Carbineer Archive
Thread: Carbineer Specials Test Data
TAfirehawk wrote:
memnoch37 wrote:
Silly question, hopefully due to a long day at work...
Why do you think accuracy does not affect damage? Looking at the data between sheet 1 and 2, and between 3 and 6, it appears to be affecting it to me. It also looks like the Mod DPS is at least partially correct in that it's ratio above base damage mods does not change (at least in Carbineer specificspecials)
What am I missing?
Very long day at work for you.....
Look at the bottom row of data, it shows the ratio of actual damage to Mod DPS and that is NOT changing with Accuracy. The only component that changes Mod DPS is Speed, not Accuracy thus Accuracy is having no effect. The bottom row has nothing to do with relative ratio to Ranged Shot, which could falsely exclude Accuracy changes so I created the new bottom row to avoid this.....and yes all of this hurts my brain
Report back from Corr Forum, from another Corr, is that going PRONE doesn't even affect damage now.....but it sure did on TC-EP3.....still waiting on a RED NAME response though.
Message Edited by TAfirehawk on 05-11-2005 07:01 PM
Hehe my IE window was fitted at just the right size by default to let me miss that. Still don't see why the multiple on the Mod DPS should change on accuracy; the Mod DPS valueitself takes acc into account, so it's ratio shouldn't be changing. Since it's static across multiple acc values that just shows the Mod DPS value works correctly.
Message Edited by memnoch37 on 05-11-2005 06:09 PM
memnoch37 wrote:
Hehe my IE window was fitted at just the right size by default to let me miss that. Still don't see why the multiple on the Mod DPS should change on accuracy; the Mod DPS valueitself takes acc into account, so it's ratio shouldn't be changing. Since it's static across multiple acc values that just shows the Mod DPS value works correctly.
And the posture of the attacker has never affected damage (not when I was testing on TC at least), only the posture of the target.
Message Edited by memnoch37 on 05-11-2005 06:09 PM
Well now I am really pissed.....
Took my other toon and tested equal CL and got different Multiplier when looking at actual damage.....and this is compared to almost identical Accuracy but different Melee/Ranged Defense.
This is going to make my head explode.....different numbers come up with a +7 change in Acc but a +42 change they are identical.....FFS too many variables to break this COMPLICATED CU down.
TAfirehawk wrote:
Well now I am really pissed.....
Took my other toon and tested equal CL and got different Multiplier when looking at actual damage.....and this is compared to almost identical Accuracy but different Melee/Ranged Defense.
This is going to make my head explode.....different numbers come up with a +7 change in Acc but a +42 change they are identical.....FFS too many variables to break this COMPLICATED CU down.
I just stumbled of this two threads in the pistoleer forum.
I quote part of the intersting facts Nifty found, but you better read the whole post to get the background righ:
More Nifty Tests! (damage against creatures above your CL, interesting stuff!)
...
Now, the conclusions I draw from this are that in PvE, creatures above your challenge level get defense bonuses. A CL 82 creature versus a CL 80 character gets over 80 defense, as Warning Shot doesn't fully remove the defense bonus. With additional states, you can fully remove the bonus.
If the above conclusion is correct, then it sheds light on the damage calculation itself. My guess right now is that base damage before armor is a two part process. Part 1 is a function of your accuracy and the maximum damage of your weapon with a sprinkling of the minimum damage of your weapon. Part 2 is the target's defense mitigating the value that comes out of part 1. The basis for this is against CL 80 and below I hit for 812 with a ranged attack no matter if I use warning shot or one of the four states. If I hit a CL 82 creature, I hit for 699, but I can raise that value by debuffing the defense of the creature, and I can't increase my damage beyond 812 no matter how many extra states I apply. I know from previous accuracy testing that I can increase my damage against CL 80 creatures beyond 812 if I increase my accuracy (205 to 215 took it from 812 to 824, and 255 maxed it out at 864, my weapon's max damage.) So it looks like accuracy affects the maximum base damage I can do, and defense mitigates that maximum base.
DPS is misleading. Your best DPS pistol might not be your overall best pistol.
...
That's right, DPS is misleading given the current combat setup.
The reason is that DPS is calculated roughly as average damage over time. Average damage is meaningless in SWG right now, as we hit for the same amount of damage with a given pistol (or any weapon) against a given target each and every time.
...
The damage formula seems to have something to do with the difference between the min and max value, as the greater the difference, the lower the percentage of the max damage (although at MP/MBH/SL 0/0/0/0, the percentage difference is pretty damned small.) Perhaps at a lower skill level, the effect of the difference between min and max value is more significant. Unfortunately, TC-EP3 is gone, and the old TC is back without character builder frogs, so I can't do the tests I'd like to do quickly and easily.
waiting patiently that crowd control will be put back into the carbineer
TAfirehawk wrote:Well now I am really pissed.....
Took my other toon and tested equal CL and got different Multiplier when looking at actual damage.....and this is compared to almost identical Accuracy but different Melee/Ranged Defense.
This is going to make my head explode.....different numbers come up with a +7 change in Acc but a +42 change they are identical.....FFS too many variables to break this COMPLICATED CU down.
god forbid SOE hire employees to test and publish this kind of data