Pistoleer Archive

Thread: Start of All profession Specials: Courtesy of Flyojumper

Jaegen88
Sun Aug 24, 2003 1:54 pm
#1

I told flyo to check our FAQ for the rest of the pistol shots. I'm plugging all of these into my spreadsheet along with weapona and AR modifiers...I think the results will be telling. Free information for the other number crunchers...see what you uncover


======================================


*Cut/paste from rifleman board from Flyojumper*


Regular Auto-Attacks do 1.5 times the base damage stats on the weapon, so a 60-100 would do 90-150 auto attacks. The following damage and time multipliers are relative to auto attacks damage and time (x1.0 being an auto attack).


Pistols:
Body Shot1: Damage x1.5, Time x1.275 *
Body Shot2: Damage x2.0, Time x1.8
Body Shot3:
Health Shot1: Damage x1.5, Time x1.5
Health Shot2: Damage x2.0, Time x2.0
Torso Shot: Damage x3.0
Eye Shot: Damage x3.0
Point Blank Single 2: Damage x3.0, Time x1.75
Dive Shot: Damage x2.5, Time x1.8
Kip Up Shot: Damage x2.5, Time x1.55
Roll Shot: Damage x2.5, Time x1.5
Disarming Shot1: Damage x2.0, Time x2.3


Carbines:
Full Auto Single1: Damage x2.5, Time x1.5
Leg Shot1: Damage x1.5, Time x1.25
Leg Shot2: Damage x2.0, Time x1.5
Action Shot1: Damage x1.5, Time x1.60


Rifles:
Head Shot1: Damage x1.5, Time x1.5
Head Shot2: Damage x2.5, Time x1.75
Head Shot3: Damage x3.0, Time x2.0
Mind Shot1: Damage x1.5, Time x1.8
Mind Shot2: Damage x2.0, Time x2.0
Conceal Shot: Damage x2.5, Time x3.0
Flushing Shot1: Damage x2.0, Time x2.1
Flurry Shot1: Damage x2.5, Time x2.0
Strafe Shot1: Damage x2.0, Time x2.0
Startle Shot1: Damage x2.0, Time x2.1


General:
Overcharge Shot1: Damage x2.5, Time x2.0
Overcharge Shot2: Damage x2.5, Time x2.0 <=== Broken, it's the same than OC1 and even reports the same name in the combat window
Suppression Fire1: Time x2.0




Jagen88
Jaegen Kel'daron - Master Gunfighter
Exid54
Sun Aug 24, 2003 2:03 pm
#2

Nice, what about all the other specials in the Pistoleer tree?
Jaegen88
Sun Aug 24, 2003 2:05 pm
#3

They are in our FAQ (!) , this is flyo's post. We can combine them all at our leisure, but only the new additions to pistols (kip up, etc. from marksman), will be going in our FAQ.



Jagen88
Jaegen Kel'daron - Master Gunfighter
SmugglerFlux
Sun Aug 24, 2003 3:05 pm
#4

I don't have the time ratings for any shots, but I do have a complete list of Pistoleer damage mods (except MTS). These are the true damage mods, like Flyojumpers, not the sampled averages like Jaegans (which are very close usually +/- 0.2). True mods are calculated by parsing enough shots to find the actual min and actual max and then comparing that average to the normal weapon average. The trueavg is then compared against the sampled avg to ensure correctness. Also in my chart regular shot is listed as 1.0 which is really 1.5 times weapon damage as Flyo states.


Shot name (Alt name): Dmg Mod, range, notes



  • Regular shot: 1.0

  • Any shot while intimidated: <1.0 * dmg (not exactly sure how this works)

  • Pistol Melee Defense 1 (Pistol Whip): 3.0, Range 8m, Knockdown

  • Pistol Melee Defense 2 (Pistol Smash): 4.0

  • Body Shot 1 (Body Shot): 1.5

  • Body Shot 2 (Chest Shot): 2.0

  • Body Shot 3 (Gut Shot): 2.5

  • Kip Up Shot (Kip-Up Shot): 2.5

  • Roll Shot: 2.5

  • Dive Shot: 2.5

  • Tumble To Standing: 0.0 not an attack

  • Tumble To Kneeling: 0.0 not an attack

  • Tumble To Prone: 0.0 not an attack

  • Disarming Shot 1 (Disarming Shot): 2.0

  • Disarming Shot 2 (Disarming Blast): 4.0, , Separate shots to all mobs in your forward FOV w/ knockdown

  • Multi Target Pistol Shot (): ?.?,, Doesn't work for me

  • Double Tap (Double-Tap Shot): 3.0

  • Stopping Shot: 5.0

  • Fan Shot: 4.0

  • Point Blank Single 1 (Point Blank Shot): 1.5, Range 13m

  • Point Blank Single 2 (Point Blank Blast): 3.0, Range 13m

  • Point Blank Area 1 (Hold-Out Shot): 1.5, Range 13m, Separate shots to all mobs in your forward FOV

