Pistoleer Archive

Thread: Please Read: Pistol Accuracy General Questions/Comments Also for those with skill tapes

DarthXadius
Mon Mar 08, 2004 6:14 am
#1

This is a post made for two purposes, first being if anyone is aware of what all the mods mean and will mean in the upcoming stacking fixing patch, and secondly if anyone has any uber pistol accuracy tapes/attachments to bring them up in accuracy - and pvp's - and can comment if it makes a difference to the dodge stacking maniacs out there.

I recently aquired a +25 to pistol speed tape. +25 is the cap for any skill mods that you can get with Bio-Enhanced Clothes or with Clothing/Armor skill tapes. (Yes you can get more, but the recent "Friday Feature" confirms that only +25 registers)

I am a new man with this thing - last ditching once a second with my Krayt enhanced sonic blaster is pure joy. I did some calcing and I don't think it's possible to make a gun slow enough that I wont be shooting for less than once a second using any pistoleer or smuggler special.

Now, and I curious if it is in my best interest to seek out a pistol accuracy bump via skill tapes.

A Master Pistoleer with Ranged Support 1 in the marksman tree has the following:

Pistol Accuracy: +95
General Ranged Aiming: +10
Pistol Accuracy while moving: +30
Pistol Accuracy while standing: +15

I have no idea how these come into play with each other. Does General Ranged Aiming to + to pistol, rifle and carbine aiming? Or is it only in certain situations? Does the pistol moving and standing mods stack into the plain pistol accuracy catagory, depending on which state you are in? (If so, that means you aim better while in motion?)

It would be good to know, because in addition to having a +25 Skill Attachment cap, there is a hard 125 cap for any skill mod coming in patch 7. So - if pistol accuracy while moving is added into the plain pistol accuracy catagory - while you are shooting and moving - you are already beyond the +125 hard cap, making skill attachments worthless to you. But again, who knows if it does that.

I don't miss in PvE and in PvP, I only miss when fighting one of those dodge stackers. So, Im curious if a + to pistol accuracy makes a difference when fighting them.

A Master Pistoleer/Fencer has Dodge +55. If I am not mistaken, this will be the same after publish 7 since its +125 that has a hard cap, leaving a LOT of room there. Granted, only +25 can be added with tapes, but as the game currently stands, I cannot kill a dodge stacker with pistols. I have to switch to a melee class to take them out as I miss 90% of the time when fighting these guys.

Has anyone gotten skill mods for Pistol Accuracy, Pistol Accuracy while moving, Pistol Accuracy while standing or General Ranged Aiming and noticed a difference in their aim? Most noticibly while fighting dodge stackers in pvp?

Thanks!!



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
MCPrimetime
Mon Mar 08, 2004 6:39 am
#2






DarthXadius wrote:

IPistol Accuracy: +95
General Ranged Aiming: +10 This is when using the aim command
Pistol Accuracy while moving: +30
Pistol Accuracy while standing: +15

I have no idea how these come into play with each other. Does General Ranged Aiming to + to pistol, rifle and carbine aiming? Or is it only in certain situations? Does the pistol moving and standing mods stack into the plain pistol accuracy catagory, depending on which state you are in? (If so, that means you aim better while in motion?)

It would be good to know, because in addition to having a +25 Skill Attachment cap, there is a hard 125 cap for any skill mod coming in patch 7. No, cap is only for dodge, counter and block so far. So - if pistol accuracy while moving is added into the plain pistol accuracy catagory - while you are shooting and moving - you are already beyond the +125 hard cap, making skill attachments worthless to you. But again, who knows if it does that.

I don't miss in PvE and in PvP, I only miss when fighting one of those dodge stackers. So, Im curious if a + to pistol accuracy makes a difference when fighting them. Yes, yes, yes

A Master Pistoleer/Fencer has Dodge +55. No, it is 105 for each profession. If I am not mistaken, this will be the same after publish 7 since its +125 that has a hard cap, leaving a LOT of room there. Granted, only +25 can be added with tapes, but as the game currently stands, I cannot kill a dodge stacker with pistols. I have to switch to a melee class to take them out as I miss 90% of the time when fighting these guys.

