Carbineer Archive
Thread: How does accuracy affect ranged weapons?
Sebye Lavan
Mos Valinor, Tatooine
Major in the Imperial Army and proud member of Valar
Message Edited by Sebye_Lavan on 06-09-2005 08:36 AM
Sebye_Lavan wrote:
I just a hold of +25 Carbine Accuracy and a +25 General Ranged Accuracy SEAs. I'm wondering if accuracy is solely resposible for the chance that you land a successful attack on your target. Does it have an other ability? Is there a soft cap or even a hard cap on accuracy?
Sebye Lavan
Mos Valinor, Tatooine
Major in the Imperial Army and proud member of Valar
Ok here is the testing ive done, and ive done quite a bit:
- Ivegot +60 extra from +35 Ranged &+25 Carbine accuracy
First I did some testing removing the +60.
I found I did more damage (will give more detail in a moment).
I found that I didnt do any more damage with +50 then I did with +60. Meaning going of +25 general ranged doesnt seem to do much. I will want to repeat those tests tho.
Now, the testing was generally done against a Jedi. We removed his PSG. There was a marginal difference in the damage, like around 10 points or something. That was using a the standard shot with the lowest carbine at had at hand. (Please dont give me a headache about the actual numbers, what im trying to convey is that a different WAS observed and the numbers are meaningless as there are too many factors to take into consideration)
Here is my theory on damage: The damage you make to a creature/NPC/players is determined by the relative differences between accuracy and their ranged defences.
I have done testing with willing subjects on several occasions and found that adding and removing accuracy always had some effect to the damage given out.
Well...as it was stated earlier, it looks like a diminishing returns deal. There are two points to make though.
1. If you have those wonderful AA's, and you're not seeing a difference, you basically have bought a few extra skill points. You can drop a few boxes of carbineer or BH, and spend those skill points elsewhere.
2. Although you don't see a big difference with your testing against friends and low level mobs, it might still be benificial against high level PvE content. Who knows what the defense of an Ancient Krayt is?
Message Edited by fabkins on 06-10-2005 05:21 PM
fabkins wrote:
Ok here is the testing ive done, and ive done quite a bit:
- Ivegot +60 extra from +35 Ranged &+25 Carbine accuracy
First I did some testing removing the +60.
I found I did more damage (will give more detail in a moment).
I found that I didnt do any more damage with +50 then I did with +60. Meaning going of +25 general ranged doesnt seem to do much. I will want to repeat those tests tho.
Now, the testing was generally done against a Jedi. We removed his PSG. There was a marginal difference in the damage, like around 10 points or something. That was using a the standard shot with the lowest carbine at had at hand. (Please dont give me a headache about the actual numbers, what im trying to convey is that a different WAS observed and the numbers are meaningless as there are too many factors to take into consideration)
Here is my theory on damage: The damage you make to a creature/NPC/players is determined by the relative differences between accuracy and their ranged defences.
I have done testing with willing subjects on several occasions and found that adding and removing accuracy always had some effect to the damage given out.
I think the differences will effect which end of your weapon's min-max range you will be doing. More testing required to confirm this although.
Shoot alevel 1 NPC and you willsee the damage of your max x special actionmultiplier, shoot higher level (with presumably higher defences) and it starts to trend towards the min.
Remember that they also have armor which means that you also dont see afull reflection of the minimum either on higher end NPC/creatures and obviously players.
fabkins wrote:
Ok here is the testing ive done, and ive done quite a bit:
- Ivegot +60 extra from +35 Ranged &+25 Carbine accuracy
First I did some testing removing the +60.
I found I did more damage (will give more detail in a moment).
I found that I didnt do any more damage with +50 then I did with +60. Meaning going of +25 general ranged doesnt seem to do much. I will want to repeat those tests tho.
Now, the testing was generally done against a Jedi. We removed his PSG. There was a marginal difference in the damage, like around 10 points or something. That was using a the standard shot with the lowest carbine at had at hand. (Please dont give me a headache about the actual numbers, what im trying to convey is that a different WAS observed and the numbers are meaningless as there are too many factors to take into consideration)
Here is my theory on damage: The damage you make to a creature/NPC/players is determined by the relative differences between accuracy and their ranged defences.
I have done testing with willing subjects on several occasions and found that adding and removing accuracy always had some effect to the damage given out.
I think the differences will effect which end of your weapon's min-max range you will be doing. More testing required to confirm this although.
Shoot alevel 1 NPC and you willsee the damage of your max x special actionmultiplier, shoot higher level (with presumably higher defences) and it starts to trend towards the min.
Remember that they also have armor which means that you also dont see afull reflection of the minimum either on higher end NPC/creatures and obviously players.
Good theory about the min / max damage. You might well be onto something there.
I dont think testing this on a jedi defender is going to show you good results. Your accuracy will still be way less than their ranged defense, so you will still be hitting for min damage. Even with your +50.
What you should try is against a regular template with ranged defense about euqal to your accuracy. You should see a difference when going from nothing to +50 in SEAs. (And 25 is the cap so you can only have +50)
Well, i think +50 is the cap because for any individual mod, +25 is the cap. Currently, there are only 2 SEA mods that add to ranged accuracywith carbineer, general ranged accuracy and carbine accuracy. Now, if there was some bizzare mod like Eagle-Eye that also added to ranged accuracy and is available in SEA, the cap would be +75. Again, all these are SEA caps, i'm not sure on a cap for overall accuracy.
I have a question, how does weapon accuracy bonus play into accuracy? It is not added to the stats on CTRL+C sheet.