Pikeman Archive

Thread: Guide to Special Ability Multipliers for all professions

Acaila
Sat May 07, 2005 1:35 am
#1

This is a compilation of CalArsou's, MsNil's and Acaila's posts in this thread in addition to the info from the Pistoleer Guide and Jedi FAQ . I moved this info to the first post so people no longer have to browse through the entire thread for bits & pieces of info.
All the multipliers assume Ranged Shot, Melee Hit, Saber Hit, and Force Hit as base for their sections (1.0x).

Additional Notes:

  • Any attack you do against a Knocked Down target receives an automatic damage bonus of 20%.

  • The Teras Kasi's Combo Attack has a bugged damage report in the combat chat log. The chat log only shows 1/3 of the total damage but the correct amount is subtracted from the enemy's hitpoints. Same goes for the Carbineer's Scatter Shot, and the Fencer's Scatter Hit.

  • A Critical Hit does +25% extra damage compared to a normal hit.

Melee

Brawler Specials
Armor Break 0.0x Reduces Target's Armor
Sweep Attack 0.4x Area Knockdown
Bleed Attack 0.6x Bleed
Lunge 0.8x Extended Range (15m)
Melee Hit 1.0x
Melee Strike 1.1x
Melee Assault 1.4x
Leg Sweep
?x Knockdown

Fencer Specials
Improved Binding Strike 0.2x Reduces Action Regen for 45s
Cripple Attack 0.25x Reduces Movement Speed for 20s
Advanced Bleed Attack 0.3x Bleed
Improved Blind Attack 0.3xBlind. Reduces Accuracyfor 30s
Advanced Blind Attack 0.3x Blind. Reduces Accuracy for 45s
Improved Cripple Attack 0.3x Reduces Movement Speed for 20s
Improved Lunge 1.0x Extended Range (15m)
Advanced Lunge 1.1x Extended Range (15m)
Improved Scatter Hit 1.4x *Bugged Damage Display*
Body Hit 1.5x Accuracy Reduction
Improved Body Hit 1.6x Accuracy Reduction


Pikeman Specials
Improved Intimidate 0.0x Intimidate. Reduces Damage by 20% for 45s
Improved Warcry 0.0x Cone AoE. Reduces Combat Speed by 40 for 20s
Advanced Sweep Attack 0.5x Area Knockdown
Improved Stunning Blow 0.5x Stun. Reduces Damage by 10% for 40s
Improved Spin Attack 1.2x Area Attack
Improved Leg Hit 1.5x Accuracy Reduction
Improved Impale 1.8x


Swordsman Specials
Advanced Armor Break 0.0x Reduces Target's Armor by 40%
Sword Flurry 0.75x Raises Defense by 80 for 10s
Improved Sword Flurry 1.0x Raises Defense by 120 for 10s
Critical Strike 1.4x Chance for Critical Hit
Head Hit 1.6x Accuracy Reduction
Improved Head Hit 1.7x Accuracy Reduction
Improved Critical Strike 1.8x Chance for Critical Hit
Improved Power Attack 1.9x Warm-Up Timer


Teras Kasi Specials
Dizzy Attack 0.4x Dizzy
Advanced Dizzy Attack 0.6x Dizzy
Improved Leg Sweep 0.7x Knockdown
Advanced Leg Sweep 0.9x Knockdown
Advanced Combo Attack 1.5x *Bugged Damage Display*


Ranged

Marksman Specials
Firearm Strike 0.0x Knockdown (Melee Range)
Roll Shot 0.8x Posture Change to Kneeling and Raises Defense
Dive Shot 0.9x Posture Change to Prone and Raises Defense
Kip-Up Shot 0.9x Posture Change to Standing and Raises Defense
Ranged Shot 1.0x
Quickdraw 1.0x Quick Recovery Time
Placed Shot 1.1x
Rapid Fire 1.2x
Aimed Shot 1.2x Accuracy Bonus
Overcharge Shot 1.3x Warm-Up Timer and Decays Weapon Faster
Lethal Shot
?x

