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Gun Types, Damage Calculations, and Special Cases

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Striken7

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Gun Types, Damage Calculations, and Special Cases

It seems most people have a tough time keeping all the different types of guns memorized along with all the different stats, so this is a list composed of all the different Master level guns, the base stats of the weapons, the damage-over-time calculations, and summary notes and comparisons.

Because all guns shoot at the same speed (called Normal) and will fire immediately when the button is pressed with no delay, the damage over time is based on reload time only.

Because the quick-reload feature of the Chain Attacks upgrade is not constant (not everyone has the upgrade, not everyone who does have it knows how to use it, and not everyone who knows how to use it can pull it off every single time all the time...), it must be ignored for any damage-over-time calculations.

Disclaimer: I don't really care if you beat the whole game using nothing but a rusty blunderbuss - everyone knows that you can kill anything this game throws at you with any weapon. The point of this thread is to help those who are interested to understand the numbers behind each gun type, which by their inherent variations make them more suitable to different styles of play.

Pistols

*Master Flintlock Pistol*
Damage: 87
Attack Speed: Normal
Ammo Capacity: 1
Reload Time: 0.65s
Range: 40

This pistol will fire once for 87 damage, then spend 0.65s reloading. That means it does about 133.8 damage per second if shooting constantly for an extended period of time. This pistol type has the longest range of the pistols.

*Master Turret Pistol*
Damage: 63
Attack Speed: Normal
Ammo Capacity: 6
Reload Time:1s
Range: 35

This pistol will fire six times for 63 damage each, then spend 1s reloading each bullet (6s total reload time). That means it does about 63.0 damage per second if shooting constantly for an extended period of time. The turret and clockwork pistols have the same range.

*Master Clockwork Pistol*
Damage: 47
Attack Speed: Normal
Ammo Capacity: 6
Reload Time: 1.25s
Range: 35

This pistol will fire six times for 47 damage each, then spend 1.25s reloading. That means it does about 225.6 damage per second if shooting constantly for an extended period of time. The turret and clockwork pistols have the same range.

Rifles

*Master Flintlock Rifle*
Damage: 102
Attack Speed: Normal
Ammo Capacity: 1
Reload Time: 0.9s
Range: 60

This rifle will fire once for 102 damage, then spend 0.9s reloading. That means it does about 113.3 damage per second if shooting constantly for an extended period of time. This rifle has the furthest range of any weapon.

*Master Turret Rifle*
Damage: 75
Attack Speed: Normal
Ammo Capacity: 6
Reload Time: 1.1s
Range: 50

This rifle will fire six times for 75 damage each, then spend 1.1s reloading each bullet (6.6s total). That means it does about 68.2 damage per second if shooting constantly for an extended period of time. The turret and clockwork rifles have the same range.

*Master Clockwork Rifle*
Damage: 59
Attack Speed: Normal
Ammo Capacity: 6
Reload Time: 1.35s
Range: 50

This rifle will fire six times for 59 damage each, then spend 1.35s reloading. That means it does about 262.2 damage per second if shooting constantly for an extended period of time. The turret and clockwork rifles have the same range.

Blunderbuss

*Master Blunderbuss*
Damage: 136
Attack Speed: Normal
Ammo Capacity: 1
Reload Time: 1.25s
Range: 25

The blunderbuss will fire once for 136 damage, then spend 1.25s reloading. That means it does about 108.8 damage per second if shooting constantly for an extended period of time. The blunderbuss has the shortest range of all guns.

Summary

The Master Clockwork gun models clearly win in the damage-over-time category, at the expense of having less range then the Master Flintlock types. The Blunderbuss wins in the single shot damage category at a far reduced range. However, this brings up the question, why would anyone use a Turret model gun? It has the lowest damage over time and fires at the same range as Clockwork models. The answer is that every weapon indeed has it's place.

