Pistoleer Archive

Thread: Start of All profession Specials: Courtesy of Flyojumper

SmugglerFlux
Mon Aug 25, 2003 9:48 pm
#14






YetiIronfist wrote:
Do you have Smuggler skills SmugglerFlux?

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

Low Blow
Last Ditch





Well as funny as it may sound, I don't have any Smuggler skills. So I can't do any data on those myself, but I can dig around in the Smuggler forum and see what I can turn up.



Linkelinke: All data we have shows that SS does more per shot than FS, but FS tends to outdamage SS over time. Try watching for min hits and max hits between the two. SS should be higher.




Pistoleer 5 / CH 5 / Medic 4030
YetiIronfist
Sat Aug 30, 2003 1:43 pm
#15

This was a great thread Jaegen. Maybe we should either sticky it, or pull out those two great lists of info and stick them in the FAQ thread?
Jaegen88
Sat Aug 30, 2003 4:33 pm
#16

Roger that



Jagen88
Jaegen Kel'daron - Master Gunfighter
Fedacorr
Sun Aug 31, 2003 3:52 pm
#17

As far as I can see by the 'official' special moves charts of info, you should expect that most 'time delay mods' are in .5 multiples, unless that was changed at release. That is, delays are 1.0, 1.5, 2.0 2.5, 3.0, 3.5, 4.0, etc, usually. There are a few odd ones, though, like Body Hit 3 at 2.25, so I guess they really are in .25 increments.



Looks to me, like, for instance, Body Shot 2 is delay 2.0, and BS 1 is 1.5



I'm guessing that BS is same times as the 1H melee BH, for 1.5, 2, and 2.25, likely. Though the chart claims they're all 1.0, that's obviously changed.

Fedacorr
Sun Aug 31, 2003 4:11 pm
#18

Might as well give the 'official' delays and damage multiplier for pistol special moves, for those who don't have the book, I guess.



BS 1 - 1.0 (obviously changed or in error) , x2


BS 2 - 1.0 (same), x3


BS 3 - 1.0 (same), x4


Defense 1 - 2.0, x2


Defense 2 - 2.0, x4


Disarm 1 - 1.5, x2


Disarm 2 - 2.0, x3


Dive Shot - 1.5, x2


Double Tap - 2.0, x3 (slightly lower action cost than BS2, .75 vs 1.0)


Fan Shot - 2.0, x3 (same costs as BS 2, unsure why you'd use it)


Health 1 - 2.0, x1.5


Health 2 - 2.0, x2


Kip Up Shot - 1.5, x2


Last Ditch - 4.0, x4 (stuns)


Low Blow - 2.5, x1.5 (knockdown)


Multi Target Shot - 2.0, x2.5


Overcharge 1 - 1.25, x2 (increased decay on weapon)


Overcharge 2 - 2.0, x3 (increased decay on weapon)


Panic Shot - 3.0, x1 (delays all enemies in cone of effect)


Point Blank Area 1 - 1.5, x2


Point Blank Area2 - 1.5, x2


Point Blank Single 1 - 1.5, x2


Point BlankSingle 2 - 1.5, x3


Roll Shot - 1.5, x2


Stopping Shot - 2.5, x3


Suppression Fire 1 - 1.5, x1


Threaten Shot - 2.0, x.25


Warning Shot - 2.0, x.25


DiLune
Sun Aug 31, 2003 4:18 pm
#19

Has anyone done any advanced weapons testing to see how the specials play out? 1 sec seems to be the absolute fastest you can fire.


Has anyone tested a gun like a super fast FWG5 (seen a sliced 1.4) with a speed powerup on it? With out high pistol speed and a gun like this is it possible that the DPS on BS3 starts to exceed BS2? That could be the intention of the devs, that it takes high skill and badass guns to start making the higher end skills pay off in DPS.


I'm no good at testing this stuff (bores me to tears) but thought I would suggest this to see what kind of results people get.


In my opinion the ideal gun for testing this theory would have a very small difference between the min and max dmgs.Maybe a DX2 sliced for speed with a 30% min dmg powerup and 15% speed powerup. That way your damage would be very constant and you could quickly test it out.

