User:Nagamarky/Notes

Not So Awsome(sic)
RE: Kura, in pagesource.<!--

DVL550 ZZ Fearsome Bessie: 1539 damg, 98.1 acc, 0.4 rof, 6 mag, 2.8x zoom
 * [Lv61] Perfect mag4 barrel4 Bessie.

DVL590 ZZ Fearsome Bessie: 1677 damg, 98.1 acc, 0.3 rof, 3 mag, 2.8x zoom
 * [Lv61] Perfect mag3 barrel4 Bessie.

PPZ1270.G Crimson Invader: 510 damg, 98.5 acc, 2.1 rof, 15 mag, 2.7x zoom, s.v.: 9999999
 * [Lv61] Perfect barrel5 acc4_Deep Executioner.

DVL550 C Fearsome Volcano: 1028 damg, 98.7 acc, 0.7 rof, 6 mag, 2.7x zoom, x4 fire, s.v.: 9999999
 * [Lv61] Modded mag4 barrel5 Volcano (with damage-increasing Fearsome prefix instead of Cobalt).

PPZ570.3 Liquid Orion: 932 damg, 96.2 acc, 2.7 rof, 16 mag, 2.7x zoom, x4 shock, s.v.: 9999999
 * [Lv61] Perfect mag5 barrel4 Orion.

DVL550 C Cobalt Volcano: 1007 damg, 97.8 acc, 0.7 rof, 6 mag, 2.7x zoom, x4 fire, s.v.: 9999999
 * [Lv59] Perfect mag4 barrel4 Volcano.

PPZ470.3 Vicious Orion: 1019 damg, 96.2 acc, 2.4 rof, 16 mag, 2.7x zoom, x4 shock, s.v.: 9999999
 * [Lv61] Modded mag5 barrel4 Orion (with damage-increasing Vicious prefix instead of Liquid).

PPZ570 Erupting Cobra: 1135 damg, 94.8 acc, 1.3 rof, 7 mag, 2.4x zoom, x4 explosive, s.v.: 9999999
 * [Lv61] Modded mag5 barrel4 Cobra (with damage-increasing Vicious prefix instead of Detonating).
 * Heck, even the name is wrong for this one - wrong twice: the only way to get 1135 damage is with Vicious.

PPZ77.G Crimson Invader: 414 damg, 98.5 acc, 2.9 rof, 15 mag, 2.7x zoom PPZ1170.G Crimson Invader: 414 damg, 98.5 acc, 2.9 rof, 15 mag, 2.4x zoom
 * [Lv60] barrel5 acc1_Brisk Executioner. (Blatant scope swapping.)

PPZ50 Detonating Cobra: 1007 damg, 94.8 acc, 1.2 rof, 5 mag, 2.7x zoom, x4 explosive
 * [Lv59] mag2 barrel4 Cobra. Might actually be legit.

DVL590 C Fearsome Volcano: 1264 damg, 97.8 acc, 0.6 rof, 3 mag, 2.7x zoom, x4 fire, s.v.: 9999999
 * [Lv61] Modded mag3 barrel4 Volcano (with damage-increasing Fearsome prefix instead of Cobalt).

DVL350 XX Fearsome Skullmasher: 437x6 damg, 91.3 acc, 0.4 rof, 6 mag, 2.7x zoom, s.v.: 999999

DVL590 XX Fearsome Skullmasher: 483x6 damg, 91.3 acc, 0.3 rof, 3 mag, 2.7x zoom, s.v.: 9999999

DVL550/V3 Fearsome Surkov: 1188 damg, 94.9 acc, 1.2 rof, 6 mag, 2.4x zoom

DVL350 Vitriolic Cyclops: 711 damg, 98.6 acc, 0.6 rof, 6 mag, 3.2x zoom, x3 acid

VRR450/V3 Fearsome Surkov: 940 damg, 94.9 acc, 1.7 rof, 6 mag, 2.7x zoom, 9999999

DVL550 Fearsome Cyclops: 1192 damg, 97.4 acc, 0.6 rof, 6 mag, 3.2x zoom

GGN450 Pearl Cyclops: 891 damg, 98.6 acc, 0.8 rof, 6 mag, 3.2x zoom

DVL590 Fearsome Cyclops: 1448 damg, 97.4 acc, 0.5 rof, 3 mag, 3.2x zoom

VRR450 Fulgurating Cyclops: 622 damg, 97.4 acc, 0.9 rof, 6 mag, 3.2x zoom, x4 shock

