Fencer Archive

Thread: Anatomy of a SWG Melee Weapon

Raphayl
Sat Oct 04, 2003 9:55 pm
#1


Anatomy of a SWG Melee Weapon, a Thesis by Raphayl


Prelude


I have noted countless times the same old question is asked, "What is the best melee weapon?" Following the question is usually around a half dozen answers, with six of them being different. How can there be so many opinions of what the best weapon is?


Part of the discrepancy comes from differences of opinion of what the word "best" means in this context. For example, John may believe the "best" weapon is the one with the highest max damage and fastest speed, yet Paul seems to be convinced that low ham costs are the key to the "best" weapon. George wouldn’t consider any weapon unless it has a high armor piercing ability, while Ringo always seeks out weapons that can exploit vulnerabilities. Who is correct? Is it possible that they all are right? Perhaps they have all been duped. How can we know which is truly the "best" weapon, and why has it earned such a place of honor?


This is the mystery I hope to address in this thesis. Note that I used the word "address" and not the word "solve." Although being able to say by the end of this thesis that the mystery is solved and be able to state with confidence which weapon is the very best with concrete evidence as to why, I simply don’t know if that will be the case. All I can hope to do is gather all of the evidence, do my best to make a fair and unbiased comparison, and see what reveals itself. I’m not entering into this thesis with any pre-conceived notions, nor is my intent to prove that some specific weapon is better (or worse) than any other. All I have is a list of specimens, a calculator, a spreadsheet, some established knowledge of game mechanics, and an open mind… and I plan to see where that leads. I will be doing all calculations as I go along, so I have no clue what will be revealed until this is complete.


I invite you to come along on this journey of discovery with me. I will be writing this as I proceed through each step of the project so you can see the story reveal itself as I do. You probably have an idea in your mind about what your response might be if anyone asked you what the "best" melee weapon is. Perhaps this thesis will solidify what you currently feel, or perhaps it may alter your perception. In the end, the choice will still be yours.


(IMPORTANT NOTE: I have just completed this thesis and am about to try and get it all posted. There are 12 parts in all. I ask that you PLEASE allow me to get all 12 parts posted before you reply so they can be cohesive parts. It should take me less than 30 minutes if all goes well, and the board cooperates. Thank you for your patience.)

Raphayl
Sat Oct 04, 2003 9:58 pm
#2


Anatomy of a SWG Melee Weapon, Part I: Gathering the Melee Weapon Specimens


To learn something about melee weapons, we are going to require some specimens to use in our examination. This is probably the most difficult part to do fairly, but I did my best to collect the best representative for each SWG melee weapon that is actually in common use. I paid a visit to the person that is considered to be the "top" Weaponsmith on my server that deals in melee weaponry. The name is this person is irrelevant to this thesis, but it is a well known and well respected crafter. (In case you were wondering, "No", it isn’t me. My character doesn’t have an Artisan bone in her body.) This Weaponsmith constantly receives requests for the various weapons, and is in tune with what the various melee professions demand of their weapons. Every weapon produced is made from the top resources available on the server.


Said Weaponsmith was (and still is) completely uninformed about my intentions with these wares, so as to not have any possible tampering with the results. Since all of these weapons are from the same source, with access to the same resources, and with no motivation to purposeful make any of the weapons superior or inferior to another, they can be used as models for their kind. I realize that each of these weapons could be adjusted a bit differently than they are here through experimentation. However, these are pretty much the "accepted norms" of these weapons, and as such will serve their purpose well enough. Who knows? By the time I’m done, perhaps those "accepted norms" might begin to change; and then again perhaps they will be endorsed.


Here are the 14 unmodified melee weapons I’ll be using for this thesis:


"Unarmed" Weapons


Vibro-Knuckles 37-146 2.2 35/52/35


One-handed Weapons


Curved Sword 73-167 2.3 26/51/35


Ryyk Blade 73-170 2.5 50/40/35


Vibroblade (Original) 44-146 2.6 14/25/14


Vibroblade (Advanced) 46-150 2.6 27/39/27


Gaderiffi Baton 131-221 3.5 60/36/16


Stun Baton 90-1322.5 18/48/43


Two-handed Weapons


Two-handed Axe 133-193 3.7 54/24/18


Two-handed Curved Sword 60-244 2.6 29/62/35


Two-handed Cleaver 100-217 3.5 48/46/28


Vibro-Axe 113-242 4.6 97/65/35


Power Hammer 137-465 5.4 114/36/23


Polearm Weapons


Vibro-Lance 96-3014.0 55/78/29


Long Vibro-Axe 110-375 4.5 82/66/29


I disregarded several other melee weapons due to the fact that their blatantly obvious flaws prevent them being seriously considered as a real choice for weaponry. Primarily the omitted weapons are either just for show such as the Rantok sword, or simply because they are mainly available for newbie use such as the Wood Staff. Unless otherwise specified, all weapons with the availability of Advanced Cores have them. The only exception is that I included both the original Vibroblade and the Advanced Core Vibroblade versions since both are still used even when the other is available. If these weapons are drastically different than what is available from your server’s top-end Master Weaponsmith Melee Specialist, just get the same data that you see listed above and do the calculations with me as we go along using your numbers instead.


