Carbineer Archive
Thread: Carbine Special Modifiers
Special Reload ModifierDamage Modifer HAM Modifier
[old data deleted]
* Each special was fired at a lair so there was no AP/AR issues.
* Using a 17-35 damage (26 average) CDEF carbine, a sample of 25 hits was averaged. The damage modifer was determined by taking the average of the 25 shots and dividing by the average of the damage of the carbine (26). The damage multiplier was verified by finding the highest damage hit and dividing by the high of the CDEF (35).
* Reload was determined by using a stopwatch (ping of 50-55 ms) to time 5 shots using a 4.0 reload CDEF carbine. There were 5 shots and 4 reloads so the overall time was divided by 4. That time was divided by 0.40 to correct for my +60 carbine speed modifier. Finally, the number was divided by the 4.0 reload. For example, crippleshot fired 5 times with 4 reloads in 16 seconds.
* The HAM cost on the CDEF carbine was 10 / 15 / 10. Specials were fired and the amount of HAM used was recorded for each stat. That value was divided by carbine's cost. For example, fullautosingle2 cost 16 / 30 / 5.
* My strength, quickness and focus were all 400.
* Scattershot1 & 2 report wierd numbers when hitting lairs so their damage modifers were not determined.
Message Edited by novamarine on 01-04-2004 10:53 AM
Message Edited by novamarine on 01-04-2004 10:53 AM
Message Edited by novamarine on 01-04-2004 01:46 PM
Message Edited by novamarine on 03-15-2004 01:05 PM
I think you forgot toadjust forthe 1.5 across-the-boarddamage multiplier in your "damage multiplier" column.I thoughtthe actual damage multiplier of Crippleshot should be about 5.0, likewise the Burstshotsare about 4.0?
Also, did you adjust for yoursubstats when you worked up the HAM multipliers?
I'm not a Carabineer, I'm just trying to help. ![]()
I didn't forget anything. When you fire those shots, that's how much damage the shot is going to do multiplied by your weapon.
If you want to divide all the shotmultipliers by 1.5, then when you are figuring out how much the shot is going to do multiply by 1.5 again, you can be my guest. Since it does or does not exist and it is most certainly constant at 1.5 if it does exist, what is the point of worrying about it? I simply prefer to not take a chance at confusing new players.
WOW... Thank you sooo much Novamarine. This combined with a certain little speed formula I found on the BH boards let me figure out exactly what I need to hit speed cap with cripplingshot. If I did all my math right I only need a carbine with a 1.0 speed. That should be easy enough. Seriously though, this is extremely helpful to ANYONE using a carbine. If you haven't allready I suggest you sticky this one to the very top and keep it there forever.
One thing though, I didn't see fullautosingle1 in there anywhere, did you forget it, or leave it out on purpose? If so, why?
Well that's about all I have to say for now, thanks again.
(Now where did I put that 1.0 speed KraytElite I had oh so long ago.......)
I hear you Kubernetes. I really couldn't believe it myself and checked and tripled checked.
What I noticed is that burstshot fires several shots.By the time burstshot is done with its burst, it is firing again. This gives it the impression it is fast. Cripple on the other hand fires just a single shot and then you sit there waiting for thenext shot. Check it out next time you play.
novamarine wrote:
* Reload was determined by using a stopwatch (ping of 50-55 ms) to time 5 shots using a 4.0 reload CDEF carbine. There were 5 shots and 4 reloads so the overall time was divided by 4. That time was divided by 0.40 to correct for my +60 carbine speed modifier. Finally, the number was divided by the 4.0 reload. For example, crippleshot fired 5 times with 4 reloads in 16 seconds.
Great job on the research i have been looking for these for a while. One question why would you use a stopwatch insted of the timesamp in the combat log if i am reading you right
Also is there a way to determin the effect of increasing my secondarys by any calculatoin you havve seen?
I used a stopwatch because the combat screen rounds to the nearest second which will introduce a large rounding error. I was also convinced the combat screen was lying when I started because crippleshot seemed to be firing too fast. As I mentioned above, I went into this thinking it was a 4.0 reload. Casual observation of the combat screen showed that crippleshot was as fast as scatter or burst2. Thus, I felt it was wrong. In hindsight, it was right.
I can assure you those numbers are good even though I used a stopwatch. I have a very fast ping to my main server and I used several shots to average out any issues. I also collected several of them multiple times because I became convinced something was wrong.
These numbers have not gone to the Devs yet because I just finished putting them together yesterday. I was collecting them as part of a grand scheme. I wanted to have the stats on the specials and then a list of which specials are working/not working (see the other recent post by me). With these in had, I am going to do 2 things. First I am giving both to the Devs so it can hopefully help then with their combat rebalance. Half the broken specials would be fixed merely by giving the fullauto series a dizzy with a duration higher than zero.I will be given them to the Devs tomorrow. They have been out of town until today and I am sure theywill bebombarded with stuff today when they get in. Next, if you read my other post, I identified the redundant specials. These are ideal targets for changes under the Developers requested new vision for carbineers.