PPZ Detonating Cobra: 1048 damg, 94.8 acc, 1.2 rof, 5 mag, 2.7x zoom, x4 explosive

PPZ1170.G Crimson Invader: 311 damg, 97.5 acc, 2.1 rof, 15 mag, 2.4x zoom, x2 shock

PPZ77.W Liquid Invader: 340 damg, 98.4 acc, 2.9 rof, 15 mag, 2.4x zoom, x2 acid

PPZ1180.G Crimson Invader: 345 damg, 96.8 acc, 2.1 rof, 15 mag, 2.4x zoom, x2 fire

PPZ1170.G Crimson Invader: 439 damg, 97.5 acc, 2.1 rof, 15 mag, 2.4x zoom

VRR25/V3 Blast Surkov: 526 damg, 94.9 acc, 1.7 rof, 6 mag, 2.7x zoom, x2 explosive

GGN490 Pearl Cyclops: 909 damg, 98.6 acc, 0.6 rof, 3 mag, 3.2x zoom

DVL490/V3 Fearsome Surkov: 1159 damg, 94.9 acc, 1.1 rof, 3 mag, 2.4x zoom

DVL29 Erupting Cyclops: 791 damg, 95.7 acc, 0.5 rof, 3 mag, 3.2x zoom, x4 explosive

DVL550 Pearl Cyclops: 1100 damg, 97.8 acc, 0.6 rof, 6 mag, 3.2x zoom

PPZ570.3 Liquid Thunder: 1019 damg, 97.8 acc, 2.7 rof, 10 mag, 2.7x zoom, s.v.: 9999999

PPZ570.3 Liquid Wrath: 770 damg, 96.2 acc, 2.7 rof, 10 mag, 2.7x zoom, x4 acid, s.v.: 9999999

PPZ4700 Desert Penetrator: 1019 damg, 94.3 acc, 4.6 rof, 10 mag, 2.7x zoom, s.v.: 9999999

PPZ4700 Desert Penetrator: 94.3 acc, 5.3 rof, 10 mag, 2.7x zoom, s.v.: 9999999

DVL550 XX Fearsome Thunder: 1380 damg, 97.7 acc, 0.4 rof, 6 mag, 2.4x zoom

DVL550 Pearl Thunder: 936 damg, 98.6 acc, 0.6 acc, 6 mag, 2.7x zoom

PPZ5700 Desert Penetrator: 932 damg, 94.3 acc, 4.6 rof, 10 mag, 2.4x zoom

PPZ570.3 Liquid Thunder: 1084 damg, 96.2 acc, 2.7 rof, 10 mag, 2.4x zoom

PPZ470.3 Liquid Wrath: 1014 damg, 96.9 acc, 2.7 rof, 10 mag, 2.4x zoom

PPZ470.3 Liquid Wrath: 724 damg, 96.2 acc, 2.7 rof, 10 mag, x4 explosive, 2.4x zoom

PPZ40.G Crimson Lance: 1084 damg, 98.5 acc, 2.1 rof, 5 mag, 2.4x zoom

PPZ.G Crimson Lance: 1063 damg, 98.5 acc, 2.1 rof, 5 mag, 2.7x zoom

DVL490 C Pestilent Thunder: 847 damg, 97.8 acc, 0.5 rof, 3 mag, x4 acid, 2.7x zoom

PPZ470.G Crimson Thunder: 912 damg, 98.0 acc, 2.4 rof, 7 mag, 2.4x zoom

GGN450 XX Fearsome Gamble: 1113 damg, 87.1 acc, 0.5 rof, 6 mag, 2.7x zoom

PPZ470 Steel Thunder: 904 damg, 97.1 acc, 3.4 rof, 7 rof, 1.0x zoom

PPZ470.3 Liquid Thunder: 939 damg, 93.6 acc, 2.7 rof, 10 mag, 2.4x zoom

PPZ7 Liquid Thunder: 1014 damg, 97.1 acc, 3.0 rof, 7 mag, 2.4x zoom

PPZ1170.G Crimson Invader: 325 damg, 96.8 acc, 2.1 rof, 15 mag, x2 shock, 2.7x zoom

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Part Hybrids - Unique and Legendary
Some legendary parts are able to spawn together. Underlined weapons are the primary ones, and will override the secondaries in appearing on the item card. It would appear that unique titles take priority over standard legendaries, but elemental legendaries trump uniques.