Bounty Hunter Specials
Improved Confusion Shot 0.5x Stun + Dizzy
Improved Underhand Shot 0.75x Ranged Knockdown
Improved Eye Shot 0.8x Blind
Improved Sprayshot 1.5x Cone AoE
Torso Shot 1.6x Bleed
Advanced Critical Shot 1.9x Chance for Critical Hit


Carbineer Specials
Advanced Suppression Fire 0.4x Cone AoE Snare
Improved Crippling Shot 0.7x Snare
Advanced Rapid Fire 1.5x
Improved Charge Shot 1.5x Ranged Knockdown
Improved Full Area Auto 1.5x Cone AoE
Improved Scatter Shot 1.5x *Bugged Damage Display*
Improved Leg Shot 1.9x Accuracy Reduction


Pistoleer Specials
Advanced Firearm Strike 0.0x Knockdown (Melee Range)
Warning Shot 1 damage Reduces Defense by 80 for 15s
Advanced Stopping Shot 0.4x Root for 20s
Improved Disarm Shot 0.6x Mez for 5s (Breaks On Damage)
Improved Burst Shot 0.7x Cone AoE Stun
Intimidate Shot 1.0x Intimidate
Advanced Quickdraw 1.2x Quick recovery time
Body Shot 1.4x
Accuracy Reduction
Improved Fan Shot 1.4x Cone AoE
Improved Body Shot 1.5x Accuracy Reduction


Rifleman Specials
Improved Knee-Cap Shot 0.6x Snare
Advanced Startle Shot 1.5x
Mez for 5s (Breaks On Damage)
Improved Head Shot 1.8x Accuracy Reduction
Improved Conceal Shot 2.3x Requires Cover. Low Chance of Breaking Cover
Advanced Sniper Shot 3.4x Requires Cover. Warm-Up Timer


Smuggler Specials
Improved Overwhelming Shot 0.2x Reduce State Defense by 50 for 45s
Improved Panic Shot 0.25x Mez for 25s (Breaks On Damage)
Improved Concussion Shot 0.25x Root + Mez for 40s (Breaks On Damage)
Low Blow 0.25x Reduces Combat Speed by 40 for 20s
Improved Restraining Shot 0.5x Snare for 20s
Advanced Reckless Shot 1.6x Reduces your Defense by 80 for 15s
Last Ditch variable Damage is based on how much health you have lost


Lightsaber

Lightsaber Specials
Improved Saber Slash 0.42x Bleed (Elemental Damage is Multiplied by 2.0x)
Improved Saber Armor Break 0.5x Reduces Target's Armor by 65%
Improved Saber Blind 0.5x Blind
Improved Saber Stunning Strike 0.5x Stun
Saber Sweep 0.5x Knockdown
Improved Saber Swipe 0.7x Dizzy
Saber Hit 1.0x
Improved Saber Spin Attack 1.2x Area Attack
Saber Strike
Saber Dervish 1.7x Area Attack
Improved Saber Body Hit 1.8x
Improved Saber Head Hit 1.8x
Improved Saber Leg Hit 1.8x
Improved Saber Throw 1.8x Extended Range (32m)
Advanced Saber Throw 1.9x Extended Range (32m)
Improved Saber Power Attack 2.5x 2s Warm-up Timer


Force Powers

Force Enhancer Specials
Force Wave 0.5x Snare
Improved Force Wave
?x Snare
Improved Force Suppression
?x Root
Stasis
?x Mez

Force Wielder Specials
Improved Force Intimidate 0.5x Intimidate
Advanced Force Knockdown 0.7x Knockdown
Force Choke 0.95x Damage Over Time
Force Hit 1.0x
Improved Mind Blast 1.0x Stun + Dizzy
Force Strike 1.1x 1s Warm-Up Timer
Improved Force Weaken 1.1x Snare and Lowers Max Health
Improved Force Throw 1.1x Stun
Improved Force Lightning Area 1.8x 2s Warm-Up Timer and Cone AoE
Improved Force Lightning 2.1x 1s Warm-Up Timer


STATUS: Still need Lethal Shot, Leg Sweep, all of Force Enhancer. Also, the Powers stuff is a bit odd with the multipliers, so consider that section preliminary.

