Carbineer Archive

Thread: Doing some dabbling from BH....is scatter2 worth it?

jfang
Fri Jun 11, 2004 10:51 am
#27






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?








I'm curious as to how you can mathematically prove that it is one hit split 3 ways, rather than separate invisible hits, I'm fair game to be convinced I'm wrong. (Trying to resolve the problem is why I tested and noted that scatter shot does not evenly distribute the damage between 3 blocks... there is a rounding error of at least +/- 1.)


I say I disagree with you damage modifier information because when I looked at your logs, it looked like a had about 170 damage resisted. Assuming you did about 30 damage on top of that (you had a high resist armor and PSG), that's about 200 damage. 200 * 4 is 800. If you carbine was about 100-150 damage AP1, that's only a damage multiplier of about 7.5. These are all rough numbers, of course, but I didn't see where you got the 10-12x multiplier you mentioned, if scatter shot was from 4 separate attacks.


Edit: added last clause

Message Edited by jfang on 06-11-2004 01:52 PM

TAfirehawk
Fri Jun 11, 2004 10:58 am
#28

The 10X-12X modifier is easy to get if you think that ScatterShot2 has more than 3 hits......


Just add up all the damage listed that was resisted by the armor and PSG along with the floating number and divide that into the damage the weapon can do against the specific target.


I would have to redo some math, but I think I actually got over 16X on one of the shots from ScatterShot2 with the borked Combat Log And if ScatterShot2 was really that good it would have been nerfed 2 years ago




I don't agree with that Damage Modifier either, I just wasn't sure which # you were in disagreement with.....we are on the same page for the most part.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Fri Jun 11, 2004 1:13 pm
#29

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





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

jfang
Fri Jun 11, 2004 1:39 pm
#30


Well, if you want to open that "realistic" can of worms (because we all know how well realism mixes with SWG... ).


I would envision scatter shot being equivalent of holding the trigger finger down on a full automatic gun and swinging wildly around a room (much more targeted of course, but hard to give as obvious a visualization without dramatizing). This is as opposed fullautosingle in that in that one you are aiming at one place and holding the trigger where as for this you are intentionally scattering your shots around.


I say this because it makes no sense for a beam of energy to split in mid air (and scatter works the same wayagainst an unarmored gnort as a shielded droideka). If it were a blast, kinetic gun, or other physical gun(soin theorymini-charge could be attached on a timer could go off in mid air) that might make sense, but with a laser traveling through the air...


In this perspective, each hit with scatter shot should require a separate "to hit" roll. And in fact, it might not be a bad thing. Your average damage would be the same, but it would be much smoother (3 times more shots at 1/3 damage, so your damage over time would be much more consistent). The down side being that now a defense stacking opponent can worry about healing later as well...
EisMan_Buckeye
Fri Jun 11, 2004 5:12 pm
#31






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


TAfirehawk
Fri Jun 11, 2004 9:21 pm
#32






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.








No, I clearly saw two different cases, one where the damage was almost all in the Health pool and minor amounts in the Action and Mind, the 80% case. And I also saw a split like 2:1:1 in the HAM along with the 1:1:1.


I really think, along with the BORKED Combat Log, that we are dealing with a rather complicated split. But we may never know....sometimes we just have to go out and KILL SOME IMPS and it will all be GOOD





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

novamarine
Sat Jun 12, 2004 12:05 am
#33

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.
jfang
Sat Jun 12, 2004 12:28 am
#34






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:



  1. You try to attack. System flags the attack as scatter shot 2, and treats it as a 1damage attack

  2. System voodoo determines you hit (insert question about accuracy vs AWM here)

  3. System handles 1 point damage, is noted in the (know bugged) logs. Note that this is what I count as hit #1.

  4. System recognizes scatter shot 2 flag. Looks up weapon damage, and calculates total damage.

  5. System divides damage by 3, rounds up and down where necessary, and stores this as 3 blocks of damage

  6. 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.

  7. 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

  8. 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.

  9. 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

  10. 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.

  11. 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?

TAfirehawk
Sat Jun 12, 2004 12:28 am
#35






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......





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

jfang
Sat Jun 12, 2004 12:35 am
#36






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......








So you are saying that scatter shot is not only 3 blocks of damage, it is 3 blocks of damage +/- 25% (for example)? Hmm...


Do you think you ran enough tests to say you are reasonably certain the hit chances are not 33/33/33, maybe 40/30/30 (for example)? I also remember somebody mentioning that it could be that the first block of damage might be considered a normal hit (hitting health more often than the other two), and only the 2nd and 3rd block were 33/33/33, which would also lead to this result.


Yikes, talk about your reverse-engineers dream/nightmare attack to decode.
TAfirehawk
Sat Jun 12, 2004 12:38 am
#37






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:



  1. You try to attack. System flags the attack as scatter shot 2, and treats it as a 1damage attack

  2. System voodoo determines you hit (insert question about accuracy vs AWM here)

  3. System handles 1 point damage, is noted in the (know bugged) logs. Note that this is what I count as hit #1.

  4. System recognizes scatter shot 2 flag. Looks up weapon damage, and calculates total damage.

  5. System divides damage by 3, rounds up and down where necessary, and stores this as 3 blocks of damage

  6. 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.

  7. 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

  8. 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.

  9. 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

  10. 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.

  11. 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....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

teamdoa
Sat Jun 12, 2004 4:26 am
#38

I got this scattershot2 last night. Im going Master Bounty Hunter, and have currently, BH, 3, 4, 4, 4 Pistoleer 0, 0, 2, 0 and carbineer for Scattershot2.


Tested, on creatures, start out with fireknockdown, then scatter2....fire off a few shots, then switch to BH scatter pistol eye shot. Its a good way of destroying mind.


I would like to try Crippleshot as well before I go past the point of no return with my skill points. I presume Scatter2 must be better as it hits the mind pool.



----------------------------------------------------------http://www.sonicteam.karoo.net/SWG/Jedi.jpg
c0nverse
Sat Jun 12, 2004 8:15 pm
#39

I'd just like to throw in that if you are hunting Jedi scatter2 is well worth it. Currently as tested on TC2 by myself scatter2 ignores saber block. The combat log looked something like You use scattershot2 on name for 1 damage but she blocks it! Even though this is what the combat log said the jedi was taking damage and numbers were floating above her head.



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Master Bounty Hunter - Master Carbineer - Novice Brawler
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