Carbineer Archive
Thread: Doing some dabbling from BH....is scatter2 worth it?
TAfirehawk wrote:
Well the resolution is easy, which we never got to in the ScatterShot2 thread.....simple math on the Standard Attack makes it quite easy. So I will do that this weekend for sure.
The mere idea that the Standard Attack or any other Special hits for more than one attack per round just doesn't make sense, but I will use math to prove the point beyond a shadow of a doubt......I was just being lazy before and was hoping for somebody else to do the testing and calculating....
BTW, what is wrong with the Damage Modifier on ScaterShot2?
Message Edited by jfang on 06-11-2004 01:52 PM
TAfirehawk wrote:
I think one way we both would look at it the same is a VISUAL description of what happens.....
Think of a target being a like droideka with a Shield. This shield takes the "main" ScatterShot2 hit and the normal miss/hit magic happens. Then when a ScatterShot2 actually lands (goes thru shield) it is split into 3 beams of energy, not necessarily equal. Each beam can be resisted by separate armor pieces but will "land" on the target because the miss/hit is already done.
At least that is how I visualize the Special actually working, but as you said, the BORKED Combat Log makes it next to impossible to get any more details or really believe everything it is telling us.
But it is fun to discuss the inner workings of SWG and our own brains
That is EXACTLY how I see it, only I wasn't able to convey my thoughts for some unknown reason.
I also have a few thoughts on why the damage seems to not be broken up into even thirds and then distributed. One reason may be that since each piece of armor has different resistances (in most cases), the finale damage taken is not going to be the same on each piece.
Another rexplanation could be the "80%" theory. This would probably explain what Nova is talking about. The way pool specific attacks work is that only 80% of the attack actually hits the targeted pool, leaving the other 20% to be distributed amongst the other 2 pools (I know this to be true, not the 80% part, just that my TK Head Hit alsohits a little health every time I use it, as well as a little action). So, maybe only 80% of each of the 3 sub-hits is hitting the pool it is supposed to. For example, you hit for 99 points of damage, thus 3 hits of 33 are to be distributed. Let's say 2 go to health, and one to mind. In this scenario, only 80% of the 66 pts that are supposed to hit health do, so let's say of the 66, 80% hits health, 10% to action, and 10% to mind. Now, again, of the 33 pts that go to the mind pool, only 80% hits mind, so let's say again that 10% goes to the other 2 pools. The total damage output looks like this... 56.1 pts hit health, 9.9 go to action, and 33 go to mind. Thus, you have your crazy colors Nova.
EisMan_Buckeye wrote:
Another rexplanation could be the "80%" theory. This would probably explain what Nova is talking about. The way pool specific attacks work is that only 80% of the attack actually hits the targeted pool, leaving the other 20% to be distributed amongst the other 2 pools (I know this to be true, not the 80% part, just that my TK Head Hit alsohits a little health every time I use it, as well as a little action). So, maybe only 80% of each of the 3 sub-hits is hitting the pool it is supposed to. For example, you hit for 99 points of damage, thus 3 hits of 33 are to be distributed. Let's say 2 go to health, and one to mind. In this scenario, only 80% of the 66 pts that are supposed to hit health do, so let's say of the 66, 80% hits health, 10% to action, and 10% to mind. Now, again, of the 33 pts that go to the mind pool, only 80% hits mind, so let's say again that 10% goes to the other 2 pools. The total damage output looks like this... 56.1 pts hit health, 9.9 go to action, and 33 go to mind. Thus, you have your crazy colors Nova.
novamarine wrote:
I dont believe the damage is divided three ways evenly. My reasoning for this is that scattershot hits show amazing color variations...purples, oranges, puke greens, etc. The color of the HAM floaty has always been a representative of what poolthe damage comes from. Only by getting non-even distributions of damage can those colors pop up.
Sorry, I wasn't clear. When I say "not divided evenly", I am referring to the damage blocks, not the HAM pools. However, the blocks are near even, as the color which pops up above the heads of the targets (resistances not included) are one of 27 colors (and contain some of the nicer colors in the game IMO).
As for the damage multiplier, I see what you are talking about. I didn't think about it that way... I see what you are saying. However, it doesn't really invalidate my argument. I think I might not be being clear in what I think is happening. This is theway I envision the game mechanics working:
- You try to attack. System flags the attack as scatter shot 2, and treats it as a 1damage attack
- System voodoo determines you hit (insert question about accuracy vs AWM here)
- System handles 1 point damage, is noted in the (know bugged) logs. Note that this is what I count as hit #1.
- System recognizes scatter shot 2 flag. Looks up weapon damage, and calculates total damage.
- System divides damage by 3, rounds up and down where necessary, and stores this as 3 blocks of damage
- System auto-hits target with block 1 of damage (because you already rolled to hit in step 2). Note this is what I count as hit #2.
- System voodoo determines where you hit.Armors come into play and are logged in the (known bugged) log. This is the evidence I was trying to cite about the resistances coming from a not-logged hit
- System auto-hits target with block 2 of damage (because you already rolled to hit in step 2). Note this is what I count as hit #3.
