Talk:Redeemer/@comment-24.62.134.141-20150618190939

Damage falloff.

Goal: > To determine how the Redeemer's (charged attack) damage is affected by distance from the target.

Setup: > Unmodded Redeemer. > Reach and/or Primed Reach mods. > Pressure point mod. > Synthesis scanner. > Earth level 1-3 capture mission (at the time of conducting this experiment, was Earth-Mantle).

Procedure: > Equip [no range mod, Reach, Primed Reach]. > Equip [no damage mods, Pressure Point]. > Enter mission. > Find Kubrow dens. > Switch to synthesis scanner, to measure distances and activate aiming (aiming allows Redeemer charge attack to hit enemies at any distance) {alternative method: use primary or secondary weapon to aim and measure distances with waypoints}. > Stand at [5,10,...,60]m away from the den. > Attack den using Redeemer charged attack. > Measure pellet damage.

Observations:

Distance from target-Damage per pellet 5-30 10-30 15-30 20-30 25-22 30-15 35-7 40-5 45-5 50-5 55-5 60-5

> The reason why each pellet deals 30 damage instead of 75 is due to hidden armour, which reduces all damage done to the den. > Range mods do not affect these numbers. > Damage mods scale these numbers proportionally. > Thus, there is no observed reduction in damage until one stands more than 20m away, then the damage reduction is linear until it reaches (weapon damage / 6). After that, there is no more damage falloff - the damage remains at (weapon damage / 6) for indefinite range.

Conclusions: > That the damage falloff is not affected by range mods makes my purchase of primed reach that much sadder. :\ > However, the lower bound of (weapon damage / 6) is actually pretty good, as the Redeemer deal a lot of base weapon damage, and can be modded to deal even more. Moreover, the Redeemer benefits from damage multipliers for stealth takedowns, so it is quite possible to snipe un-alerted enemies at long ranges. This is made better by the fact that, since the Redeemer is technically a melee weapon, sniping an enemy that is in full view of other enemies does no alert the other enemies, unlike with primary and secondary weapons.