Pistoleer Archive

Thread: Multi-Target Pistol Shot

Broken_Smuggler
Fri Aug 13, 2004 4:55 pm
#14

I've been playing around with this again after awhile, and it seems like the damage modifier is higher than it use to be. A long time ago, Jaegan documented the modifier as 4.2, and every log Ive ever seen of this special indicates that it does indeed float somewhere around the 4.0 mark. Now Ive used this special in a very limited capacity, but the combat spam is showing it as having something closer to a 5.0 damage modifier on it now. Basically, Im writing this post so someone can verify for me that Im crazy. I dont think they would make a change like this without documenting it. Am I the only one seeing this, or can someone else who's better at this sort of thing than me verify whats going on?


Thanks!



Orim & Driego
Citizens of Scylla
Pistoleer / Smuggler / Carbineer/ Bounty Hunter
Proud Members of The Alliance Strike Force
Broken_Smuggler
Fri Aug 13, 2004 5:15 pm
#15






BZebub wrote:

Doubt it. We pistoleers have been imagining our own fixes for months now. Just like Randon said, before long we'll be so deluded that we won't need any more fixes.






lol! Thats what Im afraid Im doing. The pessimist inside of me is pretty sure I must have calculated something wrong, or even if I didnt, Im thinking my sample size is too small for any conclusions to be made. Either way, I think Im wrong. But the optimist side of me wants to make sure, so thats why Im asking if anyone else could verify for me that Ive just gone crazy.



Orim & Driego
Citizens of Scylla
Pistoleer / Smuggler / Carbineer/ Bounty Hunter
Proud Members of The Alliance Strike Force
Broken_Smuggler
Fri Aug 13, 2004 6:05 pm
#16

OK, I just did a few more quick tests on this. I shot my friends probot to death twice exclusively with Multi-Target Pistol Shot (thats 77 shots). I used a CDEF pistol with a 21-43 damage spread. The average damage of the 77 "multi-shots" was 231.44 damage per shot. Now after taking the 1.5 damage modifier in to account, that would mean a rough average modifier for the special is 4.82. If I use the highest damaging shot (319) and divide it by the max damage of the weapon, the modifier comes out to around 4.94. Conversely, if I use the lowest damaging shot (157) and divide it by the min damage of the weapon, the modifier comes out to around 4.98. Now obviously there needs to be a higher sample size to come to a more exact number, but am I on to something here? Or am I leaving something out? A gross oversight on my part perhaps?


Somebody tell me Im not crazy!



Orim & Driego
Citizens of Scylla
Pistoleer / Smuggler / Carbineer/ Bounty Hunter
Proud Members of The Alliance Strike Force
Randonb
Fri Aug 13, 2004 7:16 pm
#17

Theoretically, the max damage should have been 271:


43 x 1.5 x 4.2 = 270.9


So yes, it is dealing more damage than Jaegen88's tests showed it should have been. Though with MTPS it's hard to say what's going on.. was your friend in the area of effect?





"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
Broken_Smuggler
Fri Aug 13, 2004 8:59 pm
#18

No, I had him run out of the area I was firing so I didnt kill him(he was unarmored/unbuffed, so it wouldnt take much). Im not sure whats going on here, but it definitely appears as if the special has been changed. Whether that change was intentional or not is another question, but I would seriously doubt it. Maybe this happened the same time the double damage on lairs was removed from disarming shot? Im trying to think of a time when the devs changed one system which may have been closely related and it had an effect on MTPS, but I dont know. Regardless, this would be a good change if the other bugs associated with the special werent still cropping up. Any thoughts?



Orim & Driego
Citizens of Scylla
Pistoleer / Smuggler / Carbineer/ Bounty Hunter
Proud Members of The Alliance Strike Force
Bridonar
Fri Aug 13, 2004 9:52 pm
#19

I guess the damage multiplier was accidentally changed. I'll take it anyway



Bridonar Loca'mir
Bothan
Pistoleer/BH/fencer
Lowca
Raptor2k1
Fri Aug 13, 2004 10:44 pm
#20

Interesting, I'll have to play with this some and see what I get.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Imed
Thu Sep 09, 2004 11:36 am
#21

I mastered pistoleer about a week ago. It's my second time as a pistoleer, I was a tkm for a long time and got tired of seeing melee guys everywhere. So anyway I decided to try out multi-target pistol shot last night, see just how bad it was. Well, i went into the Dathomir outpost, with has alot of npc's that you can attack, they were all around me, and let loose. I spammed MTPS and, a little more than nothing happened. It does clear the combat cue, so i just keep hitting it, looked at my combat chat and saw a couple hits for 200 damage!! Man thats less than a normal attack usually. Geez talk about a broken special what a joke!


im a master pistoleer / BH xx4x and here are the skillz i use:

healthshot1 & 2 (pistoleer) <<<i use a macro to stack these with bleeding shot

bleeding shot (BH)

pistolmelee defense1 (pistoleer) <<< works real good pve or pvp

rollshot (marksman)

diveshot (marksman)

kickupshot (marksman)

bodyshot2 (pistoleer)

torsoshot (BH) <<<<definately my favorite, nothing like setting targets on fire, and its all health damage

eyeshot (BH) << its a classic with a genoshan sonic blaster or scatter

fanshot (pistoleer) <<< the best pistoleer special IMO

stoppingshot (pistoleer) << its good to close the deal but its random HAM



anyway pistoleer is alot of fun, i love hitting with every shot while running!!



djswift2k
Thu Sep 09, 2004 9:54 pm
#22

mtps has been like that as long as i can remember. once upon a time disarming shot 2was an area knockdown with no knockdown delay. but that got nerfed way back in the old days.
RebRifle
Fri Sep 10, 2004 12:51 am
#23

ya somones gotta look in the codin cause pistleer specals are not workin right.
xPREDATORx
Sat Sep 11, 2004 4:41 am
#24

im a pistol stacker and sad to say i only use about 1-2 pistoleer specials.... i find them rather lame and nuthing compared to the bh and smuggle rspecial all i use the pistoleer for is the defesne and the speed accuracy and certifications


master pistoleer

bh desperado

smuggler rogue



Boe-Os Darksky Former SWG Veteran (Reactivated)
Proud Member of ATO (Yes we're back!)
Jedi and Melee hater No more...NOW NGE hater (We all preferred pre-cu didnt we!)

Dragon942
Sat Sep 11, 2004 11:45 am
#25

Almost all the pistol specials I use come from outside the pistoleer line. Its kinda sad.



Starscreamer Sapphire
Starsider
Leige
Sat Sep 11, 2004 1:10 pm
#26

Most of the pistoleer specials are a joke.


MTPS body shot 3, disarming shot, double tap, PMD1 and 2, all a joke. Yea, PMD1 works, but in PvP its worthless because by then you are in melee range and already flat on your back.


If I am going for a dot, i stack a health shot 2, bleeding shot,and spam torso shot.


If I am kiting a single target I use suppression fire 1 followed by stopping shot. Stopping shot at the speed cap isprettygood.


Occasionally I will use eyeshot, mostly for a blinding effect in PvE and if a mind pool is down in PvP.


Fanshot is okay, but nothing like burst shot 2 in carbineer.


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