Message Edited by Acaila on 10-21-2005 11:26 PM



---------------------------------------------------------------------------------------
Osskim Tsalik
Master Smuggler / Master Pistoleer / Combat Medic 0004

Israfael Quiroma
Master Pikeman / Master Swordsman / Master Brawler / Teras Kasi 0400 / Novice Medic
antares_Kauri
Sat May 07, 2005 8:46 am
#2

Nicely done.

antares



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
annelid0
Sat May 07, 2005 6:13 pm
#3

Very nice indeed.

I had begun some testing myself (using a polearm), and my numbers match exactly with yours.

Incidentally, if anyone has a good way to test special delays I'd love to hear it. Hard to get a decent sample size now that unarmed has HAM costs too.

Message Edited by annelid0 on 05-07-2005 09:15 PM



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

SyDrone
Thu May 26, 2005 10:46 pm
#4

awesome post man deserves a bump sure many people will find this interesting
Lifebane
Fri May 27, 2005 6:52 am
#5

would definitely be interesting to see how the action costs compare... but without a means of getting solid numbers I'd imagine it'd be general comparisons of which moved action bar more when used. anyone have any test type data on that?



----------------------------------------------------------------------
Harbinger, Kauri
b_ming
Fri May 27, 2005 8:03 am
#6

thanks for that buddy good to know the modifiers specialy the TK combo one as i was short on attacks without some swordsman specials.






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Zanholo
Sun May 29, 2005 12:55 am
#7

*****



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annelid0
Tue May 31, 2005 9:36 pm
#8

Bumping this because it's good info.



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

Jhess
Thu Jun 09, 2005 1:06 pm
#9






Acaila wrote:


I recently did a damage comparison of the Teras Kasi and Pikeman specials. My character is a Master Teras Kasi, Master Pikeman, Master Brawler. I tested my specials using Unarmed as weapon, I know this always gives me constant damage, the damage on my pike seems to fluctuate slightly. My Unarmed mod is 375 (TKM+Trandoshan), I'm not using any CA's/AA's or BE clothing to enhance this. I don't have the action/mind cost of all these abilities because Unarmed costs nothing (it does seem to now, but not when I did these tests). All tests have been done against targets with no resistance against kinetic damage.


Teras Kasi Specials
Advanced Dizzy Attack -- 450 -- 1.2x multiplier
*Advanced Leg Sweep -- 675 -- 1.8x multiplier
**Advanced Combo Attack -- 1125 -- 3.0x multiplier


Pikeman Specials
*Advanced Sweep Attack -- 375 -- 1.0x multiplier
Improved Stunning Blow -- 375 -- 1.0x multiplier
Improved Spin Attack -- 900 -- 2.4x multiplier
Improved Leg Hit -- 1125 -- 3.0x multiplier
Improved Impale -- 1350 -- 3.6x multiplier


Brawler Specials
*Lunge -- 600 -- 1.6x multiplier
Melee Hit -- 750 -- 2.0x multiplier
Melee Strike -- 825 -- 2.2x multiplier
Melee Assault -- 1050 -- 2.8x multiplier



* - Lunge, Leg Sweep and Sweep Attack all cause the target to be Knocked Down. Any attack you do against a KD'ed target receives an automatic damage bonus of 20%.


** - Combo Attack has a bugged damage report in the combat chat log. The chat log only shows 1/3 of the total damage but the correct amount is subtracted from the enemy's hitpoints.




I dont know if things have changed since you wrote this, but this information is completly wrong, theres no way a special has a 3.0x multiplier. the hardest hitting ranged special in the game(besides sniper shot) is adv crit shot from master bh, and thats only got 1.9x multiplier. Im going to do my own tests and compare my notes to yours.