Has anyone gotten skill mods for Pistol Accuracy, Pistol Accuracy while moving, Pistol Accuracy while standing or General Ranged Aiming and noticed a difference in their aim? Most noticibly while fighting dodge stackers in pvp? Yes it makes a difference. problem is, most of the good defense stackers have range defense over 180....which you will never be able to touch with accuracy.





MCPrimetime
Jingles
Jrockin

DarthXadius
Mon Mar 08, 2004 6:50 am
#3

General ranged aiming is used with aim - thats awesome to know, thanks.

Hmm, I must have misread the +'s in teh skill tree for dodge on fencer and pistoleer. I'll check my pistoleer one when I get home from work today, I thought for sure it was 55. If it is 105 each, I can see where +210 dodge makes them godlike, would be interesting to see what +125 is like right now in game.

Thanks for the comments man

Anyone else? Does anyone have a clear answer where the while standing and while moving come into play? (i.e. are they added to the basic accuracy or are they smooshed into some weird accuracy formula?)

Does anyone have some first hand expereince in game now with a high + to accuracy tape while fighting a stacker - or has fought someone with +125 ish dodge using only your master pistoleer accuracy?

Keep the replies coming

Message Edited by DarthXadius on 03-08-2004 07:50 AM

Message Edited by DarthXadius on 03-08-2004 07:51 AM



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
Bingu
Mon Mar 08, 2004 6:56 am
#4

3 points - 1/ where the hell did you find that attachment?!

2/ Accuracy has been tested to work against dodge - its in one of the sticky threads

3/ Master Pistoleer gets +105 Dodge, Master Fencer gets +90 dodge (unless I'm very much mistaken...I have checked ingame).
Bingu
Mon Mar 08, 2004 6:59 am
#5

<edit> Master Fencer gets +105 dodge as well - forgot there was one mod randomly in a different tree <edit>
DarthXadius
Mon Mar 08, 2004 7:28 am
#6

Cool, yea I checked a prof calc program here at work and it was wrong, you do get 105 for each prof (pistoleer and fencer). I think most stackers are not masters of either, just go up the dodges, but even that is lethal at 180ish, like was mentioned.

I spent all my credits (worth every one) to a guy who smooshed the night sister elder with 450k ham, I forget her name to get my speed tape. Shes the toughest mob in the game, and drops uber god stuff like that. If you are a CH and get a 100% to blast pet (she only uses a power hammer) you can smoosh her all day long.

Also - there is a cave on rori, something bats, forget the exact name. Anyhoo, there are piles on the floor that drop +9-15ish attachments every 29 minutes. I went once, it was over camped and boring as hell. But, there are about 10 nice tapes created per pile every day there. About 5 piles, so about 50 uberish tapes every day generated by that cave.



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
electricnomad
Mon Mar 08, 2004 10:12 am
#7

The REAL way to cut through defenses is apparently to use Intimidate from Brawler, which reduces all defenses to zero. I don't think it was designed for that, but that's what people have been reporting for months now.


Pick up Novice Brawler, get yourself some BE clothing to improve your Intimidate skill,and negate all that defense.






"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

DarthXadius
Mon Mar 08, 2004 11:30 am
#8



electricnomad wrote:

The REAL way to cut through defenses is apparently to use Intimidate from Brawler, which reduces all defenses to zero. I don't think it was designed for that, but that's what people have been reporting for months now.

Pick up Novice Brawler, get yourself some BE clothing to improve your Intimidate skill, and negate all that defense.






Intimidate is the first action of almost every fight I have. I hit them 1/10 times with my pistol, even while they are intimidated. Intimidated or otherwise I hit them a lot more with TK, which is what I always resort to when fighting these punks.

