Pistoleer Archive
Thread: Weapons Accuracy Test
DiLune wrote:
Life must be horrible for Riflemen. No one wants to group with you. That's the basis of all this, soloing is hard in SWG. Its hard for everyone. You know, I used to take lots of time getting xp myself, til I got friends with pets. Then they kep the mobs at bay and I took up ideal firing position without mobsclosing in on me. Just another helpful idea from a pistoleer. (squad leader really, y'know, I only found one rifleman to group with and she was pretty cool. The rest must have a lone gunman mentality or something.)
I'm a rifleman/SL, and life is pretty bad while xping.
The problem is that riflemen don't have access to a good random HAM attack until relatively late in their career. Trying to kill something with headshot while everyone else is hitting health is pretty futile, and you're always the person everyone is waiting on (everyone else just heals their action). I solo'd most of my way through rifleman and SL (I had CH for a while for additional pets) simply because I wasn't just not contributing much in a group, but I was actually penalizing them. It's not really a 'lone wolf' mentality - I really wish riflemen were suited for grouping, but they aren't until they get some of their high-powered random HAM AEs.
Finally, the big issue is that when/if the mob closes on you, you're pretty much dead. As a master marksman/rifleman/squad leader, it's not unusual for me to get killed by a light blue melee mob that I can 2-shot with autofire if they manage to get into melee range before I target them. When I was levelling pistol for master marksman, I didn't have this problem because my accuracy generally improved as the mob got closer.
I group when I want to do something other than level up. My poor dps causes me to get jack xp. Once you hit Rifle Special Abilities 3 you get to see some decent speed improvement, but by then most of the rifle trees are leveled up unless I am getting combat xp with another profession (which I am not).
Kinnda back on the subject of thetesting/statistics, would dodge work in the same manner as accuracy? IE the prencentage is actually about half the number, so at master pistoleer (counting the 3% everyone has) we should be dodgeing 18% of attacks (I'm not sure if their are any modifiers to that but movement/posture I'm sure will affect it). At this point its wild conjecture, but at least to me it seems reasonable.
Also while were on the subject, is their any TKA's on sunrunner that want to help me test out the defences to blind, dizzy, and stun? Because these test have wetted my apetite for real hard facts (or probabilities). Oh yea about warning shot, any of us who've kited a lot of mods could tell ya its our least accurate attack, and I'm glad that those test results so closely mesh with my experience (means I wasn't just imagining things, :smileywink
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PS Great work on the collection and interpetation of data, I think sombedy aced their statistic class.
Great data.
Would be interesting to see how theweapons mods -80 at 60 is affecting things like squid said. Although it may be hard to get a test subject to live through that many trials with a more power weapon... stimps are good i guess ![]()
Unfortunately a HS test even on the cdef seems rather silly. Unless maybe the target has a great helmet and a massive mind buff. Have to go find out if the HS series gives a similar mod as BS...
Saw something mentioned about block. Block works ranged and melee as NPCs can (pre patch havent noticed post)block ranged attacks (Idunno how but Ive seen it...). However, Block mods arent working yet for PCs.
Great work.
Oh, and forgive the random disgruntled riflemen. Unless were a masterwe seem to be taking it hard in PvP and PvElately. Example : I got a Pistoleer telling me just today about his 3k+ dps in PvEwith the new fan shot =| Im never gonna be able to keep up with that. I hope he was just being a little bragadocious.
Well I take some of thatback, a couple Imperialriflemen on my server took to attacking AH then falling back to a private home, shootingthrough the door at any defenders that got toocloseand occasionalystepping out to mind shot (their bleeds couldhit for500 dmg) and sniper shot to db... seemed to work fairly well... hope the Devs put a stop to it that was annoying
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also would be very interested if you could test the new BE'd melee defense mods
i will provide you with the clothing that you can wear that would add a minimum or +8 to melee def and if you could provide me the results , you can keep the clothes (they would also add +25 stun defense)
and i have bleed defense up to +25 but have no idea if those could be testable
Noules000 wrote:
Probably not. Neither of my targets had pistol equipped, either (we were all unarmed when playing the target). My current suspicion is that ranged defense somehow reduces the effectiveness of active defenses, but this is just wild speculation at this point.
This thread is great, just what I've been looking for. But, about active defenses, I'mhopping you could could confirm something. I was wondering if the active defenses modifiersare linked to the weapon type. Can you get the target to equip a one-handedsword? (pet theory of mine, that dodge + modifier works when you are using a pistel OR a one handed sword) Ideally, the best test would be to find a meleer with some of all the active defenses: dodge/counterattack/block. [a defense melee build]. Then run a few tests with him equiping a different weapons.Would really like to confirm the 3 different active defenses stack all the time or if only 1 type has primary protection at a time according to which weapon is used.
I'm wondering because the TC now has dramaticly increased the active defenses. So i'm wondering which would do better? 200 Block OR 85 block + 75 dodge + 85 CounterAttack. They also greatly increase the defenses of some classes, fencer now gets more ranged defense than TKA.I think you can now get +69 from 1 line of fencer. So this thread is VERY interesting.
One last thing Noules000, PLEASE dont get burnt out, save a little to be able to do a few tests after the big Nov. update. The increase active and passivedefenses would be interesting to test.(Maybe a TKM will volunteer, so he can test his new Defense Acuity [CA/block/dodge rolled into 1 abitly] and maybe his Center of Being tank ability. He can also meditate his wounds away.)
-Rorrimot
I might have the answer to +Dodge not doing much. Coir (Valcyn on TC) posted on another thread that +CounterAttack does work with anyweapon, but does not work if you are not in the range ofthe equiped weapon. He was sure this is an oversight and would be corrected in the future. Not sure if this applies to dodge and block since they dont have a return attack(or suppose to ahve one like CA should)
Now the only thing I need to find out is if the active defenses are linear? or if they are like speed and get alot better the more you have. (Can get up to 205 in Counter attack, think the same for Dodge, but block is somewhat lower 180-190?) Hmm, does 30 Dodge =/>/< 10 dodge + 10 block + 10 counterattack?
--Rorrimot
Noules wrote;
I'm a rifleman/SL, and life is pretty bad while xping.
The problem is that riflemen don't have access to a good random HAM attack until relatively late in their career
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Arnt Rifleman soposed to have a thingie called a bayonet ?.............Seems like it should be standard equipment to a novice rifleman to me
Leva Oripa
Master Pistoleer-Flurry
Great post Noules! Can you do the rest of us squad leaders a favor and test out the /rally command and post the accuracy and defence modifires it gives? If it gives both, or if it just gives accuracy mods? Just run your baseline tests with rally and without rally.
Thanks for posting a link to this on the squad leader board.