Bounty Hunter Archive

Thread: Speed Cap

Derik
Thu Apr 01, 2004 2:04 pm
#40






Ahernia wrote:

If i had +100 speed, could i hit at the cap with 2hheadhit3?







Absolutely. You'll cap with any weapon using any attack with 100 speed. And yes, at this speed, there is nothing in the game you cannot kill (except that Spiderclan queen with 100% to blast).






Domaq I'Tah: The Curious Bothan
Syzygy-Gorath
Thu Apr 01, 2004 2:12 pm
#41






Derik wrote:





Ahernia wrote:

If i had +100 speed, could i hit at the cap with 2hheadhit3?







Absolutely. You'll cap with any weapon using any attack with 100 speed. And yes, at this speed, there is nothing in the game you cannot kill (except that Spiderclan queen with 100% to blast).



I haven't tested this as a swordsman, only a pistoleer, but from what I found there speed mods work at roughly +5 = -0.1 … is it not a linear scale? Or did I mess up in my math somewhere? Based on my calcs +100 = -2.0, but from what you're saying +100 > -4.4 … what did I do wrong?




œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Morath360
Thu Apr 01, 2004 2:14 pm
#42


What is the best way to get a 100+ speed? What does SEA stand for. Sorry been away a while..

Message Edited by Morath360 on 04-01-2004 01:16 PM



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FallOut1214
Thu Apr 01, 2004 8:01 pm
#43



Syzygy-Gorath wrote:


Derik wrote:


Ahernia wrote:
If i had +100 speed, could i hit at the cap with 2hheadhit3?



Absolutely. You'll cap with any weapon using any attack with 100 speed. And yes, at this speed, there is nothing in the game you cannot kill (except that Spiderclan queen with 100% to blast).


I haven't tested this as a swordsman, only a pistoleer, but from what I found there speed mods work at roughly +5 = -0.1 … is it not a linear scale? Or did I mess up in my math somewhere? Based on my calcs +100 = -2.0, but from what you're saying +100 > -4.4 … what did I do wrong?





Speed mods represent a percentage reduction to delay. So at +100, you have a 100% reduction to delay making the speed of your weapon irrelevant as you will hit the 1 second speed cap regardless.



__________________________________________________
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Syzygy-Gorath
Thu Apr 01, 2004 8:12 pm
#44






FallOut1214 wrote:





Syzygy-Gorath wrote:





Derik wrote:





Ahernia wrote:

If i had +100 speed, could i hit at the cap with 2hheadhit3?







Absolutely. You'll cap with any weapon using any attack with 100 speed. And yes, at this speed, there is nothing in the game you cannot kill (except that Spiderclan queen with 100% to blast).




I haven't tested this as a swordsman, only a pistoleer, but from what I found there speed mods work at roughly +5 = -0.1 … is it not a linear scale? Or did I mess up in my math somewhere? Based on my calcs +100 = -2.0, but from what you're saying +100 > -4.4 … what did I do wrong?








Speed mods represent a percentage reduction to delay. So at +100, you have a 100% reduction to delay making the speed of your weapon irrelevant as you will hit the 1 second speed cap regardless.





*eyes light up, drool gathers at corners of mouth* Oh. Wow. Need…more…SEAs. (Only +21 more hehe…+16 if my friend ever finds that +5 he was supposed to give me in trade for some stuff)



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

FallOut1214
Thu Apr 01, 2004 8:24 pm
#45



Syzygy-Gorath wrote:


FallOut1214 wrote:


Syzygy-Gorath wrote:


Derik wrote:


Ahernia wrote:
If i had +100 speed, could i hit at the cap with 2hheadhit3?



Absolutely. You'll cap with any weapon using any attack with 100 speed. And yes, at this speed, there is nothing in the game you cannot kill (except that Spiderclan queen with 100% to blast).


I haven't tested this as a swordsman, only a pistoleer, but from what I found there speed mods work at roughly +5 = -0.1 … is it not a linear scale? Or did I mess up in my math somewhere? Based on my calcs +100 = -2.0, but from what you're saying +100 > -4.4 … what did I do wrong?





Speed mods represent a percentage reduction to delay. So at +100, you have a 100% reduction to delay making the speed of your weapon irrelevant as you will hit the 1 second speed cap regardless.


*eyes light up, drool gathers at corners of mouth* Oh. Wow. Need…more…SEAs. (Only +21 more hehe…+16 if my friend ever finds that +5 he was supposed to give me in trade for some stuff)




I have +21 in SEAs giving me +96 total. That's about all you need to cap with even the slow Acklay Hammers.

