Pikeman Archive

Thread: Speed Mod question

JLG88
Mon Mar 22, 2004 3:49 pm
#14

wait, so ur name theo is clab, too?



ULTRA- !!!!!
sciguyCO
Wed Dec 15, 2004 3:22 pm
#15

The "+weapon speed" skill mod is a percentage decrease of your attack time. Think of it as a "time discount".


Player1 has +0 speed modifier and a speed 5 weapon. He will attack every 5 seconds with the auto-attack.


Player2 has +50 speed modifier and a speed 5 weapon. She gets a 50% discount on the delay, so auto-attacks every 2.5 seconds.


Player2 gets a +10 speed tape, so her total mod (including the +50 fromskill boxes) is +60. The attack speed is now cut by 60%, auto-attacking now has only a 2 second delay between attacks.


The actual improvement you see with increasing weapon speed by +10 depends on your current mod and your weapon's speed. It works the same way for all professions, although different profs gain different +speed for their weapons, and different weapon classes (pistol, rifle, pike, etc) generally have different speed ranges.


That's the bare-bones of it, getting more detailed will bring more math in, proceed if you dare:


Special attacks have a "delay multiplier" that gets applied to your weapon's base speed. So a special attack with a 2x multiplier executed with a 5 speed weapon means you cannot attack for 10s (assuming +0 speed). The "time discount" from the speed mod is calculated after this mutliplier:


AttackDelay = WeaponSpeed * SpecialDelayMultiplier * (1 - SpeedMod / 100)


So using the numbers from the previous example (speed 5 weapon, +60 speed mod, 2x multiplier for special):


AttackDelay = 5 * 2 * (1 - 60 / 100 ) = 10 * 0.4 = 4seconds


AttackDelay has an enforced speed cap of 1 second, so if it ever comes out less than 1, you attack once per second.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Jabourn
Wed Dec 15, 2004 3:50 pm
#16

Awesome, you rock.

Makes much more sense to me now.

My co worker and I had a nice laugh at the irony of the Chef Correspondent explaining weapon speed mods





Do you like it? Do you like it, Scott? I call it, "Mr. & Mrs. Tenorman Chili"
-One of Cartman's finest moments-
haristyles
Wed Dec 15, 2004 4:37 pm
#17

Here is a good site for figuring out how fast you will attack and how much dmg yuo will do.






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admiraljz
Wed Dec 15, 2004 4:50 pm
#18






haristyles wrote:

Here is a good site for figuring out how fast you will attack and how much dmg yuo will do.


Clicky







Freaky... according to that table, a MBH/Mpistoleer with an "average" DE-10 does significantly more DPS to a variety of pools than a Master Rifleman/MBH using a "good" T21. Calculated using a 125-460 4.0 DE-10 and a 150-670 7.0 T21. Doesn't account for armor piercing, but rifles also don't have nearly the same number of DoT attacks that pistols have. Maybe I won't switch my template after all





Aucka - Eromi - Ecaro
Widowmakers
Test Center
New Aldera, Naboo
Officer - Jedi - Engineer

jonyank
Wed Dec 15, 2004 5:17 pm
#19






admiraljz wrote:





haristyles wrote:

Here is a good site for figuring out how fast you will attack and how much dmg yuo will do.


Clicky







Freaky... according to that table, a MBH/Mpistoleer with an "average" DE-10 does significantly more DPS to a variety of pools than a Master Rifleman/MBH using a "good" T21. Calculated using a 125-460 4.0 DE-10 and a 150-670 7.0 T21. Doesn't account for armor piercing, but rifles also don't have nearly the same number of DoT attacks that pistols have. Maybe I won't switch my template after all







I don't think anything does more damage than a speed-capped rifleman (97 rifle speed).


With strafe2 and a good powered-up t21I deal out an average of about 3500 dmg to an entire group of enemies every second.


Also, the t21 has heavy armor piercing, which adds a damage multiplier to targets with lower levels of armor.







Kersaltha - Uber-Wookie
Rebel Colonel / Rebel Elite Corps
Wanderhome
sciguyCO
Wed Dec 15, 2004 8:09 pm
#20






Jabourn wrote:

Awesome, you rock.

Makes much more sense to me now.

My co worker and I had a nice laugh at the irony of the Chef Correspondent explaining weapon speed mods





Hey, you ever see those "speed chopper" chefs? They do it all with +one-handed speed SEAs...


Besides, it can berough finding creature resources, so I picked up some combat skills and Scout to gather them myself.







Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
admiraljz
Wed Dec 15, 2004 10:01 pm
#21






jonyank wrote:





admiraljz wrote:





haristyles wrote:

Here is a good site for figuring out how fast you will attack and how much dmg yuo will do.


Clicky







Freaky... according to that table, a MBH/Mpistoleer with an "average" DE-10 does significantly more DPS to a variety of pools than a Master Rifleman/MBH using a "good" T21. Calculated using a 125-460 4.0 DE-10 and a 150-670 7.0 T21. Doesn't account for armor piercing, but rifles also don't have nearly the same number of DoT attacks that pistols have. Maybe I won't switch my template after all







I don't think anything does more damage than a speed-capped rifleman (97 rifle speed).


With strafe2 and a good powered-up t21I deal out an average of about 3500 dmg to an entire group of enemies every second.


Also, the t21 has heavy armor piercing, which adds a damage multiplier to targets with lower levels of armor.











So maybe I'm just trying to talk myself into staying with Pistoleer


The T-21 with a pup and the AP3 really does deal out more DPS than a pistol, but in a strangely balanced way I think the Pistoleer's defensive advantage over Rifleman helps out here, and will moreso after the CURB, when armor and buffs aren't what they are today.


The biggest thing that surprised me was the similarity of the DPS, though. Disregarding AP, the pistoleer specials outdamage the rifleman specials, and it's only in the AP that the Rifleman gets the edge. With the ability for a BH/Pistoleer to target two pools directly, or all three at the same time, plus the defense, I think I will stay with Pistoleer.


Oddly, it's Startle Shot 2 in the Rifleman line that seems to have the highest DPS, not Strafe 2. Strafe is, of course, and AOE though, and not too far behind in DPS.


Another thing I was surprised to discover was how little DPS a MBH is able to deal out with a carbine without any Carbineer skills. Most of the specials will not cap without speed enhancements, and only Full Auto 2 and Underhand Shot do any real DPS with a BH/Pistol template, but still far less than pistols.


As much as people gripe about the combat system as it stands right now in SWG, there are a lot of things to be learned from tools like this that really show the depth that a lot of folks are missing. Even more reason for me, personally, to wait for the CU to hit with a lot of anticipation.





Aucka - Eromi - Ecaro
Widowmakers
Test Center
New Aldera, Naboo
Officer - Jedi - Engineer

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