I will need to enter each of these into my spreadsheet for future calculations, which I will do now.

Raphayl
Sat Oct 04, 2003 10:01 pm
#3


Anatomy of a SWG Melee Weapon, Part II: Effects of Slicing


Only those few people that have not discovered the wonders of Slicing run around using a weapon in its original form. Slicing can be performed by Smugglers, and can either improve the speed or the damage of the weapon, but not both, at a very slight sacrifice to the rate at which the weapon decays. Personally, I haven’t been able to detect a rate change, but it’s supposedly there. As of this writing, the best you can hope for is a 40% slice if you find a great Smuggler. However, not even a Master Smuggler can guarantee you a 40% slice every time, nor can they predict if the speed of the weapon will be improved or its damage. There appears to be completely random 50/50 chance of either.


However, since the possibility of a perfect slice (40%) does exist, and since any weapon has an equal chance of getting this slice, we are going to have each of our weapons sliced to perfection in both aspects. In effect, this will give us twice the number of virtual weapons to compare. I’ve set my spreadsheet up to give me calculate the new stats for both sliced versions for each of our weapons. Here are the results for each weapon having either a perfect damage slice (D), or perfect speed slice (S):


"Unarmed" Weapons


(D)Vibro-Knuckles 52-204 2.2


(S)Vibro-Knuckles 37-146 1.3


One-handed Weapons


(D)Curved Sword 102-234 2.3


(S)Curved Sword 73-167 1.4


(D)Ryyk Blade 102-238 2.5


(S)Ryyk Blade 73-170 1.5


(D)Vibroblade (Original) 62-204 2.6


(S)Vibroblade (Original) 44-146 1.6


(D)Vibroblade (Advanced) 64-210 2.6


(S)Vibroblade (Advanced) 46-150 1.6


(D)Gaderiffi Baton183-309 3.5


(S)Gaderiffi Baton 131-221 2.1


(D)Stun Baton 126-185 2.5


(S)Stun Baton 90-132 1.5


Two-handed Weapons


(D)Two-handed Axe 186-270 3.7


(S)Two-handed Axe 133-193 2.2


(D)Two-handed Curved Sword 84-342 2.6


(S)Two-handed Curved Sword 60-244 1.6


(D)Two-handed Cleaver 140-304 3.5


(S)Two-handed Cleaver 100-217 2.1


(D)Vibro-Axe 158-339 4.6


(S)Vibro-Axe 113-242 2.8


(D)Power Hammer192-651 5.4


(S)Power Hammer137-465 3.2


Polearm Weapons


(D)Vibro-Lance 134-421 4.0


(S)Vibro-Lance 96-301 2.4


(D)Long Vibro-Axe 154-525 4.5


(S)Long Vibro-Axe 110-375 2.7


This certainly makes the playing field more interesting. It’s amazing what those Smugglers can accomplish when they aren’t busy running spice.

Raphayl
Sat Oct 04, 2003 10:05 pm
#4

Anatomy of a SWG Melee Weapon, Part III: Basic Damage per Second


Now that we have our weapons equally sliced we can begin comparing some data. The most obvious and commonly referenced aspect of any weapon is the damage per second, or DPS. Since weapons possess a damage range rather than a single damage number, true DPS will tend to fluctuate from second to second, but will produce a steady average over time. Therefore we are going to compare the average DPS of each of these melee weapons.


To calculate the average DPS of any weapon you first need to determine what the average damage of a single hit would be. The formula for this is: (MinDamage + MaxDamage)/2 = AveDamage


I’ve now set up my spreadsheet to calculate this value for each of the above listed melee weapons. There’s no reason to display the results yet because we are not done. Now that we know the average power of a single strike, we must take into consideration how long it will take each weapon to perform that single strike. Each weapon above has their speed listed as the number of seconds it requires between swings. The lower this number is, the faster the weapon can recover and perform another strike. We have to spread the average damage of a single strike across the amount of time it takes to perform that strike to get the average DPS of the weapon. The formula for this is: AveDamage/Speed = DPS


I’ve entered this formula into my spreadsheet and we now have the basic unmodified average DPS of each of these weapons. I’ll list these from best DPS to worst both within each category and as one big group. In the event of a tie I’ll go alphabetically. First, by category:


"Unarmed" Weapons DPS


1. (S)Vibro-Knuckles 71


2. (D)Vibro-Knuckles 58


Based solely on these results, it would appear that Speed sliced Vibro-Knuckles is the best "Unarmed" weapon, with Damage sliced Vibro-Knuckles being the worst. Average DPS for "Unarmed" weapons at this point is 65 DPS.