Id love to know exactly what intimidate does - its a very good thing from my tests as they do much less damage (have your master commando buddy burn you, then burn you again while intimidated - notice the difference).

If intimidate is supposed to set all mods to zero - it isnt working. It could be a percentage, in which case I can see them still being able to dodge me, since they could in theory have over 200 dodge points right now.



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
electricnomad
Mon Mar 08, 2004 11:41 am
#9




DarthXadius wrote:





electricnomad wrote:

The REAL way to cut through defenses is apparently to use Intimidate from Brawler, which reduces all defenses to zero. I don't think it was designed for that, but that's what people have been reporting for months now.


Pick up Novice Brawler, get yourself some BE clothing to improve your Intimidate skill, and negate all that defense.



Intimidate is the first action of almost every fight I have. I hit them 1/10 times with my pistol, even while they are intimidated. Intimidated or otherwise I hit them a lot more with TK, which is what I always resort to when fighting these punks.

Id love to know exactly what intimidate does - its a very good thing from my tests as they do much less damage (have your master commando buddy burn you, then burn you again while intimidated - notice the difference).

If intimidate is supposed to set all mods to zero - it isnt working. It could be a percentage, in which case I can see them still being able to dodge me, since they could in theory have over 200 dodge points right now.




It's weird - nobody seems to be clear on what Intimidate does. Here are some various theories:


1)Reduces target'sdefenses to zero.
2)Reduces target's defensesto 1/3.
3) Reduces target's damage to 1/2 normal.
4) Reduces target's damage to 1/3 normal.

Back in Beta, I was always told that it was #4, but in the past few months people have reported different results.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

Bingu
Mon Mar 08, 2004 12:12 pm
#10

hmm and the description says it decreases the target's attack speed...

thx for the info btw, i'll check out that cave definitely, might just leave the nightsister alone for now, died too many times recently (damn geo lab).
DarthXadius
Tue Mar 09, 2004 12:08 pm
#11

oh bump



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
HabeasCorpus
Tue Mar 09, 2004 12:38 pm
#12

The problem isn't Dodge with defense stackers. Dodge only comes into play when you actually land a successful attack against them. On the other hand, Ranged/Melee defense is basically anti accuracy. so, if a person has a 180 ranged defense, they are virtually unhittable. add in a high dodge, and the shots that do go though are negated by the dodge (which is commonly called a passive defense).


Here's a breakdown of some professions accuracy:


  • Teras Kasi Master: 205

  • Bounty Hunter Pistols 4/Master Pistoleer: 145

  • Master Pistoleer: 95

  • Master Rifleman: 160

  • Bounty Hunter Carbines 4/Master Carbineer: 180

  • Master Carbineer: 130

Now, specials do add accuracy to the equation, which modifies the accuracy calculations. But the thrust of the matter is, no one profession is equipped to attack a stacker of ranged/melee defense, especially pistoleer(with the exception of maybe TKM). with a reasonably stacked template I was looking at, I could have about 200 melee defense and 180 ranged defense... this is what is making people unhittable, not the dodge. The devs missed the boat.


If you want to hit your opponent (barring a needed application of a cap on ranged/melee defense) you should be a TKM, or a BH pistols/Carbines 4 + Master Pistol/Carbineer.


Most people don't mess aroung with Pistol Aiming. it might be worth it to try though, if you can spare the 2 skillpoints in your template. if it doubles your accuracy, these stackers wouldn't be a problem; otherwise, it's worthless.








Alytheia Talisvera (TSA), Master Smugger & Master Gunfighter, Tempest
DarthXadius
Tue Mar 09, 2004 11:36 pm
#13

Another question,

What is Pistol Aiming?

I have a bunch of skill tapes to max that stat out too, but I fear it somehow is realted to the aim command.

BTW- I did some tests with a master pistoleer/fencer. He used CoB, I missed everytime with pistol, missed everytime after doing AIM, and Hit 4/5 times after I intimidated.



I wish Aim was more useful.

Comments on Pistol Aiming and other items here, keep em coming please!



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
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