Pistoleer Archive
Thread: Pistoleer FAQ v1.0 (8/20/03)
As a BH/pistoleerI wanted to figure out where eye shot fits in. I used the same methodology on body shot 2 and eye shot, and here's what I got:
Body shot 2Eye Shot
Action Cost: 16 19
Damage Multiplier: 34.5
Delay Modifier:1.9 2.1
If I force my numbers for BS2 into Jaegen's table (using the proper weights), then do the same for Eye shot, I get the following:
Delay mod 1.8 2.0
Dmg mod 2.1 3.1
dmg/action2.6 3.2
action cost31 37
dmg/sec 43.8 60
sec/shot 1.8 2.0
dmg/shot 80.4 120
===========================
BS2 ES
So eye shot is not just a greatPvP weapon, it is also a far better targeted pool shot than anything in the pistoleer tree. I'm sure I'm not the first person to notice this, but it's nice to have the info here with the other pistol specials.
I'm looking forward to torso shot
.
Isendel,
First off, I am a BH/pistoleer. So I already have eyeshot.
Anyway, my point here is not to scream nerf eyeshot. That would be off topic.
My point is just that this thread has great data on all the pistoleer specials and I wish it also had data on the other pistol specials. This data helps us pistol dabblers plan our characters and decide which shot to use in different scenarios.
After gathering the data for eyeshot, I realized that I was clearly not using it enough.
Sounds great Jaegen. If there is anything we can do to help out on, let us know.
On Feldin's point, does anyone know what because of Flyrojumper's All profession specials collection attempt? I know that had listed Eye Shot as a 3.0x shot, but didn't have many confirmations or delays for the specials.
For some reason, many of the other professions haven't been doing as much analysis as we have. Maybe there is some kind of pull to Pistoleer that brings statisticians to this profession. ![]()
Tarantio said:
yes avandor they stack u see only one bleeding icon but if u pay attention u can 2 different dmg on head of ur atrget when bleeding start to dmg
Hehehe, thanks Tarantio... even though I asked that question back in July and got it answeredin a lot of other prompt replies and tested this over and over again in rancors, I do thank you for it mate.
Jaegen, et. al.,
Out of curiousity, how are y'all coming up with these health/action/mind costs for the shots? I've found that there isn't a set "number" for the cost, the costs *seem* to follow this basic formula:
Cost = Weapon Cost * Special Move Modifier * (1 - Associated Pool [ie, Strength, Quickness, Focus] / 1500)
I made a post about it in the smuggler forum, but I don't have the link handy at the moment, but basically things like Last Ditch had Health/Mind modifiers of .6, Action of 2, while Panic shot was Health/Mind 1.9, Action 3.5.
Only reason I'm bringing this up -- those secondary stats can shift those numbers greatly, depending on how much armor / buffs you've got and what weapon you're using.
Am I missing something, or ...
weapon moves have a "base" cost, which factors in the weaponHAM costs and the special move costs.
the end totalis lowered by your cooresponding strength/quickness/focus.
List of trainers from a post 3 pages back:
Corellia:
Tyrena at -5220, -2488
Talus:
Dearic at 583, -2871
Naboo:
Keren at 1258, 2688
Tatooine:
Mos Eisley at 3358, -4837