For pairs which have one legendary - and therefore compulsory - elemental accessory, it always takes priority (e.g. Hornet acc beats Dove barrel, Nemesis acc beats Invader scope, Fire acc beats Boom Stick barrel, Roaster acc beats Rhino barrel, Ogre acc beats Spear barrel, Kyros' Power acc beats Cyclops scope).

For the remaining pairs, the unique title overrides the orange title (e.g. T.K.'s Wave barrel beats Bulldog mag, Bone Shredder mag beats Savior body, Chiquito Amigo barrel beats Protector body).


 * Dove Hornet 
 *  Friendly Fire Boom Stick 
 *  Roaster Rhino 
 *  Nemesis Invader
 *  T.K.'s Wave Bulldog
 * Ajax's Spear Ogre 
 *  Bone Shredder Savior 
 *  Chiquito Amigo Protector 
 *  Kyros' Power Cyclops 

Serpens: part stats

 * gd_weap_support_machinegun.A_Weapon.WeaponType_support_machinegun
 * WeaponPerShotAccuracyImpulse = 2.20


 * dlc3_gd_weap_UniqueParts.SupportMachineGun.acc4_SandS_Serpens
 * WeaponPerShotAccuracyImpulse = -0.25

Serpens: prefix stats
The prefix Support has two priority readings, one for Quality1 prefixes at 1.1 and one specific to Support at 1.8 but 1.8 seems to be the dominant one Glorious (WeaponPerShotAccuracyImpulse <= 1.85, WeaponRarity >= 5) 2.5 Scoped (gd_weap_support_machinegun.Sight.sight1) 2.0 Support (WeaponRarity >= 5) 1.1 or 1.8 Max (WeaponRarity >= 11) 1.6 Heavy (WeaponRarity >= 8) 1.3

Orions
This is why PPZ Orions are always Liquid; Vicious can only spawn on LB.

Orions: part stats
In the game codes, firing interval - delay between each shot - is denoted as WeaponFireRate. To avoid confusion, I will use the actual notation as much as possible.


 * gd_weap_sniper_rifle_semiauto.A_Weapon.WeaponType_sniper_rifle_semiauto
 * WeaponFireRate = 0.7
 * WeaponReloadSpeed = 3.5


 * gd_weap_sniper_rifle_semiauto.Body.body2
 * (LB)
 * WeaponFireRate +0.2


 * gd_weap_sniper_rifle_semiauto.Body.body5
 * (PPZ)
 * WeaponFireRate -0.5


 * gd_weap_sniper_rifle_semiauto.mag.mag2
 * no modifiers


 * gd_weap_sniper_rifle_semiauto.mag.mag5
 * WeaponFireRate -0.21
 * WeaponReloadSpeed -0.5


 * gd_weap_sniper_rifle_semiauto.acc.acc3_SandS_Orion_Shock
 * TechLevelIncrease=10
 * WeaponClipSize=4.000000,MT_PreAdd

Orions: prefix stats

 * gd_weap_sniper_rifle.Prefix.Title_FireRate1_Liquid
 * WeaponFireRate -0.2
 * WeaponReloadSpeed -0.2
 * (pre-requisite: WeaponFireRate < 0.5)


 * gd_weap_sniper_rifle_semiauto.Prefix.Prefix_reload1_Vicious
 * no modifiers
 * (pre-requisite: WeaponReloadSpeed <= 3.0)


 * prefix priority
 * elemental_4 > elemental_3 > material_3 > Liquid > Vicious
 * (The Orion accessory does not enforce elemental tech prefixes.)

