Bounty Hunter Archive
Thread: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
Atrislo wrote:
Great post! I was always so excited when I would get a speed slice, now I will be disappointed! I hit the cap long ago, lol.
Take into account that the cap he's shown only accounts for unstyled shots. When making styled shots you can take advantage of a weapon with much lower speed because of the spd multiplier built into the styled shot.
Excellent effort but it also doesn't take into account buffs
If I'm not buffed (or being constantly healed)I don't even try to use specials unless it's essential to do one because someone else is in trouble
But when buffed specials are virtually free
NM ran a test, yes targeted pool atacks also have 20% of thier damage go to other pools...
Hit a Dalrayke for 620 with torso shot, hit Action+mind went down 62, and his health went down 490 something ![]()
(Base Weapon Speed) * [1 - (Weapon Speed Skill/100)]
Also to add to this very nice post, Id like to remind everyone.
Specials have a speed mod on them.
(weapons speed*special delay mod)-(weapons speed*special delay mod)*Weapons skill speed/100
So when figuring your speed with a special, you have to find out first what delay the special has on it.
Sorry for yet another post, but wanted to give an example of how it works....
Lets take an LLC 4.0 Speed.....
Lightning single 2 which has a delay mod of 2.0 (tested it)
And somebody with LLC 4 +60 speed
Speed equation done in steps.
- (4.0*2.0)-[(4.0*2.0)*60/100]
- 8.0-(8.0*.60)
- 8.0-4.8
- 3.2 (firing rate of lightning single 2, with +60 speed and a 4.0 LLC)
Hope that helps a little, again fantasic post ![]()
Wonderful post, I'm going to check out the one on Rifleman in a moment. One thing that seems neglected to my mind is stacking up the accuracy, but of course, that is a whole other level of complexity.
Some weapons are more accurate at some ranges than others, so you could either evaluate at ideal range, or for a better compairison, evaluate the accuracy based on a similar mathimatical system as the adverages for min and max damage. (It gets more complex with it not being totally linear though, but instead 'bilinear'). This would further allow one to analyse the adverage actual damage applied, and weapons which would be most suits for 'running and gunning' for ranged weapons.
BristaAB wrote:
Excellent effort but it also doesn't take into account buffs
There's really no way to do so in any meaningful sense, given the fact that (A) a lot of folks don't use buffs at all; (B) a lot of folks don't fight without buffs; (C) a lot of other folks use 'em sometimes and don't bother the rest of the time; (D) people have wildly varying stats; and (E) buffs have varying degrees of effectiveness.