Carbineer Archive

Thread: Accuracy vs accuracy while moving

jfang
Thu Jun 03, 2004 10:06 am
#1


/emote double checks the FAQ... Nope not there.


Does anybody know how "accuracy" and "accuracy while moving" works? Specifically, I had assumed that normally you fire at your "accuracy" level, and if you are moving there is a penality (like 50 or so), which is mitigated bythe "accuracy while moving" skill. In other words, "accuracy" help in all cases, but "accuracy while moving" only helps if you are moving. Furthermore, even if you maximize "accuracy while moving", it will still be worse to be running while firing than standing still.


However, recently somebody told me that an "accuracy while moving" skill tape is more valuable (which implies better) than a standard "accuracy" tape. Granted we were negotiating about a +7 accuracy tape and a +10 accuracy while moving tape, but I think he was talking in general and not about the specific tapes.


Does anybody know how the various variables play around in combat? Thanks.
EisMan_Buckeye
Thu Jun 03, 2004 10:24 am
#2

The reason that the accuracy while moving tapes are better isdue to the fact that you are running around more often than you are standing still in combat,PvP especially.



__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


jfang
Thu Jun 03, 2004 11:04 am
#3


Okay, then assuming you are always running, is +20 accuracy, +10 accuracy while moving better, or +10 accuracy, +20 accuracy while moving better? Or are they the same?
novamarine
Thu Jun 03, 2004 11:19 am
#4


Good question. I have been wondering exactly how these apply for some time and had been considering this as a proposal for our next question to Thunderheart.
novamarine
Thu Jun 03, 2004 11:20 am
#5






EisMan_Buckeye wrote:
The reason that the accuracy while moving tapes are better isdue to the fact that you are running around more often than you are standing still in combat,PvP especially.




That assumes that accuracy does not apply when moving. Do we know this to be a fact?

pentjaksilat
Thu Jun 03, 2004 2:18 pm
#6

the problem here is not walking such a tight line that TH replies w/ his usual curbing of the question & something vague 'bout it all being balanced correctly in the combat revamp.


accuracy still functions when moving...the problem is how they all function together...i really don't see a way to get an answer w/out asking for the equation that factors in:

ranged defense.

weapon range mods.

distance from target.

velocity of carbineer.

velocity of target.

carb accuracy.

carb accuracy while moving.


prolly has dodge/counterattack/block chances as a seperate roll that just compares accuracy to the defensive mod...'least that seems the clearest to me.


the big problem here is they're never going to give us the numbers that would allow us to truly know how effective each of these aspects are in hitting your target...we could ask to be sure when exactly accuracy/awm/accuracy_while_standing mods are functioning...i.e. accuracy 100%, awm when velocity>0, aws when velocity = 0. but...still really leaves us nowhere, think we all assume this already from our experiences...it's how accuracy/awm interract & stack that we're concerned w/.


definately worth doing on a target...maybe even a jedi w/ pistol equipped to minimize any ranged defense factoring in...anyone have clothes/armor w/ +25 accuracy and +25 accuracy while moving that they have seperate? i know it's a longshot...but being able to compare the 2 while standing & while moving would go a long way toward being sure how effective the mods are, +25's hard to come across like this but definately large enough to see a difference.


i'd say focus on accuracy if you can just b/c it's the dominant accuracy mod in the game, so awm is likely factored in as more of a "perk" issue for ranged professions, rather than being more effective than the actual carbine accuracy mod.


~pentjak



retired: 09/02/'04.
RIP Dunadan
...being perfected in a short time, he fulfilled long years; for his soul was pleasing to the Lord, therefore he took him quickly from the midst of wickedness...

TAfirehawk
Thu Jun 03, 2004 2:38 pm
#7

No great ideas on testing this easily either......


Great question though......



I value While Moving tapes more because the % increase vs. not using SEA's......






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

EisMan_Buckeye
Thu Jun 03, 2004 4:42 pm
#8

With only Master Carbineer, I believe your skill mods are +130 Accuracy, +30 Accuracy While Moving. The way I allways assumed it to work (emphasis on assumed), was that you have a base accuracy while standing, if you move, ther eis a universal accuracy modifier that reduces your accuracy, and you accuracy while moving modifier added a plus to the new accuracy, somewhat offsetting the negative multiplier. The end result is your effective accuracy, which is then used in conjunction with defenses and weapon stats.


