Carbineer Archive
Thread: Attack multipliers
Those numbers will change based on your Accuracy and Level of Target.....
Respec your template and repeat the test and your numbers will change ![]()
If you accuracy is higher then the defense of your target you will do more damage.
.
- Distance
- Posture of attacker
- Movement of attacker
- Attacker/defender level in PvP
Does affect damage:
- Accuracy of attacker. This includes SEAs, but not accuracy increasing abilities. Accuracy food/drink was not tested (if it still exists)
- Defenses of target. (This includes melee, ranged, and weapon specific. So if you equip a weapon you're skilled with you will take less damage)
- Posture of target
- Movement of target
- Armor, defense modifying food/drink, CoB (raises defense), Duelist Stance, and probably manyother itemsI can't think of.
- BF of target
- Species? (Diff species dealt/received diff damages not related to any listedspecies specificaccuracy/defense bonuses.This was when I stopped testing)
- And above all, player/creature level in PvE. This means the only semi-valid tests in PvE are against mobs of the same level.
Now these are just what I found were affecting it on TC a few weeks ago. There were more I could not discover that were causing the numbers to be off.
The fun part, is that because this was two weeks ago on TC, all the above is invalid
I just wanted to post a few things for you adventerous people to keep in mind while testing ![]()
But yes, Fabkins, most of those numbers are roughly what I have written down, give or take.
memnoch37 wrote:
FWIW:
Does not affect damage:
- Distance
- Posture of attacker
- Movement of attacker
- Attacker/defender level in PvP
Does affect damage:
- Accuracy of attacker. This includes SEAs, but not accuracy increasing abilities. Accuracy food/drink was not tested (if it still exists)
- Defenses of target. (This includes melee, ranged, and weapon specific. So if you equip a weapon you're skilled with you will take less damage)
- Posture of target
- Movement of target
- Armor, defense modifying food/drink, CoB (raises defense), Duelist Stance, and probably manyother itemsI can't think of.
- BF of target
- Species? (Diff species dealt/received diff damages not related to any listedspecies specificaccuracy/defense bonuses.This was when I stopped testing)
- And above all, player/creature level in PvE. This means the only semi-valid tests in PvE are against mobs of the same level.
Now these are just what I found were affecting it on TC a few weeks ago. There were more I could not discover that were causing the numbers to be off.
The fun part, is that because this was two weeks ago on TC, all the above is invalid
I just wanted to post a few things for you adventerous people to keep in mind while testing
But yes, Fabkins, most of those numbers are roughly what I have written down, give or take.
Thanks memnoch, I was hoping you would post your list.....I couldn't remember all the items
Theoretically the ratios should stay the same as long as you stick with carbine specials only, but that would be logical and I personally wouldn't want to assume it.*Edit: Just thought of something else. I wonder if an ability does any kind of accuracy check when it's used cross profession? Ex. does Stopping Shot do damage according to your carbine accuracy, or pistol accuracy? If so, does that mean Underhand shot is technically a pistol ability?
fabkins wrote:
Notice dthat I purposely did not include any damage figures just the ratios. Where you saying that depending on your character stats the rations would change Firehawk?
If someone would work on validating those ratios also that would be useful.
Then next question is the relative delays for different moves which would give a DPS like ratio.
I also dont know whether the action cost is the same for every move?
Question I have is if Critical shot is is almost twice the damage but takes almost twice the time, it would be interesting balancing this against a faster but smaller ratio attack. Obviously you may end up loosing out on action costs but if chemicalled up, it may not be an issue.
Anyhow some thoughts.
Message Edited by memnoch37 on 05-04-2005 01:00 AM
TAfirehawk wrote:
Those numbers will change based on your Accuracy and Level of Target.....
Respec your template and repeat the test and your numbers will change
Correct me if i am wrong but...from what i saw there the numbers were normalizedagainst the regular ranged attack (or could be since themultiplier for regular ranged was 1.0)so the multipliers have no dimension and should be the same regardless of accuracy and level.
fabkins wrote:Hi,Did some experimenting yesterday with a willing target to see what the multipliers were like for different attacks.I used "Ranged" Attack as the base damage and worked out how the other attacks compared in damage.Here is what I got:x1.0 Rangedx1.1 Placedx1.5 Rapid Firex1.9 Criticalx1.5 Sprayshotx1.4 Bodyx1.9 Legshotx0.8 Scatter ???x1.7 TorsoAt this point it was all done too much of a hurry and I would need to double check.Also found that for any particular move there wasnt much varience. What I hadnt tried is seeing if distance affects anything (I saw a post the other day that indicated that but wasnt sure to trust it or not).
with crictical shot and leg shot haveing apparently the same damage muliplier
i have some tricky questions:
where is the difference ?
which one has a lower action cost ?
and which one has a shorter recharge time ?
*G*