- System voodoo determines where you hit. Armors come into play and are logged in the (known bugged) log. This is the evidence I was trying to cite about the resistances coming from a non-logged hit
- System auto-hits target with block 3 of damage (because you already rolled to hit in step 2). Note this is what I count as hit #4.
- System voodoo determines where you hit. Armors come into play, and are logged in the (known bugged) log. This is the evidence I was trying to cite about resistances coming from a non-logged hit.
If you want to make it comprehensive, I might also put in a step 3.5) System tries to synthsteak, but since the damage reduction is less than 1, it rounds down (or to the nearest whole number, not sure). Since the synthsteak didn't prevent damage, it doesn't count against the total number of resists of the food. This can be verified by using flameout though, which has 100% damage reduction.
Did *that* make sense? ![]()
novamarine wrote:
I dont believe the damage is divided three ways evenly. My reasoning for this is that scattershot hits show amazing color variations...purples, oranges, puke greens, etc. The color of the HAM floaty has always been a representative of what poolthe damage comes from. Only by getting non-even distributions of damage can those colors pop up.
Very true. I was testing it a bit on Rav Tortons two nights ago and closely watched the HAM bars. Sometimes all 3 went down the same amount, then Health would go down more while Action and Mind were going down the same. Once I noticed a huge jump in Health and next to nothing in Action and Mind too.
But it is strange in my PvP testing that the Combat Log showed near identical reductions in damage per piece of armor or PSG. WAIT, that isn't strange, the dang blasted Combat Log is BORKED.....
BTW, each Rav Torton died from Health incap, NEVER Action or Mind......
TAfirehawk wrote:
Very true. I was testing it a bit on Rav Tortons two nights ago and closely watched the HAM bars. Sometimes all 3 went down the same amount, then Health would go down more while Action and Mind were going down the same. Once I noticed a huge jump in Health and next to nothing in Action and Mind too.
But it is strange in my PvP testing that the Combat Log showed near identical reductions in damage per piece of armor or PSG. WAIT, that isn't strange, the dang blasted Combat Log is BORKED.....
BTW, each Rav Torton died from Health incap, NEVER Action or Mind......
jfang wrote:
novamarine wrote:
I dont believe the damage is divided three ways evenly. My reasoning for this is that scattershot hits show amazing color variations...purples, oranges, puke greens, etc. The color of the HAM floaty has always been a representative of what poolthe damage comes from. Only by getting non-even distributions of damage can those colors pop up.
Sorry, I wasn't clear. When I say "not divided evenly", I am referring to the damage blocks, not the HAM pools. However, the blocks are near even, as the color which pops up above the heads of the targets (resistances not included) are one of 27 colors (and contain some of the nicer colors in the game IMO).
As for the damage multiplier, I see what you are talking about. I didn't think about it that way... I see what you are saying. However, it doesn't really invalidate my argument. I think I might not be being clear in what I think is happening. This is theway I envision the game mechanics working:
- You try to attack. System flags the attack as scatter shot 2, and treats it as a 1damage attack
- System voodoo determines you hit (insert question about accuracy vs AWM here)
- System handles 1 point damage, is noted in the (know bugged) logs. Note that this is what I count as hit #1.
- System recognizes scatter shot 2 flag. Looks up weapon damage, and calculates total damage.
- System divides damage by 3, rounds up and down where necessary, and stores this as 3 blocks of damage
- System auto-hits target with block 1 of damage (because you already rolled to hit in step 2). Note this is what I count as hit #2.
- System voodoo determines where you hit.Armors come into play and are logged in the (known bugged) log. This is the evidence I was trying to cite about the resistances coming from a not-logged hit
- System auto-hits target with block 2 of damage (because you already rolled to hit in step 2). Note this is what I count as hit #3.
- System voodoo determines where you hit. Armors come into play and are logged in the (known bugged) log. This is the evidence I was trying to cite about the resistances coming from a non-logged hit
- System auto-hits target with block 3 of damage (because you already rolled to hit in step 2). Note this is what I count as hit #4.
- System voodoo determines where you hit. Armors come into play, and are logged in the (known bugged) log. This is the evidence I was trying to cite about resistances coming from a non-logged hit.
If you want to make it comprehensive, I might also put in a step 3.5) System tries to synthsteak, but since the damage reduction is less than 1, it rounds down (or to the nearest whole number, not sure). Since the synthsteak didn't prevent damage, it doesn't count against the total number of resists of the food. This can be verified by using flameout though, which has 100% damage reduction.
Did *that* make sense?
That starts to make sense and our thoughts on how ScatterShot2 works is not far off. But your use of 4 hits has confused every single person here except one....you ![]()
I don't understand 3. System handles 1 point damage, To me that is just the Combat Log registering you get hit for 200 points damage, then the following lines are the reductions to THAT ONE damage thru each defense. Thus ScatterShot2 is one hit that is divided by some unknown % to one, two, or three pools.
I understand you are calling each defensive mechanism a "hit" but that wording seems to be extremely confusing, but we are really talking about the same thing.....I think....