Carbineer Archive
Thread: Cripple Shot + Scattershot2
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Datchery
Tue Sep 07, 2004 9:59 am
#14
well TA, I would swear i can 'see' a physical difference in the time Crippling shot stays on the combat que vs Scattershot2, I'll see if I can get a pic of my combat log with 20 shots for each. Maybe I'm wrong? 
Zarqon
Tue Sep 07, 2004 12:30 pm
#15
If you were to calculate the actual DPS you would find that crippleshot is not the best one if you're not speed capped. If I recall correctly Fullautosingle is theone the gives the highest dps if you're only carbineer, that is if you're slow. You can check this easily with a calculator though, so no need to be guessing really heh.
JanuHull
Tue Sep 07, 2004 1:00 pm
#16
I know I'll catch hell because I use a macro for baseline shots, but I still get cue stacking on CripplingShot with +115 Carbine Speed from native skills.
Yeah, I know there's some lag in the system, which is why I use a .75 delay between shots. I have carpal tunnel syndrome, all that manual keying in open combat is painful.
TAfirehawk
Tue Sep 07, 2004 1:03 pm
#17
JanuHull wrote:
I know I'll catch hell because I use a macro for baseline shots, but I still get cue stacking on CripplingShot with +115 Carbine Speed from native skills.
Yeah, I know there's some lag in the system, which is why I use a .75 delay between shots. I have carpal tunnel syndrome, all that manual keying in open combat is painful.
Just have a hot-key ready to clear the queue.....I use the Enter Key on the Keypad to hit with my MouseThumb ![]()
And macro'ing one shot is not like macro'ing a sequence of Specials in hopes they land their desired effect.....that is the BIG NO-NO ![]()
Datchery
Tue Sep 07, 2004 1:31 pm
#18
Well, TA for the life of me I couldn't find the comparable speed things in the FAQ...but I just timestamped a few shots to check personally, and I am getting it at cripple shot had approximately a 4.5-5.0 second delay, scattershot2 had about a 4.0 second delay (I am probably not getting this accurate because I can't 'start' the time exactly on the dot)
TAfirehawk
Wed Sep 08, 2004 7:17 am
#19
Oh sorry, the FAQ has a link to the Special STICKY post.....all the Special data is in there....
And there is a reason to test 20 shots....and more than once......it takes out all those fractional seconds 
And if your testing shows a need to change our Special data, then I will get Nova to change it once we both verify it as well.
Message Edited by TAfirehawk on 09-08-2004 10:18 AM
Datchery
Wed Sep 08, 2004 7:13 pm
#20
Doh, I read that post but not the '2nd' one by nova in there, which had the actual numbers, plus I was thrown by it only claiming to be current as of patch 7, which was 3 patches ago...by the way, how did nova come up with those HAM multipliers for each shot?
TAfirehawk
Thu Sep 09, 2004 6:08 am
#21
It says Publish 7 because nothing has changed since then......hence no updates can be made 
The testing method is very detailed, complicated and accurate for all those numbers......Nova is THE MAN of testing 
Feyrbrand
Thu Sep 09, 2004 9:42 pm
#22
I like Scatter Shot 'cause it can hit all the pools, and has a higher chance to hit the mind with a fairly powerful attack
InfluenzaSWTA
Fri Sep 10, 2004 11:28 am
#23
ScatterShot isn't better at hitting Mind than CripplingShot. They're the same.
Let's say we have a carbine that does 100 DPS using CripplingShot/ScatterShot2 (since their damage multipliers are the same*). Let's also assume that the chances of hitting Health/Action/Mind are 60/30/10, respectively. The actually numbers don't matter. Finally, let's assume that each hit of ScatterShot2 uses these standard percents for calculating where it will strike.
That means each of the three hits in SS2 has a 10% chance of hitting mind at 33 damage. Thus, each hit of SS2 does 3.3 DPS to mind, which means SS2 itself averages 10 DPS to mind over an extended firing period.