One-handed Weapons DPS


1. (S)Curved Sword 86


2. (S)Gaderiffi Baton 84


3. (S)Ryyk Blade 81


4. (S)Stun Baton 74


5. (D)Curved Sword 73


6. (D)Gaderiffi Baton 70


7. (D)Ryyk Blade 68


8. (D)Stun Baton 61


9. (S)Vibroblade (Advanced) 62


10. (S)Vibroblade (Original) 59


11. (D)Vibroblade (Advanced) 53


12. (D)Vibroblade (Original) 51


Based solely on these results, it would appear that a Speed sliced Curved Sword is the best One-handed weapon, with a Damage sliced Vibroblade (Original Core) being the worst. Average DPS for One-handed weapons at this point is 68 DPS.


Two-handed Weapons DPS


1. (S)Two-handed Curved Sword 95


2. (S)Power Hammer 94


3. (D)Two-handed Curved Sword 82


4. (D)Power Hammer 78


5. (S)Two-handed Cleaver 76


6. (S)Two-handed Axe 74


7. (S)Vibro-Axe 64


8. (D)Two-handed Cleaver 63


9. (D)Two-handed Axe 62


10. (D)Vibro-Axe 54


Based solely on these results, it would appear that a Speed sliced Two-handed Curved Sword is the best Two-handed weapon, with a Damage sliced Vibro-Axe being the worst. Average DPS for Two-handed weapons at this point is 74 DPS.


Polearm Weapons DPS


1. (S)Long Vibro-Axe 90


2. (S)Vibro-Lance 83


3. (D)Long Vibro-Axe 76


4. (D)Vibro-Lance 70


Based solely on these results, it would appear that a Speed sliced Long Vibro-Axe is the best Polearm weapon, with a Damage sliced Vibro-Lance being the worst. Average DPS for Polearm weapons at this point is 80 DPS.


Now let’s see how they compare as one big group:


All Weapons DPS


1. (S)Two-handed Curved Sword 95


2. (S)Power Hammer 94


3. (S)Long Vibro-Axe 90


4. (S)Curved Sword 86


5. (S)Gaderiffi Baton 84


6. (S)Vibro-Lance 83


7. (D)Two-handed Curved Sword 82


8. (S)Ryyk Blade81


9. (D)Power Hammer 78


10. (D)Long Vibro-Axe 76


11. (S)Two-handed Cleaver 76


12. (S)Stun Baton 74


13. (S)Two-handed Axe 74


14. (D)Curved Sword 73


15. (S)Vibro-Knuckles 71


16. (D)Gaderiffi Baton 70


17. (D)Vibro-Lance 70


18. (D)Ryyk Blade 68


19. (S)Vibro-Axe 64


20. (D)Two-handed Cleaver 63


21. (D)Stun Baton 62


22. (D)Two-handed Axe 62


23. (S)Vibroblade (Advanced) 61


24. (S)Vibroblade (Original)59


25. (D)Vibro-Knuckles 58


26. (D)Vibro-Axe 54


27. (D)Vibroblade (Advanced) 53


28. (D)Vibroblade (Original) 51


Based solely on these results, it would appear that a Speed sliced Two-handed Curved Sword is the very best melee weapon, with a Damage sliced Vibroblade (Original Core) being the very worst. You can see for yourself where all the other weapons fall on this list, and that there is not a large disparity between weapon categories. The average DPS for a melee weapon at this point is 72 DPS.


I strongly urge that a choice for personal weaponry NOT be based upon this chart. Why? A simple DPS calculation based solely upon this incomplete comparison does not reveal everything we want to know about how these weapons stack up. There is much more.

Raphayl
Sat Oct 04, 2003 10:09 pm
#5


Anatomy of a SWG Melee Weapon, Part IV: Effects of Skill-Modifiers


What we have seen so far would be an accurate comparison if weapons acted independently of their wielders but as we all know, they do not. If we are to make a functional comparison of these weapons we account for factors bestowed by the skills of the character wielding it.


There are dozens of various stages possible in the progression from Notice to Master, so the only way to be completely unbiased is to compare all of these weapons as though they were in the hands of the best, a Master of that weapon. At any stage of development prior to Mastery the numbers can be skewed, and since anyone can eventually make it to Mastery it seems to be the only equal level to use for comparison. There seems to be a general notion that if you were to take a Master of each of the melee professions and compare their abilities, they should come out about equal once all things are considered. It’s possible that this comparison might give us a glimpse of whether or not that equality exists.


At this step in the weapon comparison we will be looking at two melee skill modifiers, Weapon Speed and Weapon Damage. Each of the four melee professions gets a Weapon Speed Modifier, with only "Unarmed" having a Weapon Damage Modifier. Both of these skill modifiers perform based upon a percentile adjustment, with higher numbers bestowing "better" bonuses. At least they do in theory.


At this time in the game the Masters get the following bonuses (specific to their weapon):


"Unarmed" Weapon Damage 101%


"Unarmed" Weapon Speed 100+% (Anything over a 100% reduction would be irrelevant.)