Jhess
Thu Jun 09, 2005 1:41 pm
#10

My numbers.


Tester - Master brawler, master TKA, master fencer, 0132 swords - holding 1040 max dmg 1hnd melee weap, kinetic dmg ,(and imp psg)-275 melee accuracy, 125 melee speed


Subject(punching bag) Master doc, Master rifles0034 entertainer - standing naked, not a stick of armor or clothing on- melee def 85



The results




  • Melee hit - 571


  • Melee strike 651 -- 1.14x


  • melee assault 828 -- 1.45x


  • advanced lunge 651 -- 1.14x


  • critical strike 828 -- 1.45x


  • head hit 947 -- 1.65x


  • improved scatter hit 828 -- 1.45( this is bugged, only half the damage shows in the combat log, but the opponent takes FULL damage)


  • advanced combo attack 888 -- 1.5(this is bugged, only about 33% of the damage shows in the combat chat, but the opponent taeks FULL damage)


  • improved body hit 947 -- 1.65


  • advanced dizzy attack 354 -- .62x

I dont know how you tested, but the results i got were wildly different than yours. im curious on what you tested, perhaps they had a weakensss to kinetic damage, or whatever kind of weapon you were useing.



XrioT
Thu Jun 09, 2005 2:01 pm
#11

His tests were likely done on very low CL critters. A CL1 creature will take full damage from an attack because they have no defense whatsoever. Even a naked M.Doc/Rifleman has melee defenses, which is likely why there is such a big difference in your results.

Message Edited by XrioT on 06-09-2005 02:02 PM

Jhess
Thu Jun 09, 2005 5:57 pm
#12






XrioT wrote:

His tests were likely done on very low CL critters. A CL1 creature will take full damage from an attack because they have no defense whatsoever. Even a naked M.Doc/Rifleman has melee defenses, which is likely why there is such a big difference in your results.

Message Edited by XrioT on 06-09-2005 02:02 PM




This cant be true because the multiplier is just that, a multplier of the damage thats done, its a constant based on the base melee damage. For example, if i hit a mob for 100 points of damage with Melee Hit (multiplier of 1) , then i hit it with Advnaced combo(multiplier of 1.5) id to 100 *1.5 = 150 points of dmg. If i then hit a really low level mob for 1000 points of damage with melee hit, and then hit it with advanced combo hit id to 1000*1.5 = 1500 points of damage. Get it ? The amount of damage isnt really relavent, just teh comparison between the base damage(melee hit) and a special, and the relationship of the numbers.
annelid0
Sun Jun 12, 2005 9:18 am
#13


Jhess wrote:

My numbers.

Tester - Master brawler, master TKA, master fencer, 0132 swords - holding 1040 max dmg 1hnd melee weap, kinetic dmg ,(and imp psg)- 275 melee accuracy, 125 melee speed

Subject(punching bag) Master doc, Master rifles0034 entertainer - standing naked, not a stick of armor or clothing on- melee def 85

The results

  • Melee hit - 571
  • Melee strike 651 -- 1.14x
  • melee assault 828 -- 1.45x
  • advanced lunge 651 -- 1.14x
  • critical strike 828 -- 1.45x
  • head hit 947 -- 1.65x
  • improved scatter hit 828 -- 1.45( this is bugged, only half the damage shows in the combat log, but the opponent takes FULL damage)
  • advanced combo attack 888 -- 1.5(this is bugged, only about 33% of the damage shows in the combat chat, but the opponent taeks FULL damage)
  • improved body hit 947 -- 1.65
  • advanced dizzy attack 354 -- .62x

I dont know how you tested, but the results i got were wildly different than yours. im curious on what you tested, perhaps they had a weakensss to kinetic damage, or whatever kind of weapon you were useing.




Your figures came out the same.

You're calling melee hit a 1x modifier, he's calling it a 2x modifier. Double everything you have and the results are identical.

Differences observed as compared to base weapon damage are due to the difference between PvP and PvE damage calculations, nothing more.



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

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