Carbineer Archive

Thread: Speed Theory

Bennyboy4308
Mon May 02, 2005 10:38 pm
#1

I really haven't noticed a huge different in speed when alternating between two attacks. I kinda have a thoery (100% untested) that anything under 2.0 doesn't matter, so when figuring DPS, speed shouldn't be wieghted directly by the speed. Like although a max dam/ + speed powerup makes the dps hardly change, if the new speed is still under 2.0 I think it'll be more benificial. Anyone else notice this?



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Bennyboy4308
Mon May 02, 2005 10:43 pm
#2

Either way I have a feeling that speed doesn't effect the DPS as much as the examine window makes it look like.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Envoy3113
Tue May 03, 2005 7:17 am
#3






Bennyboy4308 wrote:
I really haven't noticed a huge different in speed when alternating between two attacks. I kinda have a thoery (100% untested) that anything under 2.0 doesn't matter, so when figuring DPS, speed shouldn't be wieghted directly by the speed. Like although a max dam/ + speed powerup makes the dps hardly change, if the new speed is still under 2.0 I think it'll be more benificial. Anyone else notice this?





I'm not entirely sure I'm following you...


I've been spending my time grinding out my melee toon (respec didn't work out well for him). The main professions I immediately spec'd into were Mpike/Swords, had a lil sword grind to do and climed the rest of my template in the same outings.


My staple attacks, besides 'control' (lunge, taunt, intim, armor break) were critical attack and impale. These two attacks were obviously on different timers to the effect where I could trigger one as the other was half way through it's cool down. Timed properly I could bounce back and forth between the two quick enough to hold aggro over a rifleman/cm that was healing me and nuking (impressive without a taunt imo ). Now I gauged my attacks soley on action used, if I just used one attack I would burn up less action per mob, and have a longer time before the kill, bouncing back and forth between the two made a signifigant impact on kill time and my action pool.



I do think the DPS is misleading and people will need to take into account other factors, but it would be safe to say that DPS listed is approximately your minimum damage output (pre armor/def mods). Under 2.0 is noticable, if just regarding the speed of my attacks. I don't usually auto attack though unless I'm trying to chat at the same time, so I'm generally keying up moves fairly quick and I don't think that the auto attack is a true reflection of your maximum ability. So in this sense, just as it seems with all the other stats, more is less. I think that there is a cool down cap on specials to limit the ability to fire them off in rapid succession. Possibly even a modifier to carbine speed vs. general speed where profession specials take profession speed mods 1st...IE carbine speed is not a valid indicator to your ability to fire fan shot only general speed is? Not sure about that one, but the cap on specials is certain, just at the top of my template it is tough to determine actual caps or if speed is making a signifigant difference in the cooldown.






There comes a time in every mans life when 86 years is just too damn long...
memnoch37
Tue May 03, 2005 9:55 am
#4

I don't know how related this would be (probably not at all), but I am an MBH/MC and using a pretty fast carbine (under 2.0 base speed.) When I get a +40 speed buff from a doctor, I fire way faster. Like, seriously, I fire freaking fast. It's actually quite a challange to keep up with the cooldown timers


The doc buff obviously works different than speed mods, but I just wanted to throw this out as food for thought.






Memnoch

FlynnTaggart
Tue May 03, 2005 12:40 pm
#5

I am inclined to agree with you. I avent noticed a big difference either.



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Darth73Infamous
Wed May 04, 2005 1:21 am
#6

I believe what he means (I may be wrong on interpeting but Rifleman were discussing this earlier) is that any weapon under 2.0 seconds should be considered for its Damage only, because the the delay between specials is always going to be longer than your weapon speed, when a weapon is under 2.0 speed, its best to look soley at damage.




Juelz
60 Tauren Warrior
Master Bounty Hunter - Master Rifleman - Master Pilot

jalexu
Wed May 04, 2005 1:40 am
#7


Stats hardly change when you put a powerup because now it actually increases the weapons speed, so you gain extra damage but also makes the gun slower, so DPS stays about the same.





Arano Darkmoon
\\Rebel Elite Corps
MoonStorm
//Padawan Learner
» Wanderhomies.com - Wanderhome community website
» On leave indefinitely

Envoy3113
Wed May 04, 2005 6:56 am
#8






jalexu wrote:


Stats hardly change when you put a powerup because now it actually increases the weapons speed, so you gain extra damage but also makes the gun slower, so DPS stays about the same.






But it would also suffice to say that if a cool down timer is capped then the damage PuP is making a signifigant difference. If my mainstay of combat moves is alternating between specials that have slightly different cooldown times then I'm essentially making any assumption of DPS irrelevant. So in a way you could say that simply because of a diversified skill set I'm able to supercede my rated DPS.


Easiest way to see exactly what I mean is find a lair, and after the 1st tap and clear you have the largest window of ham to work off. Take timestamps of placed shot on auto, then take placed off auto and alternate in queing placed and ranged shot. Or take something like quickdraw and rapidfire, impale and critical, etc...Bouncing between the two profession specials will raise your DPS in a manner that would essentially blow any cooldown timer/weapon speed calculation out the water. Makes it all very much irrelevant.





There comes a time in every mans life when 86 years is just too damn long...
jalexu
Wed May 04, 2005 7:53 am
#9






Envoy3113 wrote:





jalexu wrote:


Stats hardly change when you put a powerup because now it actually increases the weapons speed, so you gain extra damage but also makes the gun slower, so DPS stays about the same.






But it would also suffice to say that if a cool down timer is capped then the damage PuP is making a signifigant difference. If my mainstay of combat moves is alternating between specials that have slightly different cooldown times then I'm essentially making any assumption of DPS irrelevant. So in a way you could say that simply because of a diversified skill set I'm able to supercede my rated DPS.


Easiest way to see exactly what I mean is find a lair, and after the 1st tap and clear you have the largest window of ham to work off. Take timestamps of placed shot on auto, then take placed off auto and alternate in queing placed and ranged shot. Or take something like quickdraw and rapidfire, impale and critical, etc...Bouncing between the two profession specials will raise your DPS in a manner that would essentially blow any cooldown timer/weapon speed calculation out the water. Makes it all very much irrelevant.






That is correct. Speed is no longer #1 priority, butthe sequence of special attacks.






Arano Darkmoon
\\Rebel Elite Corps
MoonStorm
//Padawan Learner
» Wanderhomies.com - Wanderhome community website
» On leave indefinitely

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