Pistoleer Archive
Thread: Pistoleer FAQ v1.0 (8/20/03)
Why did you leave out STAT migration issues? This is a FAQ right?
Can you help us with the best formula for STAT migration?
Thanks,
Tenn Talbot
TennTalbot ,
lol, well, demanding much?
I did my bit for king and country, I'd rather some of the other community members take it from here. I'll continue updating it and doing sticky, but I'm not itching to work more on it right now personally. If I were manager I'd say, "well Tenn, I'm glad you brought this up, it's a veryrelevant issue. I have this new project for you that is very mission-critical.... "
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I also don't tweak stats much, and when I do, it's based on MY play style, and my profession combination, and what I plan to focus on for that week,which will probably differ greatly. I also use buffs, which makes me care even less what my stats are, they all shoot through the roof (except mind), and mind is max. Feel free to type one up if you research it, I'll include it and do a new version at some point with everyone's inputs (if they are typed out).
I also don't like FAQs to be complete spoilers (go here and do this #1, #2, #3 for XP gain, etc.), but on things like "what line to spec first", we acknowledge that first, there are only really 3 choices, and second, we know certain lines have no impact given the game fixes that are needed...so we could speak with confidence on that one.
Tenn, this is the Pistoleer FAQ afterall, not the "How to do Stat Migration FAQ" ![]()
This these, they are all pretty good:
http://www.swgcenter.com/info/article.asp?ID=558
http://www.swgcenter.com/info/article.asp?ID=591
http://www.swgcenter.com/info/article.asp?ID=592
Have fun
Just because a formula works for one set of numbers, doesn't mean it works for them all. X+Y = X works when Y = 0, but I think you'llbe hard pressed to make itwork in any other instance
I agree with those posters that say that this formula can't work in instances where your pistol speed is 100, because it would totally negate all other modifiers. I think we need some mathematicians in here to help us out with some other math... or someone with a pistol speed 100+ to do some tests for us.
Tuscus, it's accurate. Here is a combat chat log from someone who had +100.
http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=8396&highlight=log+pistol+speed#M8396
That was a great post Jaegen, but the info on PvP leaves me trembling at the knees, Im working up the skill tree to be a pistoleer but see no major targeted mind pool shots listed as deadly PvP in the post. Everybody knows when your fighting PvP there are medics around healing health. (or when fighting a doc) Is there a good pistol shot that drains mind pool signifantly? If so what type of max dmg are we looking at?
Yer looking in the wrong forum mate. I believe that the only pistol style that targets the mind pool comes from the Bounty Hunter Pistol line, and its called Eye Shot.
Jaegen,
After quite some time testing it against creatures and lairs, I see no reason to doubt the specs on KipUp Shot and RollShot (namely 2.5 or maybe 2.8 damage and 1.55/1.5 speed). I've gotten the same damage range as I had with DoubleTap with speeds faster than BS2. Even if you assume the damage multiple is lower than DoubleTap (say 2.5), you still have a DPS that is closer to PBS2. The HAM costs for KipUp are close to DoubleTap as well, with RollShot being significantly higher. I only use it for lair damage, but I can rip through Dantooinefaction bases like nothing.
If you have an opportunity to retest with that same weapon, I would love to see how your more scientific approach would lay out the numbers. I've already been disappointed by our random HAM damage, but assuming you have have reasonable HAM control and the position restrictions aren't a problem, these appear to be superior to FanShot from a damage perspective.
Wouldn't an easier way of desribing the attack speed formula be:
weaponspeed * specialdelaymod * 100 / speedmod
??
First, you have your formula wrong. Your formula would make the speed incredibly high. I think you meant to post it as:
weaponspeed * specialdelaymod * speedmod / 100
...or something.
Second, you're wrong in your math. The data suggests conclusively that the formula as posted is correct. The reason for this is that the experience of speedmod as it approaches 100 is that the weapon will get to 1 second speeds. For this reason, it has to be subtractive.