Carbineer Archive

Thread: Are speed attachments worth it?

weaponmaster88
Tue May 24, 2005 1:40 pm
#1

every little bit helps, especially in PvP, if your just a casual PvE person though you probaly won't see all that much of a difference



Xerses- Master Jedi

Zudet- Master Pilot (almost) and BH
Come visit my shop at 4777 -2444 tatooine (deliver 4 mod jewlery here and auction winnings as well)
Sophos707
Tue May 24, 2005 1:56 pm
#2

well, that's what people used to say... but now your cool-downs are pre-defined regardless of speed attachments, right?


So if your cool down is 2 seconds, then you could have Carbine Speed +10,000 and it wouldn't make a diff, right?





_______________________________________________________

In Game Name: Kalem
Vendor Location: On Rori, near Narmle. Waypoint -3777, -2790
Guild: First Rebel Church

Meshuggah_theWookie
Tue May 24, 2005 2:26 pm
#3

good question



--------------------------------------------------------------
Meshuggah

TAfirehawk
Tue May 24, 2005 2:57 pm
#4






Sophos707 wrote:

well, that's what people used to say... but now your cool-downs are pre-defined regardless of speed attachments, right?


So if your cool down is 2 seconds, then you could have Carbine Speed +10,000 and it wouldn't make a diff, right?








Nope, the Cooldown and Cycle Timers are controlled by Speed.....so getting more/less Speed will change them. The problem comes in with 'soft caps' on those timers and little variance through common Speed ranges so the in-game effect is little change on LIVE.


To test this, get an Adrenaline Boost from a Doc and watch how fast those timers become.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Quandry
Tue May 24, 2005 3:02 pm
#5

Yes get a few they make a big diffrence. Im master carb and cm. I have a few attachments on etc. I put my pvp armor boots on with + 10 speed. This is ontop of the speed from skills and about 9 or so from genral clothing spped attachments....Not sure just how much i have total. But my dps on my mk2 went from 533 modified to 557 or so with the additional 10 only from the boots. For me its worth it. But...If i were master cm and master bh wich would give me a ton of genral speed ontop of the carbineer speed....The boots probably wouldent be that much diffrent. With the diminishing returns etc.

Imo the best attachments to use are skills you want to improve that you are weak in rather than the skills your realy good in and just want to be better. If you have say 300 defence....another 5 from attachments wont even be noticed. But if your acc is only 95 adding another 5 could help you hit better considerably. Its all how the curve works. A skill your low in each extra point helps a lot...when you get good they dont help so much. But alwase help some.



ps

As for the cooldowns just use a diffrent attack. The cooldown is how long it takes to use that attack again. Pick 2 attacks and alternate them. I use legshot and some low level marksman shot.. This hits hard and keeps my action under controle And one shot comes right after the other. This is where the speed will help you. If your just going to auto attack with one shot...the speed wont mater anyway as the target is not realy a threat.

Message Edited by Quandry on 05-24-2005 06:05 PM



_______________________________________________________________________________________________________________________
Carbineer for Life
Weapons||Armor
Li'lith of Tarquinas
Alderaan Memorial Hospital
Loot Vendor (-6851 -4108) Galia Naboo


Sophos707
Tue May 24, 2005 3:03 pm
#6








TAfirehawk wrote:
The problem comes in with 'soft caps' on those timers and little variance through common Speed ranges so the in-game effect is little change on LIVE.




Could you explain this soft cap thing a little more, I'm not sure I understand what you mean.
Thanks!



And are you saying that speed effects the cooldown timers, and not just the DPS?

Message Edited by Sophos707 on 05-24-2005 05:06 PM



_______________________________________________________

In Game Name: Kalem
Vendor Location: On Rori, near Narmle. Waypoint -3777, -2790
Guild: First Rebel Church

TAfirehawk
Tue May 24, 2005 4:55 pm
#7






Sophos707 wrote:








TAfirehawk wrote:
The problem comes in with 'soft caps' on those timers and little variance through common Speed ranges so the in-game effect is little change on LIVE.



Could you explain this soft cap thing a little more, I'm not sure I understand what you mean.
Thanks!


And are you saying that speed effects the cooldown timers, and not just the DPS?


Message Edited by Sophos707 on 05-24-2005 05:06 PM





Read my entire post, I said that Speed affects the Cooldown and Cycle Timers.....get Adrenal Boost from a Doc and the difference is HUGE


The 'soft cap' idea can come from 2 things, 1) diminishing return formula and/or 2) flat curve oftimer differences for large change in Speed(ex. +25 Speed is 4 sec timer and +125 Speed is 3 sec timer, thus not much difference in timer for large Speed difference).


Hope that helps....we don't have any hard numbers so it is just theory and feeling at this point




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

NotoriousMatt
Tue May 24, 2005 4:56 pm
#8

since there aren't any real caps anymore i would say it's worth it, but with more speed the faster you'll drain your action pool lol





-Matt
Elder Jedi
TAfirehawk
Tue May 24, 2005 7:03 pm
#9






NotoriousMatt wrote:

since there aren't any real caps anymore i would say it's worth it, but with more speed the faster you'll drain your action pool lol







Actually that isn't true, most mods have very noticeable 'soft caps'......this is what the Devs said they would do with all formula becoming diminishing returns.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Sophos707
Wed May 25, 2005 12:21 am
#10

Hey fellow carbineers,

I'm just thinking about speed attachments. I was considering buying a shirt with a carbine +13 speed or something like that... but then it occurred to me that speed attachments may not be worth it anymore, since we have pre-defined cool down timers now anyway!


Anyone know how these things work? Are speed attachments virtually useless now?




_______________________________________________________

In Game Name: Kalem
Vendor Location: On Rori, near Narmle. Waypoint -3777, -2790
Guild: First Rebel Church

Nyyxx
Wed May 25, 2005 8:56 am
#11


What TA said.


What is your carbine speed now?


a +13 speed where you are90 speed will help you more than +13 when you are 130 speed


I went from 125spd to 136 and only gained8 modded DPS on my Proton


/shrug


worth it depending on cost and how(insert the four letter word) you are.





-Nyyx-
Vox Noctis
s Storm Squadron Aces
Lil Shop of Vox, Krath, Naboo
loot,weapons,food,smuggler supplies
Armor
_scout_
Wed May 25, 2005 9:13 am
#12

TAfirehawk had a plot of how speed increases, including the speed formula.

Getting to 100 each point of speed is worth a lot with going up to about 125 or so still worth it but depends on how much credits you usually have (on ahazi it looks like the price per +1 speed has doubled/tripled for carbines, its about 750k-1mill per +1).

Above 125-150 the effect is negligible ..



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

InfluenzaSWTA
Wed May 25, 2005 4:55 pm
#13

Don't forget, however, that most (all?) speed debuffs are exact numbers, not percentages. Warcy will have a far lesser effect on someone with higher speed than lower... dropping from 130 to 100 speed won't be as drastic as from 100 to 70, because you're going backwards against the diminishing returns scale.



---------
Korren Faihon, Squad Leader, Alliance Ace Pilot.
The Explorer's Guide to the Clone Relics

SWG Wiki: if we don't know it, no one does.
One of the reasons for the fall of the Roman Empire was, lacking the number 0, they had no way to indicate successful return from their C programs.
Page 1 of 2
Previous Next