Carbineer Archive

Thread: ScatterShot debate: Something is wrong.

Rorenikibi
Tue May 18, 2004 4:40 am
#1

I don't havea head for the numbers, but I do know the HAM bars of my enemies and I saw last night on the same carbine on the same one second timed macro, ScatterShot2 was dropping Mokks MUCH faster than FullAutoSingle2.


Here's the real kicker. I was using an Energy carbine, my Enhanced E11, versus a Mokk Shaman. Mokk Shaman are Light Armored with 50% Energy resists. The E11 took far longer to kill the Mokks with FullAuto, where ScatterShot chewed them up.


I believe what I saw on the HAM bars indicates that when ScatterShot assigns blocks of damage, only the first block is subject to resists. When multiple bars were hit, there'd be a relatively small amount of damage taken. When the damage stacked, it would show a substantial increase in the amount of damage. Maybe some of it was better random damage generated, but I think a good chunk of that might also have been the result of multiple blocks hitting a single pool and something in the resists not being accounted for.


I only played this by feel, like I said, I've got no head for the numbers, but something just felt out of whack.



Also of note, ScatterShots do NO damage at all to structures. Never did a single point of lair damage with one.




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


rhian_tarq
Tue May 18, 2004 5:17 am
#2

Maybe thats cause scattershot 2 has a higher damage modifier than full auto single 2...



Rhiannon
Tarquinas Galaxy
TwilightScout
Tue May 18, 2004 5:26 am
#3

"I believe what I saw on the HAM bars indicates that when ScatterShot assigns blocks of damage, only the first block is subject to resists."

I think that may be true. Same thing happening with scattershot getting past defense stackers (only the first pool hit or "block" as you say is rolled against defense mods). Never tested it though.

As an aside, I do believe the fencer scatterhit damages lair although not very well.
travenwatts
Tue May 18, 2004 5:29 am
#4


scattershot 2 has a higher dmg mod, but that is because it hits more than one bar. The actual dmg to one bar may be the same or less than what the full auto shot does.


I think what you are saying....When scattershot happens to hit the same pool on one shot, then only one of the "blocks" gets calculated for resistances? I don't use scattershot a lot. How often does it not hit all 3 bars and hits only one pool?


Or, are you saying that when scattershot hits all 3 pools that only one pool gets calculated for resists?

Message Edited by travenwatts on 05-18-2004 07:30 AM

Rorenikibi
Tue May 18, 2004 5:36 am
#5

ScatterShot2does three blocks of damage, each block is randomly assigned to a HAM pool. It can go one block to all three bars, OR it can stack two on one bar, one on another and none on the last, OR it can drop all three on one bar.


What I believe I am seeing is that in cases where multiple blocks hit a bar, the blocks of damage after the first aren't being subjected to all of the resists or AR reductions.




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


TAfirehawk
Tue May 18, 2004 5:46 am
#6

Well dueling a PC, I can tell you EACH ScatterShot2 pool hit is affected by the Armor. I personally tested this, comparing the Combat Log vs. Calculated Damage vs. HAM loss floating above target's head. And I did this test controlling BOTH characters


BTW, ScatterShot1/2 are EXCLUDED from the Carbineer DPS calculations since we don't have any concrete info on the Damage Multiplier, so it might very well be higher than FAS2, but there is no proof in hard numbers yet.


Even if the second and third pool hits did NOT punch through defenses and/or resists, ScatterShot2 is still the best chance to hit Mind and a prime choice in PvP.



P.S. lets not draw unwanted attention to this.....






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

travenwatts
Tue May 18, 2004 5:48 am
#7

/agree


Bermag
Tue May 18, 2004 8:06 am
#8

Question is if what the chance is to hit each pool using Scatter comparedto other random HAM pool special. Maybe they are different. Let say with FAS2 it is 60% chance to hit health while it is 33% to hit each pool with Scatter. That make Scatter shot a lot more valuable.


In a long combat it should not make any difference if possibilities to hit mind is the same as with other specials using Scatter or any other random HAM special for hitting the mind pool. It is 3 hits in one. In a shorter combat it might make a difference since it increase your chances that SOME will hit mind.





---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
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jfang
Tue May 18, 2004 10:54 am
#9


I haven't done much experimenting with scatter shot 2, but in my unofficial tests, it seems like it is a straight 33%, 33%, 33% chance of hitting health, action, and mind. I say this because the five or ten times I killed a medium mob with scatter shot (like I said, unofficial tests), the mob always seem to only have a little health and action left if it was mind killed (and action mind if health killed, etc). It watching it, it looked like all three bars went down at about the same rate. As compared with FAS2, which health killed maybe 4/5 of the time, and there was always a lot more mind thanaction at the end.


This would also make sense, seeing how the description of the attack emphasizes the randomness of the damage, as I recall.
InfluenzaSWTA
Tue May 18, 2004 2:17 pm
#10






TAfirehawk wrote:

Well dueling a PC, I can tell you EACH ScatterShot2 pool hit is affected by the Armor. I personally tested this, comparing the Combat Log vs. Calculated Damage vs. HAM loss floating above target's head. And I did this test controlling BOTH characters


...


Even if the second and third pool hits did NOT punch through defenses and/or resists, ScatterShot2 is still the best chance to hit Mind and a prime choice in PvP.






I'm confused. These two statements seem to contradict each other. First, you say that each pool hit from SS2 is affected by armor resists... then you say that even if each pool hit was affected by resists, SS2 would still be the way to go. This implies that SS2 does indeed punch through armor. So which is it?


Unless, of course, you mean something completely different by "defenses and/or resists."



---------
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.
Bennyboy4308
Tue May 18, 2004 5:26 pm
#11



TAfirehawk wrote:

P.S. lets not draw unwanted attention to this.....






Heaven forbid if Carbineer can do damage in PvP, This must be nerfed ASAP...



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
AriasImmortal
Tue May 18, 2004 6:40 pm
#12

It might function as scatterhit in fencer does... at least in PvP, scatter2 ignores mitigation and toughness.



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

riseabove
Wed May 19, 2004 2:17 am
#13

I'll say it, lol, with rifleman spammin master headshot with a jawa, and cm's pretty much devastating everything in their path. Scatterhit2/Scattershot2 "does damage" whether it resists mitigation, cuts through defenses.....I don't really care, all Iknow is that i can actually be a carbineer and pvp, and i shoot em up, and baton em to death with these two specials. Don't get me wrong, I shoot off a couple fas2's a wild shot if i have too, a charge shot, apply them states, get em down, and scatter away. If they get close enough, equip baton CoB, intimidate, blind, dizzy, pos down, then, you guessed it, scatter away......


I'm not sayin this is a right or wrong way to play, but with as borked as things are right now....I'm jus doin what i gotta do.





Jeht Eno-Jedi
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