Killing Nightsister Spellweavers in under 10 seconds is fun.....



__________________________________________________
Rayvik Garrison

Thank God for WoW.
Defconn
Thu Apr 01, 2004 8:26 pm
#46



comandobob wrote:

defconn wrote
MHS have a speed modifier of +75. If they are Master Brawler, they have an addition +5 making it +80.

A basic Power Hammer has a speed rating of anywhere from 5.3 - 5.8. You will cap on speed with a modifier of +93.

An Acklay Power Hammer has a speed rating of around 5.9 - 6.2. You will cap on speed with a modifier of +94.

With a speed modifier of +100, you will cap on any weapon.

And yes...it is well worth it to invest in speed SEA's. Else, you will be hit one and a half times, for every attack you make against all melee classes except Pikeman (not equipped with speed SEA's).

Add in the -31 to -40 range mods of a Power Hammer, you basically miss one in every 3 strokes. So, you will be hit approximately 3 times for every attack you land (on the assumption that your opponent never misses).

that -31 to -41 range mods are very high on your PH my one is -8 Accross the board ,i miss but not much though





Yes, I know. Most weaponsmiths throw everything into damage and durability, but nothing into ranges. Hence, most hammers on the market would come out with these mods. Experimenting on ranges would reduce the innacuracies to approximately -7 to -8, with about a 25 - 30 point reduction in max damage, maybe 0.3 increase in speed rating. A good slice would take care of the damage losses. Then again, if you don't have SEA's, I'd realy prefer a great speed slice.



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Syzygy-Gorath
Fri Apr 02, 2004 5:45 am
#47






Defconn wrote:





comandobob wrote:





defconn wrote


MHS have a speed modifier of +75. If they are Master Brawler, they have an addition +5 making it +80.

A basic Power Hammer has a speed rating of anywhere from 5.3 - 5.8. You will cap on speed with a modifier of +93.

An Acklay Power Hammer has a speed rating of around 5.9 - 6.2. You will cap on speed with a modifier of +94.

With a speed modifier of +100, you will cap on any weapon.

And yes...it is well worth it to invest in speed SEA's. Else, you will be hit one and a half times, for every attack you make against all melee classes except Pikeman (not equipped with speed SEA's).

Add in the -31 to -40 range mods of a Power Hammer, you basically miss one in every 3 strokes. So, you will be hit approximately 3 times for every attack you land (on the assumption that your opponent never misses).






that -31 to -41 range mods are very high on your PH my one is -8 Accross the board ,i miss but not much though







Yes, I know. Most weaponsmiths throw everything into damage and durability, but nothing into ranges. Hence, most hammers on the market would come out with these mods. Experimenting on ranges would reduce the innacuracies to approximately -7 to -8, with about a 25 - 30 point reduction in max damage, maybe 0.3 increase in speed rating. A good slice would take care of the damage losses. Then again, if you don't have SEA's, I'd realy prefer a great speed slice.






Did a bit of testing last night with my 5.4 speed hammer—I'm going to have to repeat tonight due to my test lairs going boom way too fast, but here's what I found:


Without any SEAs equipped I attacked 14 times in 17 seconds with the hammer. That's an effective speed of about 1.2. Assuming speed mods are percentiles, you would expect the hammer to display an effective speed of 1.35. Speed mods certainly aren't a fixed scale the way I'd thought, since my swordsamn got roughly a -0.28 speed change per +5 mod, while my pistoleer (dabbler) got about -0.1 speed change per +5.


Ugh. Confusing. Need to hit Dath tonight and whack something that'll stick around longer than 17 seconds.




œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

TechBoss
Fri Apr 02, 2004 9:27 am
#48


Speed formula is and is in seconds:


Speed = (weapon speed x delay) x (100 - your speed skill) / 100


If speed is less than 1, it is rounded to 1.


Lets say you have a 6 speed power hammer and use a normal attack with the standard 75 speed of master swordsman.


Speed = (6 x 1) x (100 - 75) / 100 = 1.5 second swing time. You are basically 4 times as fast as you would be without any speed modifier.


Lets say you have a speed 2 two-handed curved sword and do as above.


Speed = (2 x 1) x (100 - 75) / 100 = 0.5, which goes to 1 second swing time. You are only 2 times as fast due to the speed cap.


Lets run the speed 6 and speed 2 with a delay of 2.


Speed 6 power hammer. Speed = (6 x 2) x (100 - 75) / 100 = 3 second swing time. Again, you are 4 times as fast.


