Carbineer Archive
Thread: Attack multipliers
Zhorx wrote:
TAfirehawk wrote:
Those numbers will change based on your Accuracy and Level of Target.....
Respec your template and repeat the test and your numbers will change
Does the special attack damage multiplier scale with level?
Correct me if i am wrong but...from what i saw there the numbers were normalizedagainst the regular ranged attack (or could be since themultiplier for regular ranged was 1.0)so the multipliers have no dimension and should be the same regardless of accuracy and level.
If you normalize (divide by the regular attack damage against that target) you should be able to get the specific damage modifiers from the specials regardless of accuracy and level, that is unless the specific special damagemodifier scales with accuracy and level too, which i doubt.
Asir_SWG wrote:
TAfirehawk wrote:
But if all we want is relative 'power' of a Special, hell that is easy, just take 2 min and go out and hit something because there is no random damage so just watch the numbers over the targets head.
I think that is all we do need for now, and reletive action costs also.... Yes - the exact figures will vary from player to player, but at least this way they can decide what specials they like the look of...
Then my above post should help with hard data then. Relative damage of Specials is easily done and was done quite awhile ago, but finding actual damage inflicted is quite tough with all the new variables.....as mentioned by a couple of us above ![]()
As far as Action Costs, well I thought I was getting a handle on them but when I went up to a higher level creature my Action bar didn't drop as fast with the same Specials. I am quite confused and must do more testing.....but honestly while Double XP Week is still in effect I find it better to spend my time getting XP rather than testing for hours ![]()
Hey Firehawk,
I appreciate that it isnt difficult to get the ratios/multipliers but as I didnt know what they were or saw any references to them anywhere I thought I would work them out myself and post my findings. Now if you've already done this work or it is available elsewhere please post the link as I cant see it (yeah i probably havnt looked in the right place).
For a TA, I found your response disappointing. I was going to spend some time trying to work out the relative speed and action ratios too but you are hardly encouraging contribution and will likely keep the results to myself rather than getting flamed by a TA.
fabkins wrote:
Hey Firehawk,
I appreciate that it isnt difficult to get the ratios/multipliers but as I didnt know what they were or saw any references to them anywhere I thought I would work them out myself and post my findings. Now if you've already done this work or it is available elsewhere please post the link as I cant see it (yeah i probably havnt looked in the right place).
For a TA, I found your response disappointing. I was going to spend some time trying to work out the relative speed and action ratios too but you are hardly encouraging contribution and will likely keep the results to myself rather than getting flamed by a TA.
You can keep all the work to yourself, I sure don't care.....it is more important that proper testing of all variables be done. And clearly memnoch and I needed to point these out to everybody so the full scope of the issues/details are known.
And if you thought that was a flame or got offended because I question your lack of detail, well that is clearly a misunderstanding on your part because nothing in the above posts is anywhere near a flame.
And you yourself admitted you rushed the numbers.....but feel free to go off on me for no reason as a couple other people around here like to do instead of understanding what needs to be done/fixed.
Actually dont ask me about speed vs accuracy. My comments only relate to what the attack commands do and havnt done any testing to prove / disprove the use of accuracy. In fact I wasnt even aware that accuracy was an element that effects damage.
There is a REALLY is test though to prove it. Find a willing target, stand still and shoot the hell out of them with Ranged shot. Average out the results (i didnt find much deviation anyhow in the damage). The just use a Stim that gives you +10 carbine accuracy and repeat experiment. Check the difference.
The name of the drink is Deuteriun-Pyro.
I was just wondering but maybeCorro can shed some more light on this. I remember reading that the new damage numbers are rolled once the first time the special is used in combat and then stays at that rate until the end of combat. Is it in any way possible that the higher the accuracy is the better chance of getting a higher attack role to come out. I have noticed using the same weapon and special I will hit for 846, or 900, or 1001. These three seem to stand out more then any others. However the higher my accuracy got the more often I was getting hits at 1001. Please note that these are numbers while going after CL 80 targets. CL seems to play a major role as targets with CL 50 or so I hit for 1500-1800.