Carbineer Archive

Thread: SAC cost comparison of special moves.....

Asir_SWG
Fri May 13, 2005 5:04 am
#1




OK, I did a very simple test where I found a 144 SAC DLT20 rifle from the bazzar (to make reading the hit on the action a little easier) then went out to find some lvl 1 starport critters on tat, and then measured the SAC and damage to each critter as I one shotted them.... Results below... The SAC costs are error margin of a % or 2 as I read them from the character sheet as they flashed up.


What I found is apart from ranged shot and placed shot the SAC cost differencebetween moves is small, so much so that it's not something worth thinking about, the only exception is ranged shot as the you can see....


A = SAC

B = Damage

C = Damage multiplier over ranged shot

D = Damage / SAC (aka how much bang per buck)


Shot AB C D

Ranged shot 3 1341.044.7
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



ERHAMSTERHAMSTERHAMSTERHA
MSTERHAMSTERHAMSTERHAMSTE
RHAMSTERHAMSTERHAMSTERHAM
STERHAMSTERHAMSTERHAMSTER
HAMSTERHAMSTERHAMSTERHAMS
TERHAMSTERHAMSTERHAMSTERH
AMSTERHAMSTERHAMSTERHAMST
ERHAMSTERHAMSTERHAMSTERHA

MSTERHAMSTERHAMSTERHAMSTE

Sylow
Fri May 13, 2005 5:26 am
#2

Nice job, big thanks.








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Neelok
Fri May 13, 2005 6:03 am
#3

Very interesting. Thanks for posting this.





Neelok N Master Bounty Hunter (pre CU)N Amateur Rodian N Corbantis

Korvinus N Smuggler N Human N Corbantis

_scout_
Fri May 13, 2005 6:57 am
#4

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.



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Asir_SWG
Fri May 13, 2005 7:27 am
#5






_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;





ERHAMSTERHAMSTERHAMSTERHA
MSTERHAMSTERHAMSTERHAMSTE
RHAMSTERHAMSTERHAMSTERHAM
STERHAMSTERHAMSTERHAMSTER
HAMSTERHAMSTERHAMSTERHAMS
TERHAMSTERHAMSTERHAMSTERH
AMSTERHAMSTERHAMSTERHAMST
ERHAMSTERHAMSTERHAMSTERHA

MSTERHAMSTERHAMSTERHAMSTE

TAfirehawk
Tue May 17, 2005 8:44 pm
#6

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.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

-Honsen-
Tue May 17, 2005 9:05 pm
#7

i just learned that i should swith another shot into my regular rotation. veyr helpful, thanks!



Xand'er
[Fish in a] [SONL][Man Suit]
NotoriousMatt
Wed May 18, 2005 4:48 am
#8

A+ for you!



-Matt
Elder Jedi
Gigabert
Wed May 18, 2005 5:17 am
#9

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.)


if u have a better idea just tell me, id be glad to hear your opinions.


Gigabert Skywave

MR MC Quickdraw

Rebel Elite Corps

Bria



Watch your HAMFbar !

ggggggggggggg
ggggggggggggggggg

ggggggggggggggggggggg
ggggggggggggggggggggg


Ryoma05
Mon May 23, 2005 8:29 am
#10

Is the SAC for each attack added to the SAC of the weapon?



mugatu using ryoma's account

Ryoma - Officer - NRA
(5 Brian 5)

_scout_
Wed May 25, 2005 10:13 am
#11

I put these in the star wars wiki
see Carbineer Abilities just to make a start.

If something changes or should be corrected pls do so.



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

InfluenzaSWTA
Wed May 25, 2005 11:42 am
#12

_scout_: check the SWG Wiki forum for a discussion about those changes you made .

This is good testing... any start on finding a formula for actual action cost based on weapon SAC?



---------
Korren Faihon, Squad Leader, Alliance Ace Pilot.
The Explorer's Guide to the Clone Relics

SWG Wiki: if we don't know it, no one does.
One of the reasons for the fall of the Roman Empire was, lacking the number 0, they had no way to indicate successful return from their C programs.
_scout_
Wed May 25, 2005 4:39 pm
#13

InfluenzaSWTA : cant find it but I guees I know what you're referring to.

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....



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Page 1 of 2
Previous Next