One-handed Weapon Speed 90%


Two-handed Weapon Speed 75%


Polearm Weapon Speed 75%


Now let’s take a look at the "effective" stats on these weapons after placing them in the hands of their respective Masters:


"Unarmed" Weapons


(D)Vibro-Knuckles 105-410 0.0


(S)Vibro-Knuckles 74-293 0.0


One-handed Weapons


(D)Curved Sword 102-234 0.2


(S)Curved Sword 73-167 0.1


(D)Ryyk Blade 102-238 0.3


(S)Ryyk Blade 73-170 0.2


(D)Vibroblade (Original)62-204 0.3


(S)Vibroblade (Original)44-146 0.2


(D)Vibroblade (Advanced) 64-210 0.3


(S)Vibroblade (Advanced) 46-149 0.2


(D)Gaderiffi Baton 183-309 0.4


(S)Gaderiffi Baton 131-221 0.2


(D)Stun Baton 126-185 0.3


(S)Stun Baton 90-132 0.2


Two-handed Weapons


(D)Two-handed Axe 186-270 0.9


(S)Two-handed Axe 133-193 0.6


(D)Two-handed Curved Sword 84-342 0.7


(S)Two-handed Curved Sword 60-244 0.4


(D)Two-handed Cleaver 140-304 0.9


(S)Two-handed Cleaver 100-217 0.5


(D)Vibro-Axe 158-339 1.2


(S)Vibro-Axe 113-242 0.7


(D)Power Hammer 192-651 1.4


(S)Power Hammer 137-465 0.8


Polearm Weapons


(D)Vibro-Lance 134-421 1.0


(S)Vibro-Lance 96-301 0.6


(D)Long Vibro-Axe 154-525 1.1


(S)Long Vibro-Axe 110-375 0.7


These changes seem to have dramatically changed the effective weapon stats. The picture it projects sure gives incentive to reach those Mastery levels!

Raphayl
Sat Oct 04, 2003 10:15 pm
#6


Anatomy of a SWG Melee Weapon, Part V: Skill-Modified Damage per Second


Once again, weapon stats are difficult to evaluate without first turning them into raw DPS. Let’s see how these weapons compare now:


"Unarmed" Weapons DPS


1. (S)Vibro-Knuckles Infinite


2. (D)Vibro-KnucklesInfinite


This has become a virtual "1-hit-1-kill" weapon. If these effective stats were allowed into the game either of these weapons would be godly. However it would be impossible for the game engine to allow an infinitely fast weapon.


One-handed Weapons


1. (S)Curved Sword 1200


2. (S)Gaderiffi Baton 880


3. (D)Curved Sword 840


4. (D)Gaderiffi Baton 615


5. (S)Ryyk Blade 610


6. (D)Ryyk Blade 567


7. (S)Stun Baton 555


8. (D)Stun Baton 517


9. (S)Vibroblade (Advanced) 490


10. (S)Vibroblade (Original) 475


11. (D)Vibroblade (Advanced) 457


12. (D)Vibroblade (Original) 443


The speed modification was applied equally to all weapons, but due to the 1/10 second rounding the order has changed slightly. The (S) Curved Sword still manages to hold its number 1 position, and the (D) Vibroblade (Original) still comes in last. These weapons didn’t become the assassins that "Unarmed" weaponry did, but these One-handed weapons in the possession of a Master would still be quite effective. At this point One-handed weapons have an average of 640 DPS.


Two-handed Weapons


1. (S)Two-handed Curved Sword 380


2. (S)Power Hammer 376


3. (S)Two-handed Cleaver 318


4. (D)Two-handed Curved Sword 304


5. (D)Power Hammer 301


6. (S)Two-handed Axe 272


7. (S)Vibro-Axe 254


8. (D)Two-handed Axe 253


9. (D)Two-handed Cleaver247


10. (D)Vibro-Axe 208


As with One-handed weapons, the order has changed slightly. The (S)Two-handed Curved Sword is still in the lead, with the (D)Vibro-Axe lagging behind. There has been a significant improvement to DPS, but only to slightly better than half of the improvement to One-handed weaponry. At this point Two-handed weapons have an average of 291 DPS.


Polearm Weapons


1. (S)Long Vibro-Axe 347


2. (S)Vibro-Lance 332


3. (D)Long Vibro-Axe 309


4. (D)Vibro-Lance 278


The Polearm weapons didn’t change their relative standings with the skill modifications. Again there is a big boost to DPS, putting Polearm weaponry approximately on par with Two-handed weaponry. At this point Polearm weapons have an average of 317 DPS.


