Carbineer Archive

Thread: Damage Mitigation Info

The-Fluid-One
Fri Dec 26, 2003 11:29 am
#27

I appreciate you doing that math - even though you lost me =)


The study I mentioned in the other thread lead to 2 different spreadsheets being developed:


http://rothwellhome.org/SWGWeaponEvaluator.htm
http://users.adelphia.net/~dmccollum/files/WeaponEffect.xls


Can someone update them to reflect damage mitigation for the mathmateically challenged?




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Kaffis
Fri Dec 26, 2003 12:22 pm
#28

Done for the second, couldn't view the first, I think I'm missing some kind of plugin or some such.

I don't have anyplace to host it, but it's pretty small, and I'd be happy to email it to you, Fluid, if you'd message me your email addy.

It's not a big deal edit, I just separated the results into 4 duplicate pages referencing the 4 weapon ranges produced by different levels of mitigation.
Sodalitus
Sat Dec 27, 2003 5:20 am
#29

dont know if this is any good info for u guys but ive found the laser to be supremely better than others. if u combine mast carb to bh carb3 u make up the speed difference. along with a few pistoleer defenses (ur choice) and a slice/pwr up to max dam i get about 450 max dam on my laser. from a distance its up to the player to take in considerations on a tgt before using a special, but with some fishak and pixie u can take on quite a bit. the bh fire knockdown is awesome against most npcs or creatures. just thought id put my two cents in. anyone have any thoughts on all this id appreciate any feedback. btw tkm still kicks my butt.


rebels lead the way.....

The-Fluid-One
Sat Dec 27, 2003 9:09 am
#30

While I shared your suspicion on the Laser Carbine, the complex combat models in place before ranged mitigation made it tough to assume what the real winner is in most situations. Laser Carbine is still a good weapon, but in PVP against other Ranged opponents, the Elite is the better choice.





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Kaffis
Sat Dec 27, 2003 11:45 pm
#31



Sodalitus wrote:

dont know if this is any good info for u guys but ive found the laser to be supremely better than others. if u combine mast carb to bh carb3 u make up the speed difference. along with a few pistoleer defenses (ur choice) and a slice/pwr up to max dam i get about 450 max dam on my laser. from a distance its up to the player to take in considerations on a tgt before using a special, but with some fishak and pixie u can take on quite a bit. the bh fire knockdown is awesome against most npcs or creatures. just thought id put my two cents in. anyone have any thoughts on all this id appreciate any feedback. btw tkm still kicks my butt.

rebels lead the way.....






Well, nobody said you can't get a laser to a high listed damage. What we're saying is that ranged damage mitigation quickly cuts into it. Let's say, for instance, that your 450 damage laser has a minimum of 50 damage. Sure, yours might be a bit higher, but not enough to drastically change what I'm about to show you, and 50 makes the math easy. This means that you think your laser's gonna do (50+450)/2 average damage per shot, plus whatever AR bonuses, or 250 average damage per shot before move multipliers and AR are taken into account. That's pretty good. But, now shoot it at somebody with ranged mitigation. Ok, now we look at the damage spread -- 50-450 is a 400 point range. Every level of mitigation reduces it by 20%, taken off the max. 20% of 400 is 80 damage. So, ranged mitigation I makes your laser a 50-370 weapon, or 210 average per shot before AR and multipliers. Ranged mitigation 2 makes it a 50-290, or 170 average per shot before AR and multipliers. Ranged 3 really makes it take a beating, reducing it to an effective 50-210, or 130 per shot before move multipliers and AR. Compare this to an elite that's, say, 130-225 -- I've got one. That's unpowered up, and you were using a max damage. I'll use a min damage, and bring it up to 163-225. Now we'll shoot it at a ranged mitigation 3 target. Mine is 163-187 per shot, and in my experience, lasers and elites run at similar speeds. So my elite is doing 175 average damage per shot, before move multipliers and AR. But wait, the laser has this saving grace left -- it's one AR level higher than the elite. So we add 25% to its average in order to have comparable numbers. Laser now weighs in at 162 AR1 average per-shot equivalent, and my elite (and for the record, my personal elite only got a 25% damage slice, so there's room for improvement) does 175 on average per shot, at AR1. Mitigation eats big bad max damage up when it doesn't have a min damage that can compete.

Pretty nifty, huh?

I do a more formal analysis higher up with similar quality weapons that shows about the same thing.
The-Fluid-One
Sun Dec 28, 2003 12:27 am
#32

Woot! Kaffis rocks.



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Sodalitus
Fri Jan 02, 2004 1:56 am
#33

wow kaffis im still trying to soak all that up. thank u for giving me some input and sharing the knowledge. so ur sayingtgts that have no ranged mit is more suited for the laser, whiletgts with ranged mit is better suited for elite or dxr? i understand a few things in your reply but others are still a bit cloudy.

Kaffis
Fri Jan 02, 2004 7:12 am
#34

That's exactly the summary/conclusion, Sodalitus. If you wanted to be a little more specific, the laser doesn't get outclassed too badly at mitigation 2, so if you're counting on your target not being a master ranged elite profession, the laser breaks close to even with the elite carbine.


Furthermore, if you're powering up your elite for mitigation targets, use a minimum damage and/or speed instead of a maximum damage. However, never use a minimum damage on a laser, the minimum's so low all you really get is like10-20 points per shot.

Sodalitus
Sat Jan 03, 2004 1:31 am
#35

i have tried your advice and u are correct sir. using an elite and dxr now and way more effective in pvp. i notice my laser is still better against creatures and npcs. must be the mitigation thing you speak of. thank u so much for the advice i really am glad i joined these boards. now my next question is, whats the big deal about krayt enhanced weapons. i sawa laser carbine for 500k on a vendor and it didnt seem any better than the one i had sliced for dam and with pwr up on it ( in any stats, not just dam). whats so great about it, i dont see it worth the price.
TAfirehawk
Thu Jan 08, 2004 9:12 am
#36

Krayt weapons are great for PvE but worthless in PvP except for speed enhancements. The Krayt you saw was probably unsliced and didn't have a powerup. The problem in PvP is the new damage mitigation hits the max damage enhancement pretty hard. Add that to the fact that Krayt kills are uber rare now, the recent prices are not justified for PvP.



A krayt weapon get the bonus of max damage and speed reduction listed on the tissue. AND tissue stats do not stack no matter how many are used in the Advanced Power Blaster Handler. I go for the speed modifier tissues to keep my speed near 1.0 for all my weapons with my modifiers.



Personally I love my Krayt weapons and have 5-6 of them. I was purchasing tissues before the Krayt's got 10X HAM





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Jediblues
Thu Jan 08, 2004 10:39 am
#37

Thanks Nova! Links appreciated!



-Jediblues

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Roishin
Thu Feb 19, 2004 5:41 pm
#38


So will damage migration hurt of help Carbineers?



SIG N00B
TKarrade
Thu Feb 19, 2004 6:54 pm
#39

It doesn't do either... it helps us becuase we get it too... but it hurts us as well because we need to buy two guns, one for PvE, one for PvP...


Overall I think it was a change for the better... gives us a better chance against riflemen at least.


-TK



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