If you look at damage over time between reloads, then Turret models pull way ahead. What does this mean? It means that Turret model guns are perfect for alternating between shooting, casting spells, and close combat. By firing the 6 shots loaded into a Turret model and then stopping to cast a spell or swing a sword, the gun will reload itself at no cost to you. It is in this situation that you will truly achieve the highest total damage output when using more then one style of fighting.

If you are a pure Skill user and want the most absolute damage output, you'll want to use Clockwork models. If you want to kill everything that moves from as far away as possible, use Flintlock. If you are the type person who prefers a shotgun to a sniper rifle, get yourself a good Blunderbuss. If you want to deal the most total damage using a mix of Skill, Will, and Strength, get a Turret model to maximize effectiveness and efficiency.

Legendary Guns

*The Perforator*
Damage: 81
Attack Speed: Normal
Ammo Capacity:
Reload Time: 0.75s
Range: 60
Augments:Fear Itself, Discipline, and Barkskin
Damage-over-time: 108

The Perforator does a lot more damage over time then a clean Master Turret Rifle, but has awful augments. You would be better off upgrading your own Master level one for a bigger punch before switching to Strength/Will combat (see Summary section above). This removes any advantage this weapon has due to the shorter reload time.

*The Red Dragon*
Damage: 41
Attack Speed: Normal
Ammo Capacity:
Reload Time: 0.75s
Range: 35
Augments: Devastation, Lucky Charm
Damage-over-time: 328

The Red Dragon blows a regular Master Clockwork Pistol out of the water. Even putting the same two Augments in a Master Clockwork Pistol would not put a dent in the effect that the much faster reload time has on damage-over-time.

*The Enforcer*
Damage: 177
Attack Speed: Normal
Ammo Capacity:
Reload Time: 1.25s
Range: 25
Augments: Barkskin, Lucky Charm
Damage-over-time: 141.6

More damage then a Master Blunderbuss with a Lucky Charm augment already included. Replacing Barkskin with a Devastation augment would probably not make up for the huge increase in base damage. If you want to use a Blunderbuss, get yourself The Enforcer a.s.a.p.

Westcliff Shooting Range

Because of the special circumstances of the Westcliff Shooting Range, the rules are slightly different in choosing the most effective gun. How much damage you deal is obviously insignificant, meaning the number of shoots you can get off as fast as possible is absolutely key. Range also has no bearing on how you perform. One thing is certain though, and that is that using a Pistol is better then any other gun type because of the increased field of vision that allows you to see more targets.

A Master Flintlock Pistol will shoot once every 0.65 seconds. Because the time spent aiming is usually longer then that, the reload time between shots has no effect on performance. This makes it the best choice for scoring high in the shooting range. A Master Clockwork Pistol will take 1.25 seconds to reload after its 6 shot clip is emptied. You will need to reload 1/6th the time comapred to a Flintlock, but the longer reload has a small chance of impacting your score. The Red Dragon clockwork pistol however, with a 0.75s reload time, is very likely the best choice for the shooting range (which might explain why it is the reward for first place). A Master Turret Pistol requires a full 6 seconds to reload after 6 shots are fired. This extremely long reload time makes the Turret Pistol by far the worst pistol for the shooting range.
 
Re: Gun Types, Damage Calculations, and Special Cases

very interesting +rep

one mistake you made tho is in the shooting range you say it would take 6 seconds to reload a turret pistol, but after you fire all 6 you can use it as a flintlock, meaning fire 1 bullet, reload 1 second, fire another. when you reload with a turret you can shoot inbetween all 6 reloads. not saying its the best just something you should note.
 
Re: Gun Types, Damage Calculations, and Special Cases

Jedimindtrixxx;240211 said:
very interesting +rep

one mistake you made tho is in the shooting range you say it would take 6 seconds to reload a turret pistol, but after you fire all 6 you can use it as a flintlock, meaning fire 1 bullet, reload 1 second, fire another. when you reload with a turret you can shoot inbetween all 6 reloads. not saying its the best just something you should note.

