Combat Medic Archive

Thread: -40 Combat Speed Modifier Unbalanced? Hard Test Numbers Inside.

Ternque01
Fri Aug 12, 2005 10:14 pm
#1




INTRODUCTION


The purpose of this test was to determine the effects of the -40 combat speed debuff possessed by Combat Medics, Pikemen, and Smugglers. Additionally, the test was run to determine, if indeed, that the amount of the debuff can be seen as unbalancing to the game.


PROCEDURE


The test was run on a Jedi player who was capable of Force Speed 1. This buff grants a +10 combat speed bonus. Tests were run with both Force Speed 1 on and off. The duration of the tests was 1 minute each.


RESULTS


Test 1.a) Test subject has Force Speed 1 off, and no debuff is applied to the subject. Saber hit is set to auto attack. Recorded below are the timestamps from the hits, which also include the misses.


23:22:17

23:22:20

23:22:24

23:22:28

23:22:33

23:22:37

23:22:39

23:22:43

23:22:48

23:22:51

23:22:55

23:22:58

23:23:02

23:23:06

23:23:10

23:23:15


Total: 16 attacks


Test 1.b) Test subject has Force Speed off, and a -40 attack speeddebuff is applied to the subject. Saber hit is set to auto attack. Recorded below are the timestamps from the hits, which also include the misses.


23:23:44

23:23:50

23:23:55

23:24:01

23:24:05

23:24:09

23:24:14

23:24:20

23:24:25

23:24:30

23:24:35

23:24:41


Total: 12 attacks


Test 2.a) Test subject has Force Speed 1 on, and no debuff is applied to the subject. Saber hit is set to auto attack. Recorded below are the timestamps from the hits, which also include the misses.


23:16:54

23:16:57

23:17:01

23:17:04

23:17:08

23:17:11

23:17:15

23:17:18

23:17:22

23:17:25

23:17:28

23:17:32

23:17:36

23:17:39

23:17:43

23:17:45

23:17:49

23:17:53


Total: 18 attacks


Test 2.b) Test subject has Force Speed 1 on, anda -40 combat speeddebuff is applied to the subject. Saber hit is set to auto attack. Recorded below are the timestamps from the hits, which also include the misses.


23:19:15

23:19:19

23:19:24

23:19:29

23:19:34

23:19:39

23:19:44

23:19:49

23:19:54

23:19:59

23:20:04

23:20:09

23:20:14


Total: 13 attacks



CALCULATIONS


For Test 1, the percentage difference in the hits was 100% - 12/16 = 100% - 75% = 25%.


For Test 2, the percentage difference in the hits was 100% - 13/18 = 100% - 72.2% = 27.8%


Average of the two percentages: (25% + 27.8%)/2 = 26.4%



DATA ANALYSIS


Here is a good representation to give a feel for the accuracy of the data.


The brackets will indicate the boundaries of the interval, and "l" shapes will indicate the attacks. The "." will indicate periods of time in between. This is howthe data was taken:


[l.....l......l.......l.....l......l.....l.....l......l......l......l.....l...]..l.....l


Notice that only 12 attacks fell in the 60 second interval.


The above graph shows that the attacks are about 4.7 seconds apart. If, indeed, the actual interval was that and I increased the testing interval to 10 minutes, you would see the attacks per second go from 12/60 = .2 to about 128/600 = .213. This is a difference of 100% - .2/.213 = 100% - .94 = 6%.


So basically, the differenceseen in a 10 minute test would be + or - 6% of whatwas the final speed decrease.With the 6% error, the result would be between 24.8% and 28% for a test run for 10 minutes. Keep in mind that this is a broad way of calculating the error that could occur, but it is sufficient.


In addition, the 26.4% attack speed decrease from the -40 attack speed debuff was achieved through an average of the results from the two tests. Also, in addition, I ran two, previous tests over only a 40 second interval, and the results were slightly above the 26.4% number. If I remember, the average of those two results was 27.5%, but you can see that a 60 second interval has a greater probability of being more accurate.



DISCUSSION


The final result of 26.4% decrease in aplayer's attack speed matches earlier data taken using piket and huurton test subjects, which indicated a little over 25% difference as well. The matchup between NPC and PC numbers is encouraging.


The discrepancy between the 25% and 27.8% debuff could easily be attributed to the restricted length of the testing period, i.e. if the testing were to be conducted over 4 mins a test, one would expect the results to match better. Of course, since this was only a one-minute test, it isn't easily determined by the timestamps.


Overall, a general feel for the actual effects of a -40 combat speed debuff on a player target, especially one capable of buffing their own attack speed, is allowed by using only a one minute testing period.



CONCLUSION


A 26.4% decrease in a target's attack speed in well within balanced parameters for a debuff attack.It is in no danger of disrupting game balance.


ADDRESSING COUNTERS


Some players feel that there is no effective way to counter the approximate 26.4% change in thier attack rate, but this is not actually the case. Addressing the concerns of Jedi, only Jedi-available counters will be included. There are many ways to counter the speed debuff.


The first is Armor Break. Armor Break causes a 65% decrease in the armor rating of a target. Applied to a target with 7000 resist energy armor, their armor rating will drop to 2450. According to Armorsmith Forum values (http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=91857), the actual change in protection between these armor values is 27.5%, which means that a Jedi will do about 27.5% more damage to their target. This 27.5% already cancels out the combat speed debuff, and Armor Break can be constantly applied throughout an entire fight.


