Carbineer Archive

Thread: How does accuracy affect ranged weapons?

Sebye_Lavan
Thu Jun 09, 2005 8:33 am
#1



I just a hold of +25 Carbine Accuracy and a +25 General Ranged Accuracy SEAs. I'm wondering if accuracy is solely resposible for the chance that you land a successful attack on your target. Does it have an other ability? Is there a soft cap or even a hard cap on accuracy?


________________________________________________________

Sebye Lavan
Mos Valinor, Tatooine
Major in the Imperial Army and proud member of Valar

Message Edited by Sebye_Lavan on 06-09-2005 08:36 AM



_______________________________________________________________

Sebye Lavan
Proud member of Division 9
Major in the Imperial Army
Former member of Valar and MADD
_______________________________________________________________


Auctions 101: directions, do's, and don'ts all rolled into one HERE!
Sylow
Thu Jun 09, 2005 8:40 am
#2






Sebye_Lavan wrote:



I just a hold of +25 Carbine Accuracy and a +25 General Ranged Accuracy SEAs. I'm wondering if accuracy is solely resposible for the chance that you land a successful attack on your target. Does it have an other ability? Is there a soft cap or even a hard cap on accuracy?





You shouldn't use that SEA, you should give... ah, wrong server.


Additionally to giving you a higher chance to hit the target, increased accuracy also increases the damage you influct on the target, so it sure is helpful. Of course, it also has the diminuishing returns formula, but with a total of +50, you should definitely be able to notice an increase of damage...









Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Adval
Thu Jun 09, 2005 8:47 am
#3

Extra accuracy can be very useful, especially when kiting. When running around, I miss like 2 out of 5 of my shots even if I'm MBH/MC. Also when I stand still, I sometimes still miss a few shots every now and then.


Pre-CU I couldn't even remember a time in months that I missed.



<Advius Soron - Chimaera>
Serving the Emperor's Divine Will!
Trebonious
Thu Jun 09, 2005 11:15 am
#4

Accuracy also gets rolled against the target's ranged defense. You can't have too much accuracy when fighting a Defender!



St. David II

Master Carbineer

Sebye_Lavan
Thu Jun 09, 2005 6:56 pm
#5

Well, i did some minor testing, and i saw no difference in damage with the +50. Here are my two best new friends if you want to take a look:



http://www.imagedump.com/index.cgi?pick=get&tp=262291



http://www.imagedump.com/index.cgi?pick=get&tp=262292


________________________________________________________

Sebye Lavan
Mos Valinor, Tatooine
Major in the Imperial Army and proud member of Valar



_______________________________________________________________

Sebye Lavan
Proud member of Division 9
Major in the Imperial Army
Former member of Valar and MADD
_______________________________________________________________


Auctions 101: directions, do's, and don'ts all rolled into one HERE!
fabkins
Thu Jun 09, 2005 7:20 pm
#6

Ok here is the testing ive done, and ive done quite a bit:


- Ivegot +60 extra from +35 Ranged &+25 Carbine accuracy


First I did some testing removing the +60.


I found I did more damage (will give more detail in a moment).


I found that I didnt do any more damage with +50 then I did with +60. Meaning going of +25 general ranged doesnt seem to do much. I will want to repeat those tests tho.


Now, the testing was generally done against a Jedi. We removed his PSG. There was a marginal difference in the damage, like around 10 points or something. That was using a the standard shot with the lowest carbine at had at hand. (Please dont give me a headache about the actual numbers, what im trying to convey is that a different WAS observed and the numbers are meaningless as there are too many factors to take into consideration)


Here is my theory on damage: The damage you make to a creature/NPC/players is determined by the relative differences between accuracy and their ranged defences.


I have done testing with willing subjects on several occasions and found that adding and removing accuracy always had some effect to the damage given out.


I think the differences will effect which end of your weapon's min-max range you will be doing. More testing required to confirm this although.


Shoot alevel 1 NPC and you willsee the damage of your max x special actionmultiplier, shoot higher level (with presumably higher defences) and it starts to trend towards the min.


Remember that they also have armor which means that you also dont see afull reflection of the minimum either on higher end NPC/creatures and obviously players.



Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

samijx
Fri Jun 10, 2005 6:48 am
#7

Well...as it was stated earlier, it looks like a diminishing returns deal. There are two points to make though.


1. If you have those wonderful AA's, and you're not seeing a difference, you basically have bought a few extra skill points. You can drop a few boxes of carbineer or BH, and spend those skill points elsewhere.


2. Although you don't see a big difference with your testing against friends and low level mobs, it might still be benificial against high level PvE content. Who knows what the defense of an Ancient Krayt is?





Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
fabkins
Fri Jun 10, 2005 5:11 pm
#8



General Ranged Accuracy +25

Carbine Accuracy +25


---- I assume they make +50.


However, in fairness to your post, I didnt test +25 (ranged accuracy) vs +50 (ranged accuracy + carbine accuracy). I only tested +50 vs +60.


