Bounty Hunter Archive

Thread: Speed Cap?

Rogue_6
Fri Nov 07, 2003 12:20 am
#14

Thanks for the info, but I dont think that I asked my question with enough clarity.

If you are a Teras Kasi Master, what is the fastest vibro knuckler speed you can have before reaching the speed cap (if there is one)?
rantingmonkies
Fri Nov 07, 2003 12:32 am
#15

i thought they where removing the speed cap?
Dinian
Fri Nov 07, 2003 2:09 am
#16

A TKM is 115 unarmed speed. You could present him with a VK with a speed rating of 30 minutes and he would swing it every second no matter which special he chose.



Dinian :: Master Swordsman - Teräs Käsi Master - Force Adept
Retired producer of fine weapons for Kong Technologies
TerasKasi_Mistress
Fri Nov 07, 2003 2:16 am
#17




there's really not much reason to use knucklers at master




Yes there are two reasons.


1.it's ap 1 (we need ap 2 weapons *cries*)


2.If your a teras kasi master who enjoys getting incapped, spam unarmed hit 3 with knucklers and sap a smile on your face (poor attempt at humor) <3.





___________________________________________
Shaeri - First Twi'Lek Dark Jedi Knight of WanderHome

NobodyHasThisHandle
Fri Nov 07, 2003 5:21 am
#18

Once you reach a speed above 100 you'll always hit at cap speed.



___________________________________________________________
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To the Devs: More fixes.
To the Players: Less complaining.
lammergeier
Fri Nov 07, 2003 5:31 am
#19

not entirely related, but something to note:


I'm a master rifleman on the 'fin, rifle speed +90. I have a 9.1 speed T21. I fire it at a rate of 1. I fire specials (depending on which I use... so pretty much strafe2) at right around speed 2.


if I use a rifle with a better speed (read: jawa ion rifle), I still fire at a rate of 1. specials are faster than the speed of 2, though.


SO, you'll hit the speed cap easily for regular attacks... but +115 will make your specials faster, and faster still with VK's (unarmed delay is 4, if I'm not mistaken).




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_Macabre_
Fri Nov 07, 2003 10:11 am
#20

At skillmod +100 or better(TKM)you will hit at 1/s no matter what. Your knuckler speed is completely irrelevant. Speed formula copied from another thread:


Max(1, (WeaponSpeed * SpecialDelayMod) - (WeaponSpeed * SpecialDelayMod) * (SpeedSkillMod/100))


So let's say you have a set of 3.0s VKs doing a normal hit: Max(1, (3 - (3*115/100)) = 1


Let's say you have a set of 100000.0s VKs doing a hit with a 10x delay multipler: Max(1, (1000000 - (1000000 * 115/100))= 1


If anyone can show this formula to be inaccurate, please inform me. My testing shows it to be accurate and parts of it came from several other threads. The skillmod is definitely not 10ths of a second or we would not be able to hit 1/s with bare fists (and we can). There's rumor of this formula being changed so that all +100s do not give you an infinite (and thus always cap'd) hit rate. This affects all professions and is why Bounty Hunters that dabble in Pistoleer can fire off long-delay specials 1/second with slow high damage pistols.




Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
Rogue_6
Fri Nov 07, 2003 12:14 pm
#21

Great, that was exactly what I was looking for.

Thanks again.
JimmyPopNL
Fri Nov 07, 2003 12:41 pm
#22

I posted this in another thread, but thought it would be appropriate to repost it here.


Why are TKM's capped at 1s? IRL, the fastest punch with a knockout is .3s. I don't want every TKM running around like they are Frank Dux, but if .3s is physically possible, shouldn't .5 or .75 be a reasonable expectation? Granted this game is not RL, but still.


Faster = better






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Kasamatsu
Fri Nov 07, 2003 1:17 pm
#23

I believe the "slowest" vk you can use at TKM and still hit the speed cap is 2.3... not 100% sure.



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Rogue_6
Fri Nov 07, 2003 1:48 pm
#24

Thanks.
Mister_Heavy
Fri Nov 07, 2003 2:25 pm
#25

One thing the dev's have discussed is giving different professions different speed caps. Something like .5 speed for a pistol, 1 sec for a carbine, 1.5 for a rifle. I'd see TKA as sharing the .5 with pistoleers. Of course, if they do this, you can expect a serious re-balancing of the damage each profession causes.



Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Zamslam
Fri Nov 07, 2003 4:13 pm
#26

How many shots per second can an automatic, or even semi-automatic gun fire? A 1-handed melee weapon?


Don't think unarmed is unique. Remove the cap for all of them?


However - for how long can even a pro throw 3 full powered punches / second. 10s? We're not talking about rolling fists around and around on a stationary speedback that bounces right back... It's a lot more exhausting than it looks.


With respect to your .3s number - it doesn't sound like something you made up. Is that the time it takes to throw one punch or the interval between an arbitrary number of punches. For example: You can fire a musketonce in .3 seconds or twice in30 seconds. Obvioulsy different mechanics, I know - but I'd think it'd be tough to transfer your weight around and generally shift->twist->extend->hit->retract->rebalance.


I'd imagine some sort of defensive penalty if you're hitting like that, too. The only time I ever "saw stars" in real life was when sparring was when I attempted an all-out flurry like that and got an axe-kick in the right temple as a reward.


In any case, it's a game, not a simulation.

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