DromacVII
Fri Sep 05, 2003 9:33 am
#20

Last Ditch -
Combat Spam Name: Last Ditch Attack
Damage Modifier: 6.0x
Speed Modifier: 4.0x(wasn't able to confirm exactly so maybe +/-.2)
Ham Modifier: 1.75x
RhysMarantz
Fri Sep 05, 2003 11:22 am
#21

Body Shot1: Damage x1.5, Time x1.275 *
Body Shot2: Damage x2.0, Time x1.8



If these are correct, then bodyshot1 actualy does a bit more damage per second.


BS1 1:1.2 Damage to speed ratio


BS2 1:1.11~ Damage to speed ratio




Ynot Obazs - Bloodfin
Pistolgimp / Doctor
YetiIronfist
Sun Sep 07, 2003 9:03 am
#22

RhysMarantz - Let's run some numbers:


  • BS1: 1.5x damage, 1.275x delay = 1.18x DPS

  • BS2: 2.0x damage, 1.8x delay = 1.11x DPS

  • BS3: 2.5x damage, 2.5x delay = 1.0x DPS



OK, first, a BUG jumps out: BS3 is coded as a BLEED. Normally only bleeds have damage multiplier = delay multiplier. Regular damage shots have higher damage multipliers than delay multipliers.

Now, back to our numbers. So, assuming a normal-ish 2.0 delay Pistol, what speed skill would be needed for BS2 to be better than BS1, and what would be needed for BS3 to be better than BS1?

- 61 speed skill drops that 2.0 speed pistol using BS1 to the cap of 1.0.

- 2/1.5 = BS2 does 33% more damage, so it will catch up at 133% of the speed, meaning at a speed of 1.33. To drop the 2.0 speed pistol to that, you need a speed skill of 63.

- 2.5/1.5 = BS2 does 66% more damage, so it will catch up when you are capable of firing it with a 1.66 second delay. So you'd need a pistol speed skill of 67.

These values move with different speed weapons. With a faster weapon, BS2 and BS3 will become better than BS1 at lower speed skills. BUT the faster the weapon, the lower you cap speed, the more the advantage goes to other classes with slower weapons that continue to see improvements in DPS at higher speed skills.

    Using a 2.0 speed pistol:

  • BS1 is best with a pistol speed skill of up to 62.

  • BS2 is best with a pistol speed skill between 63 and 66.

  • BS3 is best with a pistol speed skill of 67 or higher.



So you have to be almost a master Pistoleer for even the Marksman skill BS2 to be better than BS1, let alone our ONLY Pistoleer pool targetted shot, BS3?

Ready to really get pissed off?

  • Head Shot1 = 1.5x / 1.5x = 1.0x DPS

  • HS2 = 2.5x / 1.75x = 1.43x DPS

  • HS3 = 3x / 2x = 1.5x DPS


  • Leg Shot1 = 1.5x / 1.25x = 1.2x DPS

  • LS2 = 2x / 1.5x = 1.33x DPS



Yes, you're reading it right. For the other two ranged professions, each new pool targetted special they receive with increased skill is IMMEDIATELY better than the one before, with a higher DPS INSTANTLY with no need to factor in speed skill to figure out WHEN or *IF* it ever becomes better. BAM - new skill, it's better, use it. Working as intended, but not for Pistoleers - we're BROKEN.
JackAttackMac
Thu Sep 18, 2003 2:03 pm
#23

What is the reasoning of base damage being 1.5x that of the weapon's listed damage? Why did they do that?

Thanks,

Noki
YetiIronfist
Sun Sep 21, 2003 10:04 am
#24

JackAttackMac - As far as I know, that question hasn't been specifically answered, but it's probably pretty straightforward. It is normal for games to have global constants that can be tweaked for game balance - things like "Base Chance To Hit" and "Global Player Damage Multiplier". In this case it looks like they made that Global Player Damage Multiplier 1.5. Probably sometime early in beta they decided that players were getting their butts kicked my mobs too much, so they upped it.
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