Pistoleer Archive

Thread: DPS Comparision

Fordep
Mon May 31, 2004 9:55 am
#14

what res did you design it at? I am at 1024 by 768.
Javac
Tue Jun 01, 2004 7:24 am
#15

Hmm you're right I have it a little bit screwy since I was thinking 25% for both AP and AR. It's 25% for AP, and 50% for AR. The calculations got a little trickier.



Calis Exud - Droid Engineer Extrodianre - Retired
Morath360
Tue Jun 01, 2004 7:31 am
#16

Sorry needed to add.. Thank you for your hard work and REM too..



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
Javac
Tue Jun 01, 2004 7:55 am
#17

Alright, got the forumulas straight for the adjusted DPS now (I think)

Not vulnerable where D is base damage, R is the resist
AP=AR: D*(1-R)
AP>AR: ((1.25^(AP-AR))*D*(1-R))
AR>AP: ((.5^(AR-AP))*D)*(1-R))

I did encounter some creatures with AR and no resists (but not vulnerable), so I'll have to take that into account as well. Seeing what happens to our DPS against medium/heavy armor is a bit depressing.

Message Edited by Javac on 06-01-2004 10:56 AM



Calis Exud - Droid Engineer Extrodianre - Retired
Morath360
Tue Jun 01, 2004 8:05 am
#18

Looks good. As you can see the geo pistol becomes pretty weak if the opponent even has 1% stun layer on his armor. Automatic 50% reduction. Couple that with a shield of upwards of 40% resist to stun and the geo is a spec on a spec... So Im placing my money on dx2 and scatter for damages..


BTW, I decided to pitch rifle and go bh pistols with master pistoleer. I just find I like pistols too much.. We will see what that does to my character. Im gonna do BH 0-0-3-0, Master Pistol, Brawler for Intimidate. I have a number of Skill tapes that should help some on defenses.. I guess I will see if I regret it.. One thing that is of interest is that while my ranged and melee defenses decreased considerably, I will always maintain my dodge +105 whearas before with my rifle out I lost that. Im hoping that will make up for a lot of the difference for the loss of ranged defense. Any comments on that would be appreciated..





----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
Morath360
Tue Jun 01, 2004 9:03 am
#19


Ok noticed something else. Here is what I did. I put in a dx2 acid ap1 pistol and compared it to a geo pistol with identical stats. I put in 60 resist on the first one and 10 on the second one. Shouldnt the results be identical? It shows the Geo as being stronger. To clarify:


Player Speed 90

Weap Speed 1.9

Dx2 ap1

Armor ar 1

min damage 150

max damage 250

resists 60

EyeShot result = 360



Player Speed 90

Weap Speed 1.9

Geo Pistolap0

Armor ar 1

min damage 150

max damage 250

resists 10

EyeShot result = 405


What am I doing wrong here. The 50% reduction in the geo due to the ap0 handcapp + 10 Resist should equate to the 60 resists for the dx2 shouldnt it?


Edit: I find that I have to put in 20 for resists to the geo pistol in order to get the same results. Shouldn't it be 10?

Message Edited by Morath360 on 06-01-2004 09:16 AM



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
Javac
Tue Jun 01, 2004 10:06 am
#20

It doesn't work that way, because AP/AR is done before the resists are taken into account. It's not armor reduction + resist.

In your example the DX2 it's a flat 60% reduction, so:
900 Damage * (1 - 0.60) = 360

For the Geo, it's the armor reduction and then the resists:
900 Damage * (0.50^1) = 450
450 Damage * (1 - 0.10) = 405



Calis Exud - Droid Engineer Extrodianre - Retired
Morath360
Tue Jun 01, 2004 11:53 am
#21

Ahh.. that is good news then indeed. Thx for clearing that up for me.



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
Barafu
Tue Jun 01, 2004 1:58 pm
#22

Thanks for putting these tools together. They really help clarify things. It's maddening to me that SOE won't release information like this and we have to experiment to find this stuff out. Maybe if everything worked as it's supposed to we could just trust the little descriptors ("this shot is more powerful thanbodyshot 1") and not need to know the detailed math. Butsince we can't trust the devs to make the system logical we need information like this if we'renot going to be wasting a lot of time and energy.


Anyway, moving on to my question. According toboth Javac's and Rem's tools, health shot 1 does the most DPS for me (Mastermarksman, 0/0/0/1 pistoleer). Should i just be spamming health shot 1? I know the bleeding damage resets everytime youshoot another bleed shot but I assume the damages listed here should apply to initial damage from the bleed shot.Is that right? Otherwise, it's body shot 1!! So much for better abilities at higher levels!





Barafu Firling: Galactic Traveler
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Javac
Tue Jun 01, 2004 4:12 pm
#23

Spam away ... even at master HS2 is the best health pool shot. They should really bump the multiplier up on Bodyshot3.



Calis Exud - Droid Engineer Extrodianre - Retired
Asir_SWG
Wed Jun 02, 2004 6:53 am
#24

I just doubled my DPS - great stuff....



ERHAMSTERHAMSTERHAMSTERHA
MSTERHAMSTERHAMSTERHAMSTE
RHAMSTERHAMSTERHAMSTERHAM
STERHAMSTERHAMSTERHAMSTER
HAMSTERHAMSTERHAMSTERHAMS
TERHAMSTERHAMSTERHAMSTERH
AMSTERHAMSTERHAMSTERHAMST
ERHAMSTERHAMSTERHAMSTERHA

MSTERHAMSTERHAMSTERHAMSTE

IhaKauri
Wed Jun 02, 2004 1:41 pm
#25

Thanks so much. This is a great tool!



Hello, Health Shot 1!





Iha


<KoK>


Javac
Thu Jun 03, 2004 6:11 am
#26

Glad it's helping you guys.



Calis Exud - Droid Engineer Extrodianre - Retired
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