Meanwhile, CripplingShot will hit mind 10% of the time for 100 damage. Which, as you can see, also equals 10 DPS to mind over an extended period. So ScatterShot indeed does not do more damage to Mind. Both shots are going to do the same damage over the same amount of time.
In fact, by hitting multiple pools, ScatterShot will allow your opponent to regen his stats faster than CripplingShot would. If your opponent regenerates HAM at 5 points per second, then a 100 damage CripplingShot to Health would take 20 seconds to heal. However, a ScatterShot that splits its damage between Health and Action would only require 10 seconds to heal. It's a minor issue, especially when you consider that CripplingShot will eventually hit all pools too, but I thought it was interesting.
Let's say we have a carbine that does 100 DPS using CripplingShot/ScatterShot2 (since their damage multipliers are the same*). Let's also assume that the chances of hitting Health/Action/Mind are 60/30/10, respectively. The actually numbers don't matter. Finally, let's assume that each hit of ScatterShot2 uses these standard percents for calculating where it will strike.
That means each of the three hits in SS2 has a 10% chance of hitting mind at 33 damage. Thus, each hit of SS2 does 3.3 DPS to mind, which means SS2 itself averages 10 DPS to mind over an extended firing period.
Meanwhile, CripplingShot will hit mind 10% of the time for 100 damage. Which, as you can see, also equals 10 DPS to mind over an extended period. So ScatterShot indeed does not do more damage to Mind. Both shots are going to do the same damage over the same amount of time.
In fact, by hitting multiple pools, ScatterShot will allow your opponent to regen his stats faster than CripplingShot would. If your opponent regenerates HAM at 5 points per second, then a 100 damage CripplingShot to Health would take 20 seconds to heal. However, a ScatterShot that splits its damage between Health and Action would only require 10 seconds to heal. It's a minor issue, especially when you consider that CripplingShot will eventually hit all pools too, but I thought it was interesting.
Message Edited by InfluenzaSWTA on 09-10-2004 11:29 AM
Feyrbrand
Fri Sep 10, 2004 2:24 pm
#24
InfluenzaSWTA wrote:
ScatterShot isn't better at hitting Mind than CripplingShot. They're the same.
Let's say we have a carbine that does 100 DPS using CripplingShot/ScatterShot2 (since their damage multipliers are the same*). Let's also assume that the chances of hitting Health/Action/Mind are 60/30/10, respectively. The actually numbers don't matter. Finally, let's assume that each hit of ScatterShot2 uses these standard percents for calculating where it will strike.
That means each of the three hits in SS2 has a 10% chance of hitting mind at 33 damage. Thus, each hit of SS2 does 3.3 DPS to mind, which means SS2 itself averages 10 DPS to mind over an extended firing period.
Meanwhile, CripplingShot will hit mind 10% of the time for 100 damage. Which, as you can see, also equals 10 DPS to mind over an extended period. So ScatterShot indeed does not do more damage to Mind. Both shots are going to do the same damage over the same amount of time.
In fact, by hitting multiple pools, ScatterShot will allow your opponent to regen his stats faster than CripplingShot would. If your opponent regenerates HAM at 5 points per second, then a 100 damage CripplingShot to Health would take 20 seconds to heal. However, a ScatterShot that splits its damage between Health and Action would only require 10 seconds to heal. It's a minor issue, especially when you consider that CripplingShot will eventually hit all pools too, but I thought it was interesting.
Message Edited by InfluenzaSWTA on 09-10-2004 11:29 AM
I know that, but I have a Action DOT and a Mind DOT that tick for about 200 each. I use Scatter Shot because you hit each pool just a bit each time, and I try to do as much damage to each pool as quickly as possible, which is by using SS. Cripple Shot helps if you have one monstrous DOT, because you have a higher chance of hitting that one pool for more damage.
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