Speed 2 sword. Speed = (2 x 2) x (100 - 75) / 100 = 1 second swing time. Now the sword hits the speed cap.


While small differences in speedare not all that important at low valuess, they are of huge impact at higher values. See below for where the cap is hit with normal attacks. Add 5 for the master brawler / master marksman people who have it in addition to the elite combat class. Multiply the base attack by the delay modifier for a special to figure out the speed needed to spam a special.



  • Skill of 50 hits cap with 2.0 weapon. Master Commando (45? on most), Master Carbineer (65?)

  • Skill of 75 hits cap with 4.0 weapon. Master Swordsman, Master Pistoleer (74)

  • Skill of80 hits cap with 5.0 weapon.

  • Skill of85hits cap with 6.6 weapon. Master Pikeman (85? maybe 75 or 80, I am not sure.)

  • Skill of90 hits cap with 10.0 weapon. Master Rifleman, Master Fencer

  • Skill of95 hits cap with 20.0 weapon.

  • Skill of98 hits cap with 50.0 weapon.

  • Skill of100 hits cap withANY weapon. Master Bounty Hunter, TKM (115)

As you can see this is logarithmic and shows why rifleman (90 speed) can hit the speed cap with a speed 8 T21. It also shows why bounty hunters can spam any special at the speed cap. It is also worth noting that the having master brawler gives you a 25% increase in speed over a normal master swordsman. What is even more entertaining is that master brawler gives fencers a 100% increase in speed over a normal master fencer, although they hit the speed cap with 90 speed anyway.


Reference: http://killyourpc.org/swg/speedguide.html




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Sotaudi
Fri Apr 02, 2004 7:23 pm
#49






TechBoss wrote:


[snip]


While small differences in speedare not all that important at low valuess, they are of huge impact at higher values. See below for where the cap is hit with normal attacks. Add 5 for the master brawler / master marksman people who have it in addition to the elite combat class. Multiply the base attack by the delay modifier for a special to figure out the speed needed to spam a special.



  • Skill of 50 hits cap with 2.0 weapon. Master Commando (45? on most), Master Carbineer (65?)

  • Skill of 75 hits cap with 4.0 weapon. Master Swordsman, Master Pistoleer (74)

  • Skill of80 hits cap with 5.0 weapon.

  • Skill of85hits cap with 6.6 weapon. Master Pikeman (85? maybe 75 or 80, I am not sure.)

  • Skill of90 hits cap with 10.0 weapon. Master Rifleman, Master Fencer

  • Skill of95 hits cap with 20.0 weapon.

  • Skill of98 hits cap with 50.0 weapon.

  • Skill of100 hits cap withANY weapon. Master Bounty Hunter, TKM (115)

As you can see this is logarithmic and shows why rifleman (90 speed) can hit the speed cap with a speed 8 T21. It also shows why bounty hunters can spam any special at the speed cap. It is also worth noting that the having master brawler gives you a 25% increase in speed over a normal master swordsman. What is even more entertaining is that master brawler gives fencers a 100% increase in speed over a normal master fencer, although they hit the speed cap with 90 speed anyway.


Reference: http://killyourpc.org/swg/speedguide.html







Everything said in the above post (including what I [snip]'ed out) is accurate. However, I just wanted to be sure everyone realized he was talking aboutnormal autofire in his illustrations. The chart above isintended to show speeds for normal autofire.


As he indicated, you have to multiply the base values in the formulas he used by the delay multiplier of the special. For instance as his chart indicates, a Master Rifleman can fire any rifle with a delay of 10 seconds or less at the speed cap if using autofire. Sohe is absolutely correct, the 8 second T21 can fire at the speed cap. However, that weapon would take 2.8 seconds per shot(nearly three times the speed cap) to shoot Strafeshot2 (3.5x delay multiplier). To fire that shot at the speed cap, you would need a personal speed mod of +97.




Message Edited by Sotaudi on 04-02-2004 06:27 PM



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



madalchemist
Sun May 23, 2004 1:04 am
#50

does anyone know how much speed id need so that im capped no matter what weapon i use or am i already capped at 90 ie master fencer?


thx


gnar
theHated
Sun May 23, 2004 6:10 am
#51

+90 at master will cap you with any one-hand weapon 4.5 or faster, +95 will cap you with anything



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DoctorGriggs
Tue Jun 08, 2004 9:54 am
#52

Ok, so it looks like at master I will end up with 60 speed (which is kinda weak) but I was wondering what a good speed to shoot for is to cap out on most if not all specials?



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