Bounty Hunter Archive

Thread: Speed Cap

Atobusarragra
Sat May 14, 2005 12:17 pm
#131

Tested with action regen foods such that the regen combined rate was about +600.


No effect on speed, just allowed my action to regen far faster.


Infini7y
Sat May 14, 2005 12:38 pm
#132

I got about 1.19 modified speed with speed power up, and I cannot fire as fast as I want on the specials. It just doesn't work that way anymore. Those special warming up time,execution time, and cool down time must have absoulte value somewhere.



____________

Rydark Darkstar

Bounty Hunter - Saving SWG from turning into "Jedi Wars: Professions Divided"



Uninformed
Sat May 14, 2005 1:26 pm
#133

It is my understanding that you cannot get Rifle Speed over +25 with Skill attachments. Is this true?



General Jheball Sag/Dark Lord Malegant
Leader and Founder of the STORM Brigade
Ackehece
Sat May 14, 2005 5:08 pm
#134





Uninformed wrote:
It is my understanding that you cannot get Rifle Speed over +25 with Skill attachments. Is this true?






  • attachments only ever add +25 even if more shows (dev confirmed)



  • speed does not cap - but with dimishing returns you may reach a point where speed increases at such a slow rate that any more points put into it will not show an increase in a linear fashion but your speed will still increase(dev confirmed)



  • Rifles are set to be slower then pistols or carbines at similar player speeds (deduced from dev comments)





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Uninformed
Sat May 14, 2005 5:51 pm
#135

thank you, my friend. It confirms what I knew. But you never know with game changes until you ask hehe.



General Jheball Sag/Dark Lord Malegant
Leader and Founder of the STORM Brigade
CharPrime
Sat May 14, 2005 6:55 pm
#136

my combat tab shows 2 to 3 sec hits while doing improved head and critical hit.


my speed is 144


rifle speed is 2.52 with mod speed at 1.46


i am only +9 rifle speed right now. working to get +25 rifle speed and +25 general range speed.







Vendor location kor vella -2931 1721.
Drop of vendor location kor vella -2897 1698

RIS quest and set completed on 6-12-04,

Nnekk
Sat May 14, 2005 8:29 pm
#137



Ackehece wrote:


Uninformed wrote:
It is my understanding that you cannot get Rifle Speed over +25 with Skill attachments. Is this true?


  • attachments only ever add +25 even if more shows (dev confirmed)

  • speed does not cap - but with dimishing returns you may reach a point where speed increases at such a slow rate that any more points put into it will not show an increase in a linear fashion but your speed will still increase (dev confirmed)

  • Rifles are set to be slower then pistols or carbines at similar player speeds (deduced from dev comments)






Is that all "Riffles" in general or "Riffleman" specific shots from the Rifleman tree which are supposed to be slower?



Dev's: Can we get the SEA mods that do not work replaced with mods that do? Also, while you're at it, make sure to update the loot table by deleting mods for SEA's that are no longer applicable. Thanks.


Warmaker01
Sat May 14, 2005 8:50 pm
#138

I'm assuming (and we all know what assuming does) that it refers to Rifles in general as a weapons group.


Take your character and blast away with your favorite T21 or whatever, and using Impr.Head Shot. You'll see the slow down even with a combat oriented, ranged fighter. Now, switch to a Pistol that you're able to use and do the same thing with the same special. Your pistol, even though you're not a Pistoleer, will go faster.

Atobusarragra
Sat May 14, 2005 8:57 pm
#139

Right some more results:


I was beating on my favorite test subject, Cyran the Unfeeleing, when while taking a break and examining my combat log I was standing a little too close and was getting spam from the person killing him at the time. I noticed that this person was hitting about a little overonce per second.


I asked him how he was doing it. He said he didnt really know, but he was Master Swordsman, had FS speed skills (melee I assume) and had some speed SEAs (didnt say how much).


FS speed skills add 12 speed points.