Now let’s take a look at how has the overall comparison changed:


All Melee Weapons DPS


1. (S)Vibro-Knuckles Infinite


2. (D)Vibro-Knuckles Infinite


3. (S)Curved Sword 1200


4. (S)Gaderiffi Baton880


5. (D)Curved Sword 840


6. (D)Gaderiffi Baton615


7. (S)Ryyk Blade 610


8. (D)Ryyk Blade 567


9. (S)Stun Baton 555


10. (D)Stun Baton 517


11. (S)Vibroblade (Advanced) 490


12. (S)Vibroblade (Original) 475


13. (D)Vibroblade (Advanced) 457


14. (D)Vibroblade (Original) 443


15. (S)Two-handed Curved Sword 380


16. (S)Power Hammer 376


17. (S)Long Vibro-Axe 347


18. (S)Vibro-Lance 332


19. (S)Two-handed Cleaver 318


20. (D)Long Vibro-Axe 309


21. (D)Two-handed Curved Sword 304


22. (D)Power Hammer 301


23. (D)Vibro-Lance 278


24. (S)Two-handed Axe 272


25. (S)Vibro-Axe 254


26. (D)Two-handed Axe 253


27. (D)Two-handed Cleaver 247


28. (D)Vibro-Axe 208


This shows a significant migration due to the added skill modifiers. Our previous overall winner, the (S)Two-handed Curved Sword has dropped to number 15, and has been replaced with (S)Vibro-Knuckles and (D)Vibro-Knuckles, the old numbers 15 and 25 respectively. The old last place weapon, the (D)Vibroblade (Original) has moved up to position 14, and falling two positions into last place is the old number 26, the (D)Vibro-Axe. One trend is extremely clear at this point. All of the top performing weapons so far have been the Speed sliced versions.


At this point in time we can see three distinct tiers of weaponry. First being the "Unarmed" weaponry with incalculably high damage. Next is the One-handed weaponry with an average DPS of 640. Finally there is the Two-handed and Polearm weaponry groups that have an average DPS of 299. This is distinctly imbalanced, but don’t break out the tissues for those Two-handed and Polearm weapons just yet. There is another element we have yet to consider that could change everything.

Mennace
Sat Oct 04, 2003 10:18 pm
#7

Well done. I don't know if you're finished but do you have info on if the weapon have armour piercing or not?

Mennace...
Raphayl
Sat Oct 04, 2003 10:24 pm
#8


Anatomy of a SWG Melee Weapon, Part VI: Impact of the Speed Cap


There is an additional factor that prevents full utilization of the higher Speed Modifiers with any weapon that is already fairly fast. This factor is the "speed cap". Currently there is a 1.0 second speed cap that prevents any weapon from swinging faster than once per second. Therefore if a weapon would otherwise reach a modified speed of less than 1.0 it will automatically be clipped at a steady 1.0 speed, effectively loosing the benefits of the excess speed.


Some weapons, namely the slower ones, are either not effected by this limitation or are not significantly affected. Other weapons, the faster ones, are significantly penalized by this cap. Before we look at the results, let’s think about this. Earlier we saw that there were three very distinct tiers of DPS: Infinite, 640, and 299. If this cap brought these numbers inline with each other, it would be a good thing. The 640 DPS tier needs to be reduced 53% relative to the 299 DPS tier to even the field. The Infinite DPS tier, well… it must first be brought into the realm of reason before we can begin to calculate the necessary adjustment.


The following comparison takes into consideration the 1.0 second speed cap. The first number is the DPS before the cap; the number following it is the DPS after the 1.0 cap; and the final number shows the damage percentage loss inflicted by the speed cap. I wonder if the reductions revealed will properly adjust the DPS of these weapons and dissolve the boundaries between these three DPS tiers. Let’s find out:


"Unarmed" Weapons DPS(Uncapped) 1.0 Capped DPSLoss


1. (D)Vibro-Knuckles Infinite 257 Incalculable


2. (S)Vibro-Knuckles Infinite 185 I ncalculable


It appears that the 1.0 second speed cap has brought "Unarmed" weaponry back into a measurable amount. Also, for the very first time the Damage sliced version surpasses the Speed sliced version. "Unarmed" Weapons now have an average of 221 DPS.


One-handed Weapons DPS(Uncapped) 1.0 Capped DPSLoss


1. (D)Gaderiffi Baton615 246 60%


2. (S)Gaderiffi Baton880 176 80%


3. (D)Ryyk Blade 567 170 70%


4. (D)Curved Sword 840 168 80%


5. (D)Stun Baton 517 155 70%


6. (D)Vibroblade (Advanced) 457 137 70%


7. (D)Vibroblade (Original) 443 133 70%


8. (S)Ryyk Blade 610 122 80%


9. (S)Curved Sword 1200 120 90%


10. (S)Stun Baton 555 11180%


11. (S)Vibroblade (Advanced) 490 98 80%


12. (S)Vibroblade (Original) 475 95 80%


If you recall we were looking for approximately a 53% average reduction to One-handed DPS to bring it in-line with the other weapons. However, the average reduction ends up being 76%, so instead of halving the DPS we quartered it. The average One-handed weapon now has only 144 DPS. That is a huge reduction in DPS. Still if the speed cap reduces the other weaponry by as little as 50% then they would still even out.