  • Point Blank Area 2 (Hold-Out Blast): 4.5, Range 13m

  • Health Shot 1 (Sap Shot): 1.5

  • Health Shot 2 (Sap Blast): 2.0

  • Threaten Shot: .25

  • Warning Shot: .25

  • Suppression Fire 1 (Covering Fire): 1.5

  • Overcharge Shot 1(Full Charge Shot): 2.5

This table was originally posted in the Rough Draft of the Pistoleer FAQ




Pistoleer 5 / CH 5 / Medic 4030
YetiIronfist
Mon Aug 25, 2003 6:25 am
#5

Say you have a DX2 pistol with damage of 80-140.

Base damage (1.5x) = 120 - 210.

BS2 has a 2x multiplier, so damage = 240 - 420.

With an AP1 weapon like the DX2 you SHOULD (there are some bugs with this mentioned in other threads here) do an extra 25% damage against anything that is AR0. You would also do less against anything that was AR2 or higher or has acid resistance.

Is the extra damage vs knocked-down opponents implemented? If so, then that could apply in some situations as well.

Not sure what else would apply. Hmmm... I believe melee gets different multipliers for attacking opponents using ranged weapons. Anything else that can affect this?

Lots of stuff that SHOULD affect it... but whether or not things like ranged defense are working at all is very questionable.
SmugglerFlux
Mon Aug 25, 2003 10:04 am
#6

The posture of the defender also affects damage. I think prone is 1.5 times damage (50% more). Not sure what kneeling is. Standing is normal, obviously.


Some states like intimidated affect damage, but that is listed in my chart. And actually I listed the mod for intimidated at <1.0 but i believe it is even <0.666 because when intimidated I can hit for below the min listed on my gun.




Pistoleer 5 / CH 5 / Medic 4030
Dashiva7
Mon Aug 25, 2003 12:30 pm
#7

Excuse me if I sound dumb, cause its late and I can't quite seem to get your charts.


If I do body shot 2 and say my base is 100 does it then make it 150 and then times it by 2.0 for a total of 300?


Base x the 1.5 modifier x the special modifier?


is that correct?


If I am not correct, then why do I get shots for body shot 2 that are more than 2 x my possible high damage on my weapon.

Tydive
Mon Aug 25, 2003 3:59 pm
#8

The posture of the defender also affects damage.


I can confirm that. I have been getting 600pt health shot 2's (rarely) off Mobs that are knocked down. Normally I max out in the high 200's when the mob is standing and mid 400's kneeling. With FWG5 sliced for speed not damage. (So max IIRC is 125)




Paidhi Al'Thor
Master Smuggler of Dark Sovereignty
EasyMcRhinopants
Mon Aug 25, 2003 4:24 pm
#9

Smuggler's and flyo's numbers don't match up.


They both say body shot 1 is 2.5 multiplier, but in smugglers' scale, base damage is 1.0 instead of 1.5, so, like, that would meatn that BS1 would be 3.0, or something.


Ow my head.

YetiIronfist
Mon Aug 25, 2003 4:44 pm
#10



EasyMcRhinopants wrote:

Smuggler's and flyo's numbers don't match up.

They both say body shot 1 is 2.5 multiplier, but in smugglers' scale, base damage is 1.0 instead of 1.5, so, like, that would meatn that BS1 would be 3.0, or something.

Ow my head.






I could certainly be wrong, but I think you're misreading their posts (Flyo's to be specific). If I'm understanding correctly, Flyo and Smuggler did the exact same thing, which is to point out that base damage on an auto attack is really 1.5x what you see on your weapon, but then they both call auto attack 1.0 as far as stating the other numbers as multipliers to them. So they really do match up correctly.

And I'd really like to know what the damage / delay multipliers are for the Smuggler pistol moves. Has anyone seen this info?
SmugglerFlux
Mon Aug 25, 2003 5:02 pm
#11

Yeti is correct. Every multiplier I listed needs to be multiplied by 1.5 and then by your min and max dmg printed on your gun to get the actual dmg ranges. The multipliers in the table are to show how much more damage those specials do than regular attacks. Not how much more dmg those specials do than what is listed on your gun.




Pistoleer 5 / CH 5 / Medic 4030
YetiIronfist
Mon Aug 25, 2003 5:17 pm
#12

Do you have Smuggler skills SmugglerFlux?

I'd really like to know the damage and delay multipliers for:

Low Blow
Last Ditch
Linkelinke
Mon Aug 25, 2003 6:46 pm
#13

Is it only me but its seems like my Stopping Shots avgs does less dmg vs Fan Shots avgs per shot?



Linke - Imperial Sergeant
Flurry
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