Carbineer Archive

Thread: Mathematics of Post-CU Damage

Setinel
Wed May 11, 2005 9:40 pm
#1



Ok, I need some help figuring this out.


Weapon 1:


Elite Carbine

Speed 2.5

Modded: 1.4 (aprox.)

Damage: 468-1024

Base DPS: 328 (aprox.)

Modded DPS: 497

Un-PuP'd

Sliced


Weapon 2:


Proton Carbine

Speed: 2.25
Damage: 428-855
Base DPS: 324.89
Cold Damage: 90
Action Cost: 85
Range: 0-50m
Wound: 1.6%
Accuracy: 0

Modded DPS is 522

Un - PuP'd

UnSliced



While hunting with both of these weapons I noticed something very odd. While I would have guessed the Proton would do more damage due to the higher DPS it turns out that it does less damage per special and I was wondering if someone could help me understand this. For example my Advanced Critical Hit went near 1.5k - 2k (PvE) and in the high 900's PvP. The Proton was not even close to such damage.


Any info would be greatly appreciated and I am sorry for the lack of exact details but I will edit tommorrow

with a full list of EXACT stats. Having log in trouble tonight.

Message Edited by Setinel on 05-12-2005 12:56 AM



Abundai Akuma
|Belial Saints|
[Leader of The Belial Saints]
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Vet Since June '03

TAfirehawk
Wed May 11, 2005 9:43 pm
#2


#1 Advanced Critical is supposed to have a chance for uber damage, hence Critical that wasn't in-game before.


#2 The Elite has a higher Max Damage and should thus hit harder but less frequently. I am still working on the Actual Damage formula.


#3 Look at the STICKY post on Carbineer Test Data.


#4 Look at the STICKY post on Proton Carbines for the stats.

Message Edited by TAfirehawk on 05-12-2005 12:44 AM



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Setinel
Wed May 11, 2005 10:04 pm
#3

Thanks for the quick response TA.


I know that Critical Strike supposedly does more damage on Critical hits - but from what I've heard and seen personally this extra damage does not show up in the combat log. For example 5 Critical strike against mob 1 on Yavin all did the same amount of damage in the combat log even though it appeared to take more away from the Health on a +critical+. I also heard this was recently fixed (maybe I read it in the patch notes, dont remember) and that it now displays corect information in the combat log.


Oh and I like the ??? in the sig btw lol




Abundai Akuma
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[Leader of The Belial Saints]
{Master Carbineer}{Master Bounty Hunter}{Rebel General}
Vet Since June '03

yodasoup
Thu May 12, 2005 1:31 am
#4

Could also be that your target had resists to cold?

Or different damage types between the 2 weapons?



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Setinel
Thu May 12, 2005 6:04 am
#5






yodasoup wrote:
Could also be that your target had resists to cold?

Or different damage types between the 2 weapons?





I thought of that too but after attacking many, many different things ranging from players, to creatures, to stormtroopers, to the new Kashyyyk mobs- they all resulted with the same type of result.


Weapon 1 > Weapon 2


When the CU first came around and they had DPS right on the weapon I figured that would be the main thing to look at but if specials are calculated through the max damage then that would have a major role in which weapons are most useful. Saying there are no default attacks (unless maybe there are a few low level low cost marksman shots that have a multiplier of 1) then the DPS can't really tell you everything.





Abundai Akuma
|Belial Saints|
[Leader of The Belial Saints]
{Master Carbineer}{Master Bounty Hunter}{Rebel General}
Vet Since June '03

TAfirehawk
Thu May 12, 2005 6:53 am
#6






Setinel wrote:





yodasoup wrote:
Could also be that your target had resists to cold?

Or different damage types between the 2 weapons?





I thought of that too but after attacking many, many different things ranging from players, to creatures, to stormtroopers, to the new Kashyyyk mobs- they all resulted with the same type of result.


Weapon 1 > Weapon 2


When the CU first came around and they had DPS right on the weapon I figured that would be the main thing to look at but if specials are calculated through the max damage then that would have a major role in which weapons are most useful. Saying there are no default attacks (unless maybe there are a few low level low cost marksman shots that have a multiplier of 1) then the DPS can't really tell you everything.








As you can see in my test data in the STICKY thread, the actual damage is a function of Mod DPS (and many other things I haven't all identified yet), not max damage listed on the weapon.....but I will run that through my spreadsheet today to see if there is some correlation to double check it.


And no the DPS is more misleading than providing accurate damage info right now....the actual damage formula is so much more complicated now that they took away random damage and added in all these other variables.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Setinel
Thu May 12, 2005 2:46 pm
#7

I actually liked random damage more - made you hope for that amazing hit every once in a while.



Abundai Akuma
|Belial Saints|
[Leader of The Belial Saints]
{Master Carbineer}{Master Bounty Hunter}{Rebel General}
Vet Since June '03

TAfirehawk
Thu May 12, 2005 3:46 pm
#8






Setinel wrote:

I actually liked random damage more - made you hope for that amazing hit every once in a while.






QFE


Absolutely!!!!





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Setinel
Thu May 12, 2005 4:30 pm
#9






TAfirehawk wrote:





Setinel wrote:

I actually liked random damage more - made you hope for that amazing hit every once in a while.






QFE


Absolutely!!!!







Guess I'm not the only one lol



Abundai Akuma
|Belial Saints|
[Leader of The Belial Saints]
{Master Carbineer}{Master Bounty Hunter}{Rebel General}
Vet Since June '03

RemoMoxey
Thu May 12, 2005 11:52 pm
#10






Setinel wrote:





TAfirehawk wrote:





Setinel wrote:

I actually liked random damage more - made you hope for that amazing hit every once in a while.






QFE


Absolutely!!!!







Guess I'm not the only one lol





/TOTALLY agree.



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_scout_
Fri May 13, 2005 1:17 am
#11

probadly a lot cause

but TA:
is there any hope of having random damage come back ?



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Sylow
Fri May 13, 2005 3:52 am
#12






Setinel wrote:

I actually liked random damage more - made you hope for that amazing hit every once in a while.





/sign






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zounds_klaxons
Fri May 13, 2005 4:35 am
#13

how unrandom is the damage? or, what i mean is, what parameters effect it, do you have any idea?


i'm feeling better now because i noticed the damage was far from random, and i sort of thought i was hallucinating or it was some kind of bug or something.





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