Two-handed Weapons DPS(Uncapped) 1.0 Capped DPSLoss


1. (D)Power Hammer 301 301 0%


2. (S)Power Hammer 376301 20%


3. (D)Two-handed Axe 253 228 10%


4. (D)Two-handed Cleaver 247 222 10%


5. (D)Two-handed Curved Sword 304 213 30%


6. (D)Vibro-Axe 208 208 0%


7. (S)Vibro-Axe 254 17830%


8. (S)Two-handed Axe 272163 40%


9. (S)Two-handed Cleaver 318 159 50%


10. (S)Two-handed Curved Sword 380 152 60%


The average DPS loss for Two-handed weapons due to the speed cap is 25%, and the average damage ends up at 213 DPS. This is right in-line with "Unarmed" weapons, but 58% more than One-handed weapons.


Polearm Weapons DPS(Uncapped) 1.0 Capped DPSLoss


1. (D)Long Vibro-Axe 309 309 0%


2. (D)Vibro-Lance 278 278 0%


3. (S)Long Vibro-Axe 347 24330%


4. (S)Vibro-Lance 332 199 40%


The average DPS loss for Polearm weapons ends up being a mere 18%, which leaves them with an average of 257 DPS. This is 16% more than "Unarmed" weapons, 21% more than Two-handed weapons, and 78% more than One-handed weapons.

Raphayl
Sat Oct 04, 2003 10:25 pm
#9

(cont)


In effect the 1.0 second speed cap simply reversed the problem rather than solving it. Before the speed cap One-handed weaponry was in the lead by a significant margin, while after the speed cap One-handed weaponry trails by an even larger margin. Before we leave this part of the comparison let’s take one final look at all these weapons together.


All Melee Weapons DPS(1.0 Capped)


1. (D)Long Vibro-Axe 309


2. (D)Power Hammer 301


3. (S)Power Hammer 301


4. (D)Vibro-Lance 278


5. (D)Vibro-Knuckles 257


6. (D)Gaderiffi Baton 246


7. (S)Long Vibro-Axe 243


8. (D)Two-handed Axe 228


9. (D)Two-handed Cleaver 222


10. (D)Two-handed Curved Sword 213


11. (D)Vibro-Axe 208


12. (S)Vibro-Lance 199


13. (S)Vibro-Knuckles 185


14. (S)Vibro-Axe 178


15. (S)Gaderiffi Baton 176


16. (D)Ryyk Blade170


17. (D)Curved Sword 168


18. (S)Two-handed Axe 163


19. (S)Two-handed Cleaver 159


20. (D)Stun Baton 155


21. (S)Two-handed Curved Sword 152


22. (D)Vibroblade (Advanced) 137


23. (D)Vibroblade (Original) 133


24. (S)Ryyk Blade 122


25. (S)Curved Sword 120


26. (S)Stun Baton 111


27. (S)Vibroblade (Advanced) 98


28. (S)Vibroblade (Original)95


At this point in our weapon comparison the (D)Long Vibro-Axe takes first place with 309 DPS, and the (S)Vibroblade (Original version) brings up the rear with 95 DPS. We have also seen that after the effects of the 1.0 second speed cap that the Damage sliced weapons consistently outperform their Speed sliced counterparts.

Raphayl
Sat Oct 04, 2003 10:26 pm
#10


Anatomy of a SWG Melee Weapon, Part VII: Armor Piercing vs. Armor Rating


All melee weapons possess some level of Armor Piercing (AP) that alters the amount of damage it does versus the Armor Rating (AR) of the target. Currently, if the AP of the weapon is equal to the AR of the target there is no change to the damage done. If the AP of the weapon is lower than the AR of the target, then the damage is reduced by 50% for each level of difference, each level of reduction applied after the previous one. If the AP of the weapon is higher than the AR of the target, then the damage is amplified by 25% for each level of the difference, each level of amplification applied after the previous one.


Although some combatants might limit themselves to scenarios that only pit them against one AR or another, every person has the potential to find themselves faced off against opponents that possess AR’s from None (AR0) to Heavy (AR3). Therefore we really need to see how each weapon compares across the board and not limit our investigation to one select AR. However, rather than comparing every single weapon against every single AR and trying to cross-reference them all, I found a simplified method. I’ll explain the method before we use it so you know where it came from. Let us first begin with a hypothetical weapon that has a damage range of 100-100, so it always hits for exactly 100. This makes the numbers easy to calculate. There is also a dial on the hilt that allows the wielder to select any AP rating for the weapon from AP0 all the way to AP3. We will next see what happen to the damage of this weapon at each AP setting versus AR0 through AR3.


100 Damage at AP0 vs.:


AR0: 100


AR1: 50


AR2: 25


AR3: 13


Average Damage: 47


Therefore, on average, an AP0 weapon is reduced to 47% of its normal potential damage.