Yep, I also do test with Pyro which is how I got onto the whole thing of getting accuracy enhancements in the first place. Pyro does give amazing results, unfortunantly only for 60 secs with stuff Ive got. Have some food that gives +40 also although Ive been told you cant use the food and the pyro at the same time, its not additive, one cancels the other out

Message Edited by fabkins on 06-10-2005 05:21 PM



Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

Trebonious
Sat Jun 11, 2005 12:30 am
#9

Another good way to test this is with foods. I tested my damage output both with and without Deuterium Pyro (a drink that grants an enormous accuracy boost for a short time - I think mine was something like +200 for 60 seconds). My average damage with ranged shot went from something like 400 to 420 against a Jedi opponent with 0404 Defender. These numbers are a bit loose because I did the testing about a week ago, but you get the idea. Raising your accuracy versus your opponent's ranged defense does in fact increase your damage output, although you guys are quite right to point out that this is also effected by the diminishing returns rule.



St. David II

Master Carbineer

weaponmaster88
Sat Jun 11, 2005 12:46 am
#10






fabkins wrote:

Ok here is the testing ive done, and ive done quite a bit:


- Ivegot +60 extra from +35 Ranged &+25 Carbine accuracy


First I did some testing removing the +60.


I found I did more damage (will give more detail in a moment).


I found that I didnt do any more damage with +50 then I did with +60. Meaning going of +25 general ranged doesnt seem to do much. I will want to repeat those tests tho.


Now, the testing was generally done against a Jedi. We removed his PSG. There was a marginal difference in the damage, like around 10 points or something. That was using a the standard shot with the lowest carbine at had at hand. (Please dont give me a headache about the actual numbers, what im trying to convey is that a different WAS observed and the numbers are meaningless as there are too many factors to take into consideration)


Here is my theory on damage: The damage you make to a creature/NPC/players is determined by the relative differences between accuracy and their ranged defences.


I have done testing with willing subjects on several occasions and found that adding and removing accuracy always had some effect to the damage given out.


I think the differences will effect which end of your weapon's min-max range you will be doing. More testing required to confirm this although.


Shoot alevel 1 NPC and you willsee the damage of your max x special actionmultiplier, shoot higher level (with presumably higher defences) and it starts to trend towards the min.


Remember that they also have armor which means that you also dont see afull reflection of the minimum either on higher end NPC/creatures and obviously players.






well your testing is slightly flawed because you can only gain +25 from SEA's so +60 isn't possible only +50. but your tests from none to +50 are accurate. i noticed about a 10 damage difference with my attachements on



Xerses- Master Jedi

Zudet- Master Pilot (almost) and BH
Come visit my shop at 4777 -2444 tatooine (deliver 4 mod jewlery here and auction winnings as well)
Remilliod
Sat Jun 11, 2005 1:41 am
#11






fabkins wrote:

Ok here is the testing ive done, and ive done quite a bit:


- Ivegot +60 extra from +35 Ranged &+25 Carbine accuracy


First I did some testing removing the +60.


I found I did more damage (will give more detail in a moment).


I found that I didnt do any more damage with +50 then I did with +60. Meaning going of +25 general ranged doesnt seem to do much. I will want to repeat those tests tho.


Now, the testing was generally done against a Jedi. We removed his PSG. There was a marginal difference in the damage, like around 10 points or something. That was using a the standard shot with the lowest carbine at had at hand. (Please dont give me a headache about the actual numbers, what im trying to convey is that a different WAS observed and the numbers are meaningless as there are too many factors to take into consideration)


Here is my theory on damage: The damage you make to a creature/NPC/players is determined by the relative differences between accuracy and their ranged defences.


I have done testing with willing subjects on several occasions and found that adding and removing accuracy always had some effect to the damage given out.


I think the differences will effect which end of your weapon's min-max range you will be doing. More testing required to confirm this although.


Shoot alevel 1 NPC and you willsee the damage of your max x special actionmultiplier, shoot higher level (with presumably higher defences) and it starts to trend towards the min.


Remember that they also have armor which means that you also dont see afull reflection of the minimum either on higher end NPC/creatures and obviously players.






Good theory about the min / max damage. You might well be onto something there.


I dont think testing this on a jedi defender is going to show you good results. Your accuracy will still be way less than their ranged defense, so you will still be hitting for min damage. Even with your +50.


What you should try is against a regular template with ranged defense about euqal to your accuracy. You should see a difference when going from nothing to +50 in SEAs. (And 25 is the cap so you can only have +50)





Remilliod
Chimaera
Master Spy
Acex6
Proud member of JEA, best guild on the server
fabkins
Sat Jun 11, 2005 10:36 am
#12


on the +50 being capped, is it capped if the accuracy comes from different types of mods?


ie carbine accuracy +25 and general ranged accuracy +25?




Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

Tzaze
Sun Jun 12, 2005 1:00 pm
#13

Well, i think +50 is the cap because for any individual mod, +25 is the cap. Currently, there are only 2 SEA mods that add to ranged accuracywith carbineer, general ranged accuracy and carbine accuracy. Now, if there was some bizzare mod like Eagle-Eye that also added to ranged accuracy and is available in SEA, the cap would be +75. Again, all these are SEA caps, i'm not sure on a cap for overall accuracy.



I have a question, how does weapon accuracy bonus play into accuracy? It is not added to the stats on CTRL+C sheet.



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