In my case, with 120 base speed, that would mean 132 speed, add a rifle speed stim, and that increases to 142, add +25 speed tapes, that increases to 167 base speed. Finally, add speed powerups, and I think with this combination a Master Rifleman could fire once per second. However this combination is going to be rare. So I think that the best the average MR can hope for is one shot every 2-3 seconds.


Side note: I tested using speed powerups. Increase 29% speed, decrease 47 accuracy points. I noticed using these powerups, with my base speed at 120, allowed me to fire at about 2 second intervals, occasionally it was 3 seconds, so I'm guessing that it wasnt exactly 2 seconds but that the number was being rounded by the combat log. And surprisingly, over 5 kills I only missed twice. So, the accuracy penalty is not so great. But my base accuracy is 270.


I've asked my friendly WS for some guns maxxed on speed and damage respectively to test how these will go for speed.


Mythor
Sun May 15, 2005 12:01 am
#140

At a modified speed of 1.59 you're probably "effectively" capped. Any speed you add is likely to make so small a difference that it won't be measurable in any practical way.

I'd suggest letting "Ranged Shot" run on auto attack for a large number of shots with two different weapons would be a way to test. If you have any rifle speed mods for clothing/armour you could also test it with them off, then on.

But anything below 2 seems to be pretty good. You can pump out the specials pretty fast then, especially as you get down around 1... But you'll run out of Action pool in short order.

If you can add more speed without neglecting other mods, it's always a good choice. We don't know what other weapons might be added and what their standard speeds will be, but more is always better!
Atobusarragra
Mon May 16, 2005 4:57 am
#141

Ok, last post for a while. Here are some more results.


I got my friendly WS to make me three assault bowcasters. One max experimented for damage. One max experimented for speed. One with equal experimentation in both.


Basically, this confirmed what I suggested above.


The speed BC hit between 2-3 seconds.


The damage between 3-4 seconds.


The one with both - average 3 seconds.


When speed pup applied (same pup as mentioned above):


speed - 2 second average,


damage - slightly more than 3 second average,


both - 3 second average.


So, I believe the only way I could achieve a shot per second using the above combo is to get FS speed, speed stims, speed SEAs, and speed pups. Then I believe I could hit for one second regardless of weapon. Of course, if the weapon is naturally fast, all these things may not be required.


It also means that different tactics and weapons will be needed for different circumstances. So the whole point of firing the most damaging shot as fast as one can may not be applicable anymore.


Ackehece
Mon May 16, 2005 7:01 am
#142






Atobusarragra wrote:

Ok, last post for a while. Here are some more results.


I got my friendly WS to make me three assault bowcasters. One max experimented for damage. One max experimented for speed. One with equal experimentation in both.


Basically, this confirmed what I suggested above.


The speed BC hit between 2-3 seconds.


The damage between 3-4 seconds.


The one with both - average 3 seconds.


When speed pup applied (same pup as mentioned above):


speed - 2 second average,


damage - slightly more than 3 second average,


both - 3 second average.


So, I believe the only way I could achieve a shot per second using the above combo is to get FS speed, speed stims, speed SEAs, and speed pups. Then I believe I could hit for one second regardless of weapon. Of course, if the weapon is naturally fast, all these things may not be required.


It also means that different tactics and weapons will be needed for different circumstances. So the whole point of firing the most damaging shot as fast as one can may not be applicable anymore.







This is pretty much what I have been saying for a while - speed is greater then damage - but to get that speed you will have to sacrifice damage


otoh being front loaded like with snipershot means our first shot will hit harder then everyone elses and then you switch to less damaging and beat the snot of things.


As you have seen now 3 secs is not the cap - it is just damn hard to get past ^_-





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Cpl_Fisher
Mon May 16, 2005 5:22 pm
#143

front loaded damage is worthless in this game now. If you can't kill in one shot, you are going to ge mauled while your specials are recharging. because of the new hate system, you can't even have someone tank for you.


Ackehece trust me, having been the king of front loaded damage, a pre cu commando for a very long time, I can promise you that it is not desirable.





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