100 Damage at AP1 vs.:


AR0: 125


AR1: 100


AR2: 50


AR3: 25


Average Damage: 75


Therefore, on average, an AP1 weapon is reduced to 75% of its normal potential damage.


100 Damage at AP2 vs.:


AR0: 156


AR1: 125


AR2: 100


AR3: 50


Average Damage: 108


Therefore, on average, an AP2 weapon is amplified to 108% of its normal potential damage.



100 Damage at AP3 vs.:


AR0: 195


AR1: 156


AR2: 125


AR3: 100


Average Damage: 144


Therefore, on average, an AP3 weapon is amplified to 144% of its normal potential damage.


We can now take these simple percentages and apply them to our previously calculated DPS’s to determine the impact that AP vs. AR will have upon our weapons. Just so we have a reference for these percentages, I’ll simply to them as the PPF (Penetration vs. Protection Factor) from this point on.

Raphayl
Sat Oct 04, 2003 10:34 pm
#11


Anatomy of a SWG Melee Weapon, Part VIII: Impact of the PPF on Weapon DPS


Here we will apply the PPF to each of our weapons based upon their current AP level and see how it modifies their DPS rankings. As usual, we will first compare them within their individual categories, and then as a whole group. Just to make it easier to see the changes, the first number is the previous DPS, the second is the AP of the weapon, and the third is the PPF adjusted DPS. Perhaps we will find that these adjustments will help balance out the tipped scales.


"Unarmed" Weapons 1.0 Capped APx PPF DPS


1. (D)Vibro-Knuckles 257 1193


2. (S)Vibro-Knuckles 185 1139


Before the PPF adjustment "Unarmed" Weapons possessed an average of 221 DPS.


After the PPF adjustment "Unarmed" Weapons now possess an average of 166 DPS.


The (D)Vibro-Knuckles retains its position as the top "Unarmed" Weapon.


One-handed Weapons 1.0 Capped APx PPF DPS


1. (D)Gaderiffi Baton 246 0 116


2. (D)Vibroblade (Advanced) 137 1 103


3. (D)Vibroblade (Original) 133 1 100


4. (S)Gaderiffi Baton 1760 83


5. (D)Ryyk Blade 170 0 80


6. (D)Curved Sword 168 0 79


7. (S)Vibroblade (Advanced) 98 1 74


8. (D)Stun Baton 155 0 73


9. (S)Vibroblade (Original) 95 1 71


10. (S)Ryyk Blade 122 0 57


11. (S)Curved Sword 120 0 56


12. (S)Stun Baton 111 0 52


Before the PPF adjustment One-handed Weapons possessed an average of 144 DPS.


After the PPF adjustment One-handed Weapons now possess an average of 79 DPS.


The (D)Gaderiffi Baton retains its position as the top One-handed Weapon, in spite of its lack of AP.


Two-handed Weapons 1.0 Capped APx PPF DPS


1. (D)Power Hammer 301 2 325


2. (S)Power Hammer 301 2 325


3. (D)Two-handed Cleaver 222 1 240


4. (D)Vibro-Axe 208 1 156


5. (S)Vibro-Axe 178 1 134


6. (S)Two-handed Cleaver 159 1 119


7. (D)Two-handed Axe 228 0 107


8. (D)Two-handed Curved Sword 213 0 100


9. (S)Two-handed Axe 163 077


10. (S)Two-handed Curved Sword 152 0 71


Before the PPF adjustment Two-handed Weapons possessed an average of 213 DPS.


After the PPF adjustment Two-handed Weapons now possess an average of 140 DPS.


The (D)Power Hammer retains its position as the top Two-handed Weapon; the position further solidified by its high AP.


Polearm Weapons 1.0 Capped APx PPF DPS


1. (D)Long Vibro-Axe 309 2 334


2. (S)Long Vibro-Axe 243 2 262


3. (D)Vibro-Lance 278 1 209


4. (S)Vibro-Lance 199 1 149


Before the PPF adjustment Polearm Weapons possessed an average of 257 DPS.


After the PPF adjustment Polearm Weapons now possess an average of 239 DPS.


The (D)Long Vibro-Axe retains its position as the top Polearm Weapon; the position further solidified by its high AP.

Raphayl
Sat Oct 04, 2003 10:35 pm
#12


(cont)


All Melee Weapons PPF DPS


1. (D)Long Vibro-Axe 334


2. (D)Power Hammer 325


3. (S)Power Hammer325


4. (S)Long Vibro-Axe 262


5. (D)Two-handed Cleaver 240


6. (D)Vibro-Lance 209


7. (D)Vibro-Knuckles 193


8. (D)Vibro-Axe 156


9. (S)Vibro-Lance 149


10. (S)Vibro-Knuckles 139


11. (S)Vibro-Axe 134


12. (S)Two-handed Cleaver 119


13. (D)Gaderiffi Baton 116


14. (D)Two-handed Axe 107


15. (D)Vibroblade (Advanced)103


16. (D)Two-handed Curved Sword100


17. (D)Vibroblade (Original)100


18. (S)Gaderiffi Baton 83


19. (D)Ryyk Blade 80


20. (D)Curved Sword 79


21. (S)Two-handed Axe 77


22. (S)Vibroblade (Advanced) 74


23. (D)Stun Baton 73


24. (S)Two-handed Curved Sword71


25. (S)Vibroblade (Original)71


26. (S)Ryyk Blade 57


27. (S)Curved Sword56


28. (S)Stun Baton 52


At this point in our weapon comparison the (D)Long Vibro-Axe takes first place with 334 DPS, and the (S)Stun Baton brings up the rear with 52 DPS.


