Carbineer Archive

Thread: Attack multipliers

TAfirehawk
Wed May 04, 2005 7:16 am
#14






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.






memnoch and I haven't gotten to testing on LIVE, but on TC there was even differences from race to race and day to day with so many revisions happening from the Devs.


In theory you are correct and a well laid out plan of testing and verifying must be done, that is all my point is......and please look at some of the variables that memnoch identified to see the challenge.


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. Larger number = more damage = use that Special.....seems quite simple to me.....and I already posted in another thread the relative damage as well:


Improved Leg Shot - 1097

Adv Rapid Fire - 865

Placed Shot - 635

Crippling Shot - 432




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Wed May 04, 2005 7:36 am
#15






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




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Thatguyfubu
Wed May 04, 2005 9:01 am
#16

The accuracy theory on damage I find to be very interesting. Just to throw a lot more confusing variables in here for you. I had a master commando master BH build. WIth a high damage plamsa (modified DPS of 486 according to system) Critical shot would land for high 800's to mid 900's depending on the roll. I have since dropped commando and picked up master carbineer / master BH / pistoleer 0404. With a carbine my accuracy is 280. Using a carbine with a much lower dps but higher max damage I can hit for over 1K damage with my carbine. However to toss another curveball at DPS now that I have BH and carbineer I havetwo high damage specials in critical shot and leg shot. Because of the timers on these I can offset and alternate the two shots allowing for a much much higher DPS in actuality. Also with the high accuarcy I am getting less misses then prior. This either has to do with the accuracy numbers or that fact that a carbine just hits more often thena plasms.




X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


fabkins
Wed May 04, 2005 9:37 am
#17

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 Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

TAfirehawk
Wed May 04, 2005 2:12 pm
#18






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.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

fabkins
Wed May 04, 2005 5:41 pm
#19

".....it is more important that proper testing of all variables be done."


What other proper testing? I used base attack and compared the RELATIVE power multiplier of different moves to understand how much more powerful was one action against another. I PURPOSELY did NOT post the actual damage numbers as I didnt want to get into the rat-hole about how base damage could be influenced by 100s of things.


"You can keep all the work to yourself, I sure don't care....."


The old damage multipliers pre-CU for specials were much greater, I knew what they were but didnt know what they were post CU. I thought others might be intrigued as I was.


"And you yourself admitted you rushed the numbers....."


Yes and I opened to be corrected. I thought other people might have insight into other special moves also. Also someone may have corrected me and said actually the multipliers vary depending xxxx. Who knows? I dont, I just didnt expect someone to be rude and when I opened up with my findings so others can comment.



Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

Fritter_and_Waste
Wed May 04, 2005 7:00 pm
#20

well, for instance, the ability damage multipliercould adjust the damage range before the damage is adjusted based on acc/def and all the other variables like lvl, posture, race, whether or not you are MCH, hair color, direction you were facing when you last logged out, latitude of your RL home, and the other variables that determine what the final damage will be...in such a case, the relative numbers would change as acc/def changes
fabkins
Wed May 04, 2005 11:28 pm
#21

lol



Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

Tango88
Thu May 05, 2005 1:38 am
#22

So it is safe to assume that accuracy takes precedence over speed post CU? Cos I have 4 sp left and deciding if I should use them for FS ranged accuracy or spd.
fabkins
Thu May 05, 2005 5:24 am
#23

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.





Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

Thatguyfubu
Thu May 05, 2005 6:13 am
#24

Yeah we need to know more about the whole accuracy defense deal. In my ealier post I stated that my carbine (e11 Mk2) had a higher max then my plasma. I was wronge it actually has the same as my plasma. However since my accuracy is much high now I can do a lot more damage. If this is the case I head there is a drink (forget the name of it) that adds 220 to your accuracy. If I was to take this I could get my accuarcy up to 500. I think I will need to try this out this weekend.




X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


fabkins
Thu May 05, 2005 6:18 am
#25


Sound like a good idea. Bit better than my +10 accuracy idea lol. Let us know your findings.



Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

Thatguyfubu
Thu May 05, 2005 6:31 am
#26

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.





X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


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