Orions: calculation
body5 mag5
 * WeaponReloadSpeed = 3.5 / (1 + 0.5) = 3.5 / 1.5 = 2.33 < 3.0 (Vicious is valid.)
 * WeaponFireRate = 0.7 / (1 + 0.5 + 0.21) = 0.7 / 1.71 = 0.409 < 0.5 (Liquid is valid, and overrides Vicious.)
 * For normal rifles with a tech prefix, it overrides everything else.
 * final fire rate = 1 / 0.409 = 2.4
 * For the Orion and its passive tech, Liquid spawns.
 * new WeaponFireRate = 0.7 / (1.71 + 0.2) = 0.7 / 1.91 = 0.3665
 * final fire rate = 1 / 0.3665 = 2.7

body5 mag2
 * WeaponReloadSpeed = 3.5 / (1 + 0) = 3.5 > 3.0 (Vicious is not valid.)
 * WeaponFireRate = 0.7 / (1 + 0.5 + 0) = 0.7 / 1.5 = 0.4667 < 0.5 (Liquid is valid.)
 * For normal rifles with a tech prefix, it overrides everything else.
 * final fire rate = 1 / 0.4667 = 2.1
 * For the Orion and its passive tech, Liquid spawns.
 * new WeaponFireRate = 0.7 / (1.5 + 0.2) = 0.7 / 1.7 = 0.412
 * final fire rate = 1 / 0.412 = 2.4

body2 mag5
 * WeaponReloadSpeed = 3.5 / (1 + 0.5) = 3.5 / 1.5 = 2.33 < 3.0 (Vicious is valid.)
 * WeaponFireRate = 0.7 / (1 - 0.2 + 0.21) = 0.7 / 1.01 = 0.693 > 0.5 (Liquid is not valid.)
 * final fire rate = 1 / 0.693 = 1.4

body2 mag2
 * WeaponReloadSpeed = 3.5 / 1 = 3.5 > 3.0 (Vicious is not valid.)
 * WeaponFireRate = 0.7 / (1 - 0.2 + 0) = 0.875 > 0.5 (Liquid is not valid.)
 * final fire rate = 1 / 0.875 = 1.1

Mods
Mods and shit. Yeah.

Names
 * Shared weapon names
 * Twisted prefix or Anarchy title, but is not an SMG.
 * Matador or Shredder titles, but not a combat shotgun.
 * If the abovementioned titles, or those of the pearlescent or  orange variety:
 * appear twice, i.e. in both the prefix and title slots.
 * appear on each others' item cards.
 * have a different rarity color.
 * Stock weapons
 * Machine Gun, Repeater Pistol, Shotgun

Projectiles
 * Legitimate projectile counts:
 * x2 = Double pistol or SMG
 * x3 = Butcher, Violator, Helix launcher
 * x4 = The Chopper, Anarchy, Double Violator
 * x5 = none
 * x6 = Skullmasher
 * x7 = standard assault shotgun, Hunter's combat shotgun, Masher revolver
 * x8 = Sweeper combat shotgun, Eridian Thunder Storm
 * x9 = standard combat shotgun
 * x10/x12 = Hydra
 * x11 = Scattergun or Shredder combat shotgun
 * x12 = Matador combat shotgun
 * Explosives
 * rockets = rocket launcher, Carnage shotgun
 * trajectory = Leviathan, Jackal, Eridian weapons

FAQs
Why does the level requirement decrease when I equip my weapon?
 * Weapon proficiency was also supposed to reduce the level requirement for weapons of that type. The feature was eventually removed from final release, but the graphics for it were left in the game.

Why can't I turn in "Talk To Tannis" ?
 * "Talk To Tannis" is an obsolete mission. (It was probably due to take place at the end of the main storyline when Tannis was still in her cell.) The only way to acquire this mission is by joining a game with the host having this glitched mission in the log. The mission was removed from the plot, and most people receive this mission after the main storyline is complete, when Tannis would be at her camp in The Rust Commons West instead of in her cell in the Crimson Fastness. Joining a co-op game at Get Some Answers will allow you to clear this mission.

Why can't I turn in "Keep Your Insides Inside" ?
 * "Keep Your Insides Inside" is a similar mission to "Fix'er Upper", where Dr. Zed asks you to fix, then buy a shield from, the medical vendor. Around the time of Leaving Fyrestone, the game checks for completion of "Keep Your Insides Inside"; failing to register it, the game activates the mission. Joining a co-op game and having the host turn in "Fix'er Upper" will apparently clear this mission.

Why are my Crawmerax drops disappearing ?
 * The graphical overload of generating and maintaining too many item instances prevents new items from displaying. The solution is to clear the arena of all items - firing a shot and picking up stray ammo may also help. This should be done after every run, although entity overload will begin after the third remap.