We have come a long way, and have nearly reached the end of our weapon comparison. We began with weapons off the shelf, had them sliced, applied skill modifiers, subjected them to the 1.0 second speed cap, and finally adjusted them according to their AP level. These are the comparative results:


Top Polearm Weapon: Damage sliced Long Vibro-Axe


Final DPS is 334, placing it at #1 out of 28 on the final overall melee weapon ranking.


In general, Polearm weapons took positions 1, 4, 6, and 9.


Top Two-handed Weapon: Damage sliced Power Hammer


Final DPS is 325, placing it at #2 out of 28 on the final overall melee weapon ranking.


In general, Two-handed weapons took positions 2, 3, 5, 8, 11, 12, 14, 16, 21, and 24.


Top "Unarmed" Weapon: Damage sliced Vibro-Knuckles


Final DPS is 193, placing it at #7 out of 28 on the final overall melee weapon ranking.


In general, "Unarmed" weapons took positions 7, and 10.


Top One-handed Weapon: Damage sliced Gaderiffi Baton


Final DPS is 116, placing it at #13 out of 28 on the final overall melee weapon ranking.


In general, One-handed weapons took positions 13, 15, 17, 18, 19, 20, 22, 23, 25, 26, 27, and 28.


The only element that we could still use to alter these numbers is damage type versus vulnerability. Most of these weapons use Kinetic damage type, which would make resistances to Kinetic damage (the most common form of resistance) apply equally to each of them. For the select few that use Stun, Blast, or Electrical damage types, the potential advantage provided doesn’t do much for their comparative standings. The Blast and Electrical weapons are already at the very top of the list, so when they are in the rare position to take advantage of that perk they only solidify their standings. The only weapon with Stun damage type is the Stun Baton and when in the position to take advantage of their damage type the two versions would move up to positions 9 (damage sliced) and 15 (speed sliced), a significant promotion taking it to the top of the One-handed rankings. These are only situational advantages, so it would be up to the wielder to decide how much weight to place on such factors.

Raphayl
Sat Oct 04, 2003 10:36 pm
#13


Anatomy of a SWG Melee Weapon, Part IX: Balancing the Numbers


Now that we can see what the capabilities of each of the weapons are, we can look at some of the "possible" methods could be for equalizing them. These are neither suggestions nor proposals, just possibilities base solely upon the numbers we have revealed.


Let’s use each professions best weapon as seen above (because if people knew what the best weapon was, most would adopt it) for this portion of our comparison. That would give us four weapons to consider:


1. The damage sliced Long Vibro-Axe at 334 DPS for Polearm weapons.


2. The damage sliced Power Hammer at 325 DPS for Two-handed weapons.


3. The damage sliced Vibro-Knuckles at 193 DPS for "Unarmed" weapons.


4. The damage sliced Gaderiffi Baton at 116 DPS for One-handed weapons.


To begin the process of balance we must select one weapon to serve as the "base" reference, and see how far each of the other weapons differs from that base. We could actually use any one of these weapons as the reference, but for the sake of simplicity we really only need to consider two of them. The best two would be the top weapon, and the bottom weapon. If we use the top weapon as the reference, then the comparison would go like this:


1. Polearm damage output (334 DPS) = 100% of Base Damage


2. Two-handed damage output (325 DPS) = 97% of Base Damage


3. "Unarmed" damage output (193 DPS) = 58% of Base Damage


4. One-handed damage output (116 DPS) = 35% of Base Damage


If we use the bottom weapon as the reference, then the comparison would go like this:


1. One-handed damage output (116 DPS) = 100% of Base Damage


2. "Unarmed" damage output (193 DPS) = 166% of Base Damage


3. Two-handed damage output (325 DPS) = 280% of Base Damage


4. Polearm damage output (334 DPS) = 288% of Base Damage


The real difference between using the top weapon as the Base, and the bottom weapon as the Base would be the approach to balancing them out. If the top weapon is used, then balancing would be produced by positively compensating the lower weapons, and nobody looses anything. If the bottom weapon is used, then the balancing would be produced by penalizing the better weapons, and nobody gains anything. Alternately if a mid-range weapon was used, then some weapons would get to be compensated and some would have to be penalized.


There are several obvious options available to choose from in the attempt to balance out these weapons. Among these choices are accuracy modification, defense modification, and damage modification.

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