Bounty Hunter Archive
Thread: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
so where do you find the skill mods for special shots?
xocgx wrote:
Lemme word that better....is that something from the game mechanics? the 1.5 times damage?
Yes. It's built in.
Just to be sure, I tested it. I took out an 85-190 Krayt E11 and shot up a buncha stuff using only autofire. I logged the hits, modified the text in the logs to make it readable by an old EQ log parser, and took a look.
http://www.erols.com/aburner/swg/damage.gif
Lowest shot is 127. Highest shot is 285.
85 x 1.5 = 127
190 x 1.5 = 285
First off, let me take my hat..er... helmet off to you. It's a fine bit of work... though the formula is relatively simple it's complex enough to cover most of everything you need.
Now here's another one....
What is the best effective weapon in regards to your skill hitting with the weapon?
I believe it should be:
Volsted Rating / Weapon Attack Mod
The higher the number, the more effective you are hitting with the weapon. I believe that this is an important value to consider when trying to decide between two weapons of different classifications. Take my LLC and pistol for example. The LLChas ahigher effectiveness rating than my pistol... except I actually hit with my pistol more often than with my LLC. Obviously there are other factors to consider... moving targets, non-moving targets, posture for bonuses, etc. But since all of those modifiers are more or less equal for the weapons, you should be able to create a new effectiveness rating on your weapon (as above) to determine which is most likely to be effective due to your ability to hit.
You'd probably want to one up this formula and include range modifers for the weapon itself. Assuming a weapon has the range modifers of -20/0/20 (L/M/S) then the modifiers would be:
Volsted Rating / (Weapon Attack Mod + Weapon Range Mod)
for each range category. You could then compare these values to figure out which weapon is best for you to use atparticular ranges. This is especially useful IMO if you have a particularfighting style such as kiting or taking cover, etc.
Maybe I am way off base here... but I do know that though my LLC has a better "VolstedRating", my Pistol has a better "Kitara Rating". ![]()
Sothicus Kitara
When a creature is 'vulnerable' to a certain type of damage, does that mean that it will take more than usual damage? Or does it just decrease by what their armor is set for?
ok so all i need to know now is what end faces out ,.. ( keep shooting myself , it's soooo embarassing)
however i must concure in the speed findings as well ,.. i definately died faster as i moved up in skill ( joke)
^ ^ ^ ^
You'll still be able to calcualte the effectiveness rating and all that.
Volsted you are the MAN! Great post, very helpful and informative. I wanted to just ask if you'd gather information on weapon ranges, chance to hit, and the effect accuracy skills have on hitting targets (since it seems you already have one of each type of weapon)
At lower levels of skill, the effective range plays a huge part in the amount of damage you can deal. Thats why at low levels of bounty carbine i use dxr6 instead of laser. (the laser is horrible anything shorter than long range and i never hit with it)
Another factor that should be addressed in my opinion is slicing. When you slice a 50-120 dmg 1.7s scout pistol, you gain nothing at all from a speed slice and the damage you gain is minimal compared to slicing a flamethrower 500-900dmg 4.3s. Obviously, higher damage and higher delay weapons get much more benefit from slicing.
i used the excel file to see the ratings on some weapons, and i noticed something odd. the fwg's effectiveness goes UP when comparing AR1 to AR2, and back down for AR3. this is true for all weapons with no AR.
otherwise, GREAT tool.