Artisan Archive

Thread: Experimentation and Range

StabbaJabba
Sat Jul 12, 2003 11:59 pm
#1

After several experiments on both weapons and ranged powerups, I really have to wonder what the point of experimental range is. When I use a powerup that gives, say, +25% to ideal range, it doesn't do anything. I'm not even sure if the range is supposed to increase or decrease. Ditto with bonuses to max range. Nothing seems to be able to get my rifles over 64m. Does anyone have any experience otherwise?



Masamune Reero, Armsmaster
Coronet, Corellia, Tempest
StabbaJabba
Sun Jul 13, 2003 10:31 pm
#2

Bump



Masamune Reero, Armsmaster
Coronet, Corellia, Tempest
Livius
Sun Jul 13, 2003 11:08 pm
#3

I think *ideal* range is not the same as *maximum* range. I believe that your chance "to hit" (measured by that little number by the targetted mob) is dependent on range. Different weapons have different "ideal" ranges. A pistol, for instance, has an "ideal" range that is probably pretty close whilea rifle fires poorly close-up but well further away. Carbines, I would guess, fall somewhere in the middle.


Increasing the"ideal" range 25% would simply mean that this "range of increased effectiveness" is greater by 25%.


for example. Let's say a carbine is partcularly effective between 20 and 40m. With the powerup it would 17.5 and 42.5.

Alalla_Colmpa
Sun Jul 13, 2003 11:32 pm
#4

Not sure if you noticed, but ranged weapons do have an "Ideal Range" property, and it is not a "range", such as 20-30m, it is a specific range: 30m.


So lets say a rifle has an Ideal range of 30m and a max range of 64m, your power up 25% to ideal range would increase the "Ideal Range" property from 30m to 37.5m. To find this just take the base (30m) and multiply it by 1.25 to get 37.5 but keep in mind this is ideal range not max range. anything over ideal and your chances start dropping, after max it drops to 0.


I haven't seen a power up yet that increases the "Max Range" property but to be honest i haven't been looking for them since i'm not much of a fighter, I just try out some of the power ups i make to see what increases. You might consider taking before and after screen shots when you put a power up on to a weapon and check each stat, or just write down each stat in order and then re-check.


Thats my take on it from my experience, i hope it helps. If i've made any mistakes in my explanation let me know.

Ramses1
Mon Jul 14, 2003 2:04 am
#5

You may not have noticed, but chance to hit decreases as you move below your ideal range as well. My tusken rifle is ideal range 60m, if the creature is at 50m I get the same penalty as if he were at 70m. What he's trying to say is that the range experimentation decreases the penalty for moving away (nearer or farther) from your ideal range. I would like to get ahold of a powerup that increase max range.
StabbaJabba
Mon Jul 14, 2003 2:42 am
#6

Ok guys, thanks, I understand the mechanics between range and hit percentage. What I'm asking is whether using experimentation to increase the stat "Experimental Range" actually does ANYTHING in anyone's experience. I've tried it a few times, but, -according to the weapon stats when examined-, the ideal range on a CDEF rifle is still 34m (I think that's the base) even when it has supposedly been increased by 70% through experimentation.



Masamune Reero, Armsmaster
Coronet, Corellia, Tempest
StabbaJabba
Mon Jul 14, 2003 10:50 pm
#7

Bump, cmon, someone must know something about this.



Masamune Reero, Armsmaster
Coronet, Corellia, Tempest
lund0529
Tue Jul 15, 2003 8:13 am
#8

I do - I'll field both subtopics, as I understand them.


When you experiment on range, you can get a bonus at different ranges. So say you craft a CDEF with S/M/L range modifers of 0/36/-70. When you put points towards experimental range, you change those modifiers. So you might end up with 0/46/-70. It's a pretty subtle change though.


As far as powerups, they increase your modifer, not the range itself. So a +10% to ideal range, means that when you're at your 30m range, or whatever, you get maybe a +1 to your modifier. (the number at the mob's ham bars). Same thing for max range, and point blank. These all have modifiers that don't really show up in the weapon's stats. (I think they should)

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