Ah yes, I guess your right. I forgot you could force fire it between shots.

Even in that case though, it would still take 1s to reload between each shot compared to the 0.65s of the Flintlock pistol making it much more likely to slow down your scoring.
 
Re: Gun Types, Damage Calculations, and Special Cases

i wasnt saying its better than flintlock, i waas just stating
 
Re: Gun Types, Damage Calculations, and Special Cases

Jedimindtrixxx;240849 said:
i wasnt saying its better than flintlock, i waas just stating

I know :D

I was just making sure anyone else who reads this is clear as well.
 
Re: Gun Types, Damage Calculations, and Special Cases

so thats what the red dragon is(thought it was some kinda flintlock
 
Re: Gun Types, Damage Calculations, and Special Cases

Ok, I find a HUGE hole in your calculations here. You imply that the entire firing speed of a weapon is based on its reload time and it is definitely not. If that were true, then every clockwork and turret weapon should be able to empty an entire 6 shots in 0 seconds, which they can obviously not. The reason is that the game has a certain number of frames of animation for each shot, and it takes even the fastest finger in the world a certain amount of time to physically press the button. This makes the actual reload time a smaller percentage of the total firing time. Furthermore, both of these aspects seem to stack with the reload time of the weapon as the animation for reloads seems very minimal. I believe Brutal Styles 3 simply shaves some time off of each reload if you have fast fingers, and is not simply a hit or miss thing but rather almost always works to varying degrees of success. (I may be wrong here, but that is just what it looks like to me.)

All that being said, I thing the only legitimate way to compare the 3 classes of gun is to manually count the number of shots fired over a period of time (say 30 seconds) for each weapon with max speed, Brutal Styles 3, and perhaps a speed boost from a house. Though I have not done this yet, I am almost certain that the flintlocks dps will improve significantly when compared to the clockwork.

I would love to do this test myself, but I don't actually own the game, my girlfriend does, and she already hated me for my repeated blacksmithing at the beginning of the game, never ending exp potion buying throughout the game, and continuous playthroughs of the crucible for better and better times, so I doubt she'd be happy to sit there and let me collect every gun in the game to do calculations lol

Additionally, I found that the listed damage of the blunderbuss class does not seem accurate. I was killing some guards with the enforcer and a master flintlock, and oddly it was taking the same number of hits for each. I believe this is because the blunderbuss has a scatter effect, so perhaps the combined damage of every piece of shrapnel is the listed damage, but from any kind of distance that is not the damage it seems to inflict...at least not on one enemy lol

One more thing I feel you should have given mention to is that the stronger flintlocks have a rather sizable advantage over the others anytime you have half a second to aim for the head, as the time it takes to aim for the head as fast as you may be will still be more than the reload time of a flintlock, and therefore the more powerful flintlocks are better at it and can most likely pull off higher damage per second than the others do by just mindlessly shooting.

Hopefully someone will do my 30 second test and post some results =) If not, I suggest you guys just test it out for yourself and see which weapon feels best to you.

*EDIT*
Ok, I did my little test between the master flintlock pistol and the red dragon just to prove my point. In 15 seconds the red dragon got off 32 shots, while the master flintlock got off 23 shots. If you do the calculations that is 87.47 damage per second for the red dragon and 133.4 dps for the flintlock. This test was done with max speed and brutal styles 3 (I don't know if bs 3 had any effect or not) but no speed boost from a house (which I presume would have helped the flintlock more).

I know if you aim and rapid fire y the red dragon will fire much faster, but that is not what I was measuring. Asides, if you have time to aim you should be able to headshot, which the flintlock is better at anyway.
 
Re: Gun Types, Damage Calculations, and Special Cases

Fantastic Contributions within this Thread Thank You +rep
 
Re: Gun Types, Damage Calculations, and Special Cases

^^Nice contribution man!
 
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