I would vote to make this topic our question to TH. Many people have brought up the idea that no combat related question will get a straight forward answer until after the rebalance, but being a combat profession, there really isn't much else to ask lol. I say we ask about it. I would really like to know how it works.



__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


Kaelle_DB
Fri Jun 04, 2004 12:28 am
#9

Not knowing how it actually works myself this is complete conjecture, but I would guess it works like this.


Accuracy is applied when you are both standing and running. When you run there is a set drop to accuracy -60 or something. Accuracy while moving is added to your accuracy when you are moving and cannot be affected by the -60 (assuming that you had less than 60 total accuracy).


/shrug



_____________________
Kael Darkblossom
Dark Praetorian Order
Master Carbineer / BH carbines 4
Gorath
jfang
Fri Jun 04, 2004 7:59 am
#10









TAfirehawk wrote:

No great ideas on testing this easily either......


Great question though......



I value While Moving tapes more because the % increase vs. not using SEA's......








I think thisis very testable, so I think I am missing something. However, just in case...


A way to test this would be (I believe that 4340 carbineer has about +30 accuracy over novice carbineer, and is comparable to 4044 whichhas +30 accuracy while moving):


- Get a novice artisan (no defenses) anddeckhim or herout in a set of armor and with a full set of buffs, sohe or shedoesn't die.


- Take a 4340 carbineer, run in circles and attack about 1000 times. Count the number of misses.


- Take a 4044 carbineer, run in circles and attack about 1000 times. Count the number of misses.



Then, you can determine the percent chance to hit for each of the accuracy combinations, and can see if the +30 accuracy was approximately equal to the +30 accuracy while moving. This test is somewhat messy and has a lot of other variable (since you are moving, the range modifer would flux slightly), but it should give a rough approximation of how accuracy plays into combat while moving.


If they turn out to be substantially different, *then* the hard question of "what is the percent chance to hit, given all skills" rears it's ugly head. And that I have no idea how to test in any reasonable fashion (except taking all the possible accuracy skill combinations and position modifiers, getting lots of data, and running raw regressions).

jassi007
Fri Jun 04, 2004 9:57 am
#11

It would seem, that accuracy is an "always on" modifier. Whether prone, kneeling, standing, crawling, walking, or running, you get your accuracy modifier. However, we all know that there is an accuracy while moving penalty in effect in the game for everyone. I belive this is -50. So an accuracy while moving modifier would modify the accuracy while moving penalty.

Say your figuring something and it has +25 beside its name, while you are standing still. Then you start to move. It would then say -25. If you have +25 accuracy while moving, it should now say +0.

The difficulty with testing accuracy while moving is the fact that as you move closer or farther from ideal range with your weapon, your going to alter your accuracy. The only real way to test effectively would be to find a +0/+0/+0 weapon which will neither add or subtract from your base accuracy.



Jassi Cowin
Master Doctor/ Master Swordsman
Officially Klaws biznitch.
"I don't do hawtpants"
jfang
Fri Jun 04, 2004 10:03 am
#12









jassi007 wrote:


The difficulty with testing accuracy while moving is the fact that as you move closer or farther from ideal range with your weapon, your going to alter your accuracy. The only real way to test effectively would be to find a +0/+0/+0 weapon which will neither add or subtract from your base accuracy.








As I recall, melee weapons have universal modifiers (a sword would be +7/+7/+7, for example). Do they have accuracy and AWM skills too? It mightbe better to test with them for that reason.
EisMan_Buckeye
Fri Jun 04, 2004 4:04 pm
#13






jfang wrote:



As I recall, melee weapons have universal modifiers (a sword would be +7/+7/+7, for example). Do they have accuracy and AWM skills too? It mightbe better to test with them for that reason.





Some melee weapons have the same mod for all 3 ranges, but not all of them. I have a set of VKs (I think they are VKs, I have so many weapons these days lol) that are -45 @ 0m. Melee professions have accuracy skill mods, butnot accuracy while moving skill mods.




__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


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