Players retort by discussing the 75% chance of Armor Break mitigation slice. Players misconcieve that this is NOT a 75% decrease in the effects of Armor Break, but it is a 75% CHANCE that the effects of Armor Break is mitigated. The degree of this mitigation is really unknown at this point, but if it is assumed to actually decrease the overall effectiveness of Armor Break by 75%, then Jedi who apply Armor Break on targets will see a 7.1% increase in their damage output, when the mitigation takes effect. Because it is a 75% chance that AB is mitigated, the overall damage increase done to the target will be .25 X 27.5% + .75 X 7.1% = 12.2%.


Comparing the 26.4% decrease in a Jedi's attack speed with the meager 12.2% increase in damage on the target will result in an over decrease in a Jedi's damage rate by 14.2%. So far, it looks like Jedi have no effective counters that are available, but the effects of Force, Doctor, or Food combat speed buffs has not even been taken into effect.


While many would take on face value that a Doctor combat speed buff or a Force Speed Debuff would more than overwhelm a 14.2% change. From here, proving this is rather uncredible, but a general idea can be taken if one assumes that a -40 combat speed debuff would have the same, but opposite, effect as a +40 combat speed buff. If this were the case, one can do some rough figuring. If a 40 combat speed change produces a 27% attack speed change, and a +10 combat speed change produces a 10% change (this was determined by comparing Test 1.b) and Test 2.b) above), then the probable increase derived from a +20 combat speed change woulddo somewhere in the ballpark of 18% of a change in a player's attack speed.


What this shows us roughly, is that if a Jedi with a Force Speed 2 buff and the Armor Break skill fought a player with 7000 energy resist armor who possessed the skill to do a -40 combat speed debuff, then at the end of the day, the Jedi would STILL be doing 18% - 14.2% = about 3.8% MORE damage to the targeted player than if none of the players were using any Armor Breaks, Force Speed, or combat speed debuffs.


In conclusion, if a Jedi takes the time to get a Force Speed or Doctor Buff and applies Armor Break on a target, then that Jedi will ALWAYS be capable of delivering more than their default damage.


Also, in closing, the number "26.4%" is an approximation. It is a GOOD idea of the actual effects of the -40 combat speed debuff, and even if longer tests were run, the result would not likely vary between 24.8% and 28%. Please take the time to understand some of the arguments made here, and I encourage others to do testing of their own. I do have screenshots of the combat log timestamps if anyone is interested.


Message Edited by Ternque01 on 08-28-200509:43 PM

Message Edited by Ternque01 on 08-28-2005 09:43 PM



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Kaukiji
Fri Aug 12, 2005 10:58 pm
#2

interesting...and personally, i think i spent my skill pts into CM for the debuffs and the DOTs, i should sure as hell get them to be useful, 25%ish is far from unbalanced



Kaukiji Keasi
SkalTrenton
Fri Aug 12, 2005 11:08 pm
#3

Nice test this was needed with all the ignorance being spouted throughout the cm forums lately.



Pure F**king Magic
Spookibus
Sat Aug 13, 2005 7:06 am
#4

This won't stop the whines from the dual-master Jedi (the most common template is Master Whiner / Master 'Sploiter)



Braxius Spookorum -- Leader of xA-Rx

Palata Phasma -- Shimmy Jedi Hawtness

There is no Dhugg... ...There is only Kidders


Quandry
Sat Aug 13, 2005 8:20 am
#5

Message Edited by Quandry on 08-13-2005 11:29 AM



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Ternque01
Tue Aug 16, 2005 7:43 am
#6

/bump



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
DarkNexus1014
Tue Aug 16, 2005 8:26 am
#7

I don't know what you expect from this. Combat Medics already knew this wasn't overpowered, and when has hard facts ever kept Jedi from whining?



________________________________________________________________
Valdrox on Ahazi, Trandoshan and Aspiring Mercenary
Master Combat Medic Master Commando Carbineer 0-4-0-0

TenshiHanaKinu
Tue Aug 16, 2005 11:00 am
#8

I found it pretty useful. It's good to know.



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Ternque01
Tue Aug 16, 2005 6:01 pm
#9






DarkNexus1014 wrote:
I don't know what you expect from this. Combat Medics already knew this wasn't overpowered, and when has hard facts ever kept Jedi from whining?




There are wolves in your house. You better use everything you can throw at them. Understand?



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
eapers
Tue Aug 16, 2005 7:07 pm
#10

Good testing. Next we gotta see the effect of -80 through warcry or lowblow combined with thyroid.






JOHNNY-JONES JACKSON

AFK
MrSledge
Tue Aug 16, 2005 7:27 pm
#11

Test numbers are fine and all, but we all know what the experience is like in-game. Something is going to change. No one cares for some standard fotw template fight that ensues that wastes 2 peoples time that neither are enjoying.



It will be changed.


Ternque01
Tue Aug 16, 2005 8:47 pm
#12






eapers wrote:
Good testing. Next we gotta see the effect of -80 through warcry or lowblow combined with thyroid.




I tested this also. These affects do not (appear) to stack.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Tue Aug 16, 2005 8:48 pm
#13






MrSledge wrote:

Test numbers are fine and all, but we all know what the experience is like in-game. Something is going to change. No one cares for some standard fotw template fight that ensues that wastes 2 peoples time that neither are enjoying.



It will be changed.








This is not exactly the strongest argument I've come across.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
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