Carbineer Archive
Thread: SAC cost comparison of special moves.....
Leg shot 222531.911.5
Critical shot 242531.910.5
Placed shot 141471.110.5
Body Shot 221871.48.5
Torso shot 262171.68.3
Charge Shot 242001.58.3
Spray shot 242001.58.3
Rapid Fire 262001.57.7
Full auto area 262001.57.7
Aimed shot 221601.27.3
Fan shot 261871.47.2
Disarming shot241090.84.5
Eye shot 241060.84.4
Burst Shot 2293 0.74.2
Crippling Shot 2699 0.73.8
Underhand 2699 0.73.8
Overcharge 2674 0.62.8
Confusion Shot 2666 0.52.5
Suppresion fire2653 0.42.0
Stopping shot 2653 0.42.0
Message Edited by Asir_SWG on 05-13-2005 01:12 PM
I was looking forward to such a table to set my default attack (currently Im back to plain simple ranged shot).
Now I ll just have to figure out what is recharging how fast and which specials drain from the same timer.
My observations so far where that alternating between improved rapid fire and improved legshot gives a hell of a lot damage in very short time and are not draining from the same recharge timer but it depletes your action very fast but if you realy want to kick some butt this is what you want.
_scout_ wrote:
awesome =) !
I was looking forward to such a table to set my default attack (currently Im back to plain simple ranged shot).
Now I ll just have to figure out what is recharging how fast and which specials drain from the same timer.
My observations so far where that alternating between improved rapid fire and improved legshot gives a hell of a lot damage in very short time and are not draining from the same recharge timer but it depletes your action very fast but if you realy want to kick some butt this is what you want.
I am thinking with playing with damage macro's to see if I can find a balance that does most damage and still keeps the action up... something like the following may do it....
/legshot;
/pause 1.4;
/criticalshot;
/pause 1.4;
/rangedshot;
/pause 1.4;
/macro xxx;
Very nice work.....cookie 4 j00!!!!
This will of course need verified in a different environment like equal CL vs CL fighting, but it shouldn't change.
its nice to set a fast-low-sac-hi-dmg Shot as autoattack to fill out action breaks, cause cooldown is not sameat all moves.
i tried a lot and used to get Adv.Quickdraw as my std auto. nice dmg, very fast. BUT
action running out very quick.
with a lot of drugs, stims and spice i can handle my action and the real DPS IS AT MAX. (no lost time in cooldown breaks.)
see Carbineer Abilities just to make a start.
If something changes or should be corrected pls do so.
This is good testing... any start on finding a formula for actual action cost based on weapon SAC?
My edit regarding the SAC and damage multiplikator is changing the general layout of the professions template. so far its not yet causing anyharm but I can understand that the changes should apply to all professions if possible thus my change might not be the best solution....