QUOTE (Stahlseele @ May 21 2015, 06:36 PM)

Err, the Dikote does not work like that i think?
Dikote only gives the +1 Damage on handheld blades and only gives +1 Power on thrown weapons or arrows if i remember correctly.
You could get with some fineaggeling the power up to 20M, but not more i guess.
The wording of Dikote in SR3 provided that +1 Damage Level to any "edged instrument like a sword" ... which quite often caused debate on whether or not this limited it to weapons that made use of the "edged weapons" melee skill. If that would have been taken as strictly correct, no implant spurs ("cyber-implant weapon" skill) or dikoted pole arm ("pole arm" skill) would have provided that bonus. Tougher times for your beloved melee trolls

Just by wording however that bonus was given whenever an "edge" was present on the weapon as part of its primary damage component.
Other weapons that qualified for Dikote bonuses received only a +1 power bonus (which edged weapons also got from being dikoted).
The maximum damage codes that could be achieved for Ranger X depends on what you're talking: A starter (one trick pony) character or a to the max developed character that spent karma and Nuyen on the goal of becoming the world's strongest character with fully maximized strength attribute.
The limits for a starting character would revolve around the following aspects (and getting them into a "playable" character):
- Troll - meta variant Cyclops for + 6 racial modifier. Max starting value 12 by now. Absolute (normal) attribute maximum 18 in the long run.
- A smart link implant and accessory to the bow in order to compensate for the -2 ranged attack mod Cyclops do get. In the long run, implant an independent cyber eye to circumvent this basic drawback
- Edges of Exceptional Attribute STR + Additional Attribute Point STR (only legal way of getting a natural starting attribute of 7 prior to racial modifiers and without implants for characters that weren't Otaku). Max Starting value raised to 13 and absolute maximum raised to 20 (one of the rare cases where things get rounded up instead of down).
- Phenotypic Alteration Gene modification (SotA'63) to further increase both racial modified (normal) attribute maximum and subsequently also racial modified absolute attribute maximums. Starting value remains at 13 with a racial modified attribute max of 14 and absolute maximum was just raised to 21.
- Adept with a Rating 6 Attribute Boost (STR) at 1.5 power points which would ultimately allow temporarily boosting STR up to twice of the characters racial modified (normal) attribute maximum => currently 14 ... *2 = 28. No comment on how likely it is to get the boost working for now ... even at the so far established values for the starting version.
- Adept of the Magician's Way if you totally want to "fuck" with the rules for spell casting of "Increase Attribute" and later on "Increase Cybered Attribute" spells with technically no upper limits but just as with Attribute boost power severely low chances of successfully casting those spells with a meaningful number of successes.
- Maximized Muscle Augmentation bioware or Muscle Replacement cyberware within the constraints of available Nuyen for buying all required implants and gear. For extreme one trick pony builds Rating 4 Should still be doable despite costs for high starting resources and being an Adept . This Bioware must be replaced with the cyber version the long run, because unlike bioware bonuses cyberware can explicitly exceed absolute natural attribute maximums permanently. Starting value for STR is now either 17 or 13[17] with the absolute max still sitting at 21. The cyber version has the additional benefit of making Magic Tests for Attribute Boost easier due to the TN for that being derived from non-augmented attribute values
- Suprathyroid Gland Bioware for another +1 on STR within natural and absolute natural attribute maximums. Starting STR now either 18 or 14[18]
If our Cyclops happens to successfully activate his Attribute Boost with a fully geased Magic Attribute of 6 against TNs of either 7 or 9 he could temporarily increase STR to 24 or 20[24]. I would however advise against using that value for MinSTR of the Ranger X further longer strike distances.
Note Ranger X provides a +4 to power bonus! Not an actual strength increase. By now we'd be seeing an unboosted 22M ranged and 28M boosted attack based on a maximum firing distance of 18*60=1080 meters - provided the Ranger X is bought with a MinSTR value of 18.
If you really want to go nuts here you have him use Kamikaze and Nitro for a combined STR bonus of 4 more points which actually causes this character to potentially scratch his absolute attribute max: If you went with Muscle Aug Bioware you'd now be restricted to 21 "unaugmented" STR plus 6 Attribute Boost for STR 27 and a combined 31M Damage Code. With Muscle Replacement you'd be at 18[22] + 6 Attribute Boost for STR 28 with a total of 32M Damage with Ranger X. Just don't expect to see the character live too long without drug induced damage and subsequent Magic and Essence losses.
With Dikote you'd see values ranging between of 23, 28, 32 and 33M for that one trick pony starting character and your average "rules lawyer" munchkin will of course make a "reasonable" argument that the arrow head of a Ranger X arrow does indeed qualify for being an "edged instrument" which would up the whole thing to S Damage level.
The interesting part about this little "demonstration" however lies with something else: This character would only be able to reliable fire one shot per Combat Turn and usually is left with only one Pass per turn ... With the standard Combat Turn duration of 3 seconds that guy will fire his arrows at supersonic speeds (for the whole travel time to the target) and - by RAW - fire through massive walls and still killing a person behind that wall.