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Pilz

Flintlock vs Black Powder Revolver for Science

Oct 6th, 2014
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  1. Default matchlock Pistol stats: reload 4, range 50m, strength 9. Special (explodes)
  2. Default pistol shot stats: 60 damage
  3.  
  4. Assuming 100 difference in unmodified attack/defense every attack every round, and
  5. Assuming starts round fully loaded (1 shot), and
  6. Assuming no armour on target, and
  7. Assuming 1 attack/round of combat, and
  8. Assuming 5 rounds of combat...
  9. 140 damage
  10.  
  11.  
  12. Assuming 100 difference in unmodified attack/defense every attack every round, and
  13. Assuming starts round fully loaded (1 shot), and
  14. Assuming no armour on target, and
  15. Assuming 1 attack/round of combat, and
  16. Assuming 10 rounds of combat...
  17. 210 damage
  18.  
  19. ====================================================================================================================
  20.  
  21. Two Matchlocks! (Assuming ambidexterity)
  22.  
  23. Assuming 100 difference in unmodified attack/defense every attack every round, and
  24. Assuming starts round fully loaded (1 shot), and
  25. Assuming no armour on target, and
  26. Assuming 1 attack/round of combat, and
  27. Assuming 5 rounds of combat...
  28. 200 damage
  29.  
  30. Assuming 100 difference in unmodified attack/defense every attack every round, and
  31. Assuming starts round fully loaded (1 shot), and
  32. Assuming no armour on target, and
  33. Assuming 1 attack/round of combat, and
  34. Assuming 10 rounds of combat...
  35. 270 damage
  36.  
  37.  
  38. ====================================================================================================================
  39.  
  40.  
  41. Default Longbow stats: Reload 1, range 60, strength 7. Special (2handed)
  42. Default Arrow stats: 40 damage
  43.  
  44. Assuming 100 difference in unmodified attack/defense every attack every round, and
  45. Assuming starts round fully loaded (1 shot), and
  46. Assuming no armour on target, and
  47. Assuming 1 attack/round of combat, and
  48. Assuming 5 rounds of combat...
  49. 225 damage
  50.  
  51. Assuming 100% damage every round, and
  52. Assuming starts round fully loaded (1 shot), and
  53. Assuming no armour on target, and
  54. Assuming 1 attack/round of combat, and
  55. Assuming 10 rounds of combat...
  56. 450 damage
  57.  
  58. //Matchlock does not hold up damage output over time, even dual wielding
  59.  
  60. ==========================================================================================================================
  61.  
  62. Version 1 Black Powder Revolver stats: Reload 3 (2 with speed loader), range 50m, strength 5. Special (explodes)
  63. Default pistol shot stats: 60 damage
  64.  
  65. Assuming 100 difference in unmodified attack/defense every attack every round, and
  66. Assuming starts round fully loaded (6 shots), and
  67. Assuming no armour on target, and
  68. Assuming 1 attack/round of combat, and
  69. Assuming 5 rounds of combat...
  70. 300 Damage
  71.  
  72. //unsuitable, damage output too high
  73.  
  74. Version 2 BPR stats: Reload 3 (2 with speed loader), range 50m, str 5, special (explodes) (recoil, additional -20 on multiple attacks/round)
  75. Modified Pistol Shot stats: 30 damage
  76.  
  77. Assuming 100 difference in unmodified attack/defense every attack every round, and
  78. Assuming starts round fully loaded (6 shots), and
  79. Assuming no armour on target, and
  80. Assuming 1 attack/round of combat, and
  81. Assuming 5 rounds of combat...
  82. 150 Damage
  83.  
  84. //not a fan of this for some reason. Just don't like it.
  85.  
  86. ==============================================================================================================================
  87.  
  88. //Suggested ruleset
  89. Version 3 BRP stats: Reload 3 (2 with speed loader), range 40m, str 5, special (explodes)
  90. -Holds 3 shots as base. Increase shots held by 1 for every +5, decrease by 1 for every -5. Maximum of +25 means 8 shots in chamber. Mathing assumes +0 weapon.
  91. Modified Pistol Shot Stats: 30/40/50 damage (two examples)
  92.  
  93. Assuming 100 difference in unmodified attack/defense every attack every round, and
  94. Assuming starts round fully loaded (3 shots), and
  95. Assuming no armour on target, and
  96. Assuming 1 attack/round of combat, and
  97. Assuming no Speed Loader, and
  98. Assuming 5 rounds of combat...
  99. 90/120/150 damage
  100.  
  101. Assuming 100 difference in unmodified attack/defense every attack every round, and
  102. Assuming starts round fully loaded (3 shots), and
  103. Assuming no armour on target, and
  104. Assuming 1 attack/round of combat, and
  105. Assuming Speed Loader, and
  106. Assuming 5 rounds of combat...
  107. 120/160/200 damage
  108.  
  109. Assuming 100 difference in unmodified attack/defense every attack every round, and
  110. Assuming starts round fully loaded (3 shots), and
  111. Assuming no armour on target, and
  112. Assuming 1 attack/round of combat, and
  113. Assuming no Speed Loader, and
  114. Assuming 10 rounds of combat...
  115. 180/240/300 damage
  116.  
  117. Assuming 100 difference in unmodified attack/defense every attack every round, and
  118. Assuming starts round fully loaded (3 shots), and
  119. Assuming no armour on target, and
  120. Assuming 1 attack/round of combat, and
  121. Assuming Speed Loader, and
  122. Assuming 10 rounds of combat...
  123. 240/320/400 damage
  124.  
  125.  
  126. //Suggestion: Use sub-50 damage. It will start off lower than bow, but should pull ahead as better pistols are obtained and more shots can be fired without reloading. 40 seems to be a good spot for a two-handed weapon like a rifle, 30 might be ideal for a weapon meant to be wielded in tandem with another, perhaps a sword. Short-barreled pistol (CQC intended) and long-barreled rifle versions may be the solution.
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