start accounting for PI ammo, they become not nearly as exciting.

 

Second is the fact that the strength of bonuses, in relation to other bonuses, changes from yellow to orange to red. For example, Deadeye is pretty average as a yellow perk compared to other yellow perks but at red, it's probably top 3. How should one account for that when trying to reduce everything down to a single list?

 

Another big problem, I think at least, is should you even compare all of the bonuses to each other? Some bonuses have clear intentions to be used as utility. It might be better to conceptualize bonuses within "classes" such as damage (which could be broken up), utility (which could also be broken up further), etc. and then to compare bonuses only within a class.

 

Next is some of the bonuses are extremely difficult to calculate damage for such as Conserve and Double Tap. Until the community comes up with ways to account and measure the effect of each bonus, you would never even be able to begin a ranking list. And even if you could measure the effect, you might not get consensus on how to interpret the results. For example, Conserve does nothing to augment your damage on any one turn, but it does reduce your chances of missing a turn of damage later in the fight - should that count for something?

 

Lastly, and this is piggybacking off of my point about all of the different variables, some bonuses work better with certain builds. Smurf, for example, is arguably the most powerful damaging perk in the game but only works for a niche build. How should we account for that in a single list?

Vivien_Yap [2433359]

Arete put it very well, I just thought it's also worth mentioning that trying to calculate the value of a weapon based on the price will never really amount to much. After yellows the only way the cost effectiveness will go is down as you have to pay more and more for less and less benefit, that's just how rarity and the market works. So if you're trying to compare the cost effectiveness then just stick to a yellow cuz it'll be the best by a long long margin.

Instead of that, it's much more reasonable to simply decide what you're looking for based on your own budget rather than the general cost effectiveness, sure you are most definitely not getting "bang for ur buck" but rw weapons were never really about maximising cost efficiency anyway, just think of all the fights that you could be winning.