Pistoleer Archive

Thread: Some pistoleer related combat questions

BloodMonk
Tue Aug 30, 2005 9:16 am
#1

Hey


for starters, thx for taking the time to read this thread I've recently come back and never played in the curb....adapting fast, but there's still a lot of stuff I haven't found out....

If any of you could answer any of the below questions that would be great.



1. Accuracy


-is your accuracy rating for the whole range, or is there still a sort of ideal spot?

-does moving and shooting moving targets still lower accuracy?


2. Critical shot:


-what is it? (150% of the normal damage on a special?)

-what's the base critshot rate?

-what's the added critshot chance of BHs advanced critical shot (maybe wrong forum but hey loads of BH here too I guess)

-on AoE attacks, does every seperate target have the same chance to proc a crit as a normal single target shot, or is it just that all targets get a crit or all don't?

also, is the critshot chance lower on AoE attacks?


3. Crafting pistols.


-1.73s is the speedcap...but I was wondering if the modded speed also has a softcap, below which speed becomes irrelevant due to the global recycle timer

-elemental damage seems to be overlooked to me, as it's done in full at every shot, wouldn't a very fast pistol preferably have high elemtal damage?

-Is elemental damage also influenced by the damage mods of specials?

-does pistol accuracy just stack with your accuracy when you equip the pistol (I guess so but I'd rather be sure)

-does critshot chance slicing work now? and is it worth it?

-ehm any indication of dropchance from BH targets? (for the decent stuff)


in general, I guess it would be best to try to cap damage, then sac, then speed? then slice for speed till it caps, and for the remaining do critslices?





Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
BadgerSmaker
Tue Aug 30, 2005 9:32 am
#2






BloodMonk wrote:

Hey


for starters, thx for taking the time to read this thread I've recently come back and never played in the curb....adapting fast, but there's still a lot of stuff I haven't found out....

If any of you could answer any of the below questions that would be great.



1. Accuracy


-is your accuracy rating for the whole range, or is there still a sort of ideal spot?


It was hinted that there is some hidden accuracy penalty for using a weapon up close, but if it is there it is so small that nobody notices.


-does moving and shooting moving targets still lower accuracy?


Not by much if any.


2. Critical shot:


-what is it? (150% of the normal damage on a special?)


Chance of 20% extra damage


-what's the base critshot rate?


Level 1 slice is 3% chance, Level 2 Slice is 5% and level 3 is 10% chance.


-what's the added critshot chance of BHs advanced critical shot (maybe wrong forum but hey loads of BH here too I guess)


No idea about Adv. Critical, I'll find out for you.


-on AoE attacks, does every seperate target have the same chance to proc a crit as a normal single target shot, or is it just that all targets get a crit or all don't?

also, is the critshot chance lower on AoE attacks?


I think each target rolls a seperate chance to critical.


3. Crafting pistols.


-1.73s is the speedcap...but I was wondering if the modded speed also has a softcap, below which speed becomes irrelevant due to the global recycle timer


You can go under 1.0 modded speed, but it doesn't make much difference, if you use combat haste buffs like Adrenal Boost then you will see a difference as that reduces global timers.


-elemental damage seems to be overlooked to me, as it's done in full at every shot, wouldn't a very fast pistol preferably have high elemtal damage?


The only pistol with decent elemental damage is the Trando pistol, and that cant be crafted.


-Is elemental damage also influenced by the damage mods of specials?


No.


-does pistol accuracy just stack with your accuracy when you equip the pistol (I guess so but I'd rather be sure)


Yes.


-does critshot chance slicing work now? and is it worth it?


It works, but slicing for Speed after capping damage and SAC is more common, if you can triple cap a pistol during crafting, then by all means slice for full critical.


-ehm any indication of dropchance from BH targets? (for the decent stuff)


Not too bad at MBH, better than farming krayts or gorax.


in general, I guess it would be best to try to cap damage, then sac, then speed? then slice for speed till it caps, and for the remaining do critslices?


SAC, Damage, then Speed.










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BloodMonk
Tue Aug 30, 2005 9:39 am
#3

-what's the base critshot rate?


Level 1 slice is 3% chance, Level 2 Slice is 5% and level 3 is 10% chance



so if I understand this right, if you don't have your weapons crit sliced, and aren't using adv. crit shot you will never get a critical shot?


I though there might have been some base rate (5% or so), maybe even somehow influenced by accuracy


eg.

base rate 5%

1% crit per 100 acc

adv. crit shot gives +10%


so per example with 200 accuracy you'd still have 7% chance to proc a critical on any special, 17% on adv. crit shot



I'll pulling those numbers (and the concept) out of my.... but I thought it might work like that



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
BadgerSmaker
Tue Aug 30, 2005 9:41 am
#4






BloodMonk wrote:

-what's the base critshot rate?


Level 1 slice is 3% chance, Level 2 Slice is 5% and level 3 is 10% chance



so if I understand this right, if you don't have your weapons crit sliced, and aren't using adv. crit shot you will never get a critical shot?


I though there might have been some base rate (5% or so), maybe even somehow influenced by accuracy


eg.

base rate 5%

1% crit per 100 acc

adv. crit shot gives +10%


so per example with 200 accuracy you'd still have 7% chance to proc a critical on any special, 17% on adv. crit shot



I'll pulling those numbers (and the concept) out of my.... but I thought it might work like that





Thats right, no critical chance slice and no critical shot means no critical shots for you.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
BloodMonk
Tue Aug 30, 2005 10:44 am
#5

mmmm that kind of sucks, it would actually mean that a 10% crit chance slice would give you an overal DPS boost of 2% (on all specials but ACS)


now to find out what's the critshot chance on adv.crit shot



ehe maybe you should propose my base crit and acc crit chance idea to the devs (they took over loads from wow with the curb, might as well take over this system too )





Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
BloodMonk
Wed Aug 31, 2005 12:16 am
#6

ehm just realised I don't know is standing/kneeling/proning still has any use post-curb



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
BadgerSmaker
Wed Aug 31, 2005 2:46 am
#7

Standing - Normal Defence


Kneeling - More Defence vs Ranged attacks, less Defence vs Melee attacks


Prone - Most Defence vs Ranged attacks, Least Defence vs Melee Attacks


It does work, when fighting a Black Sun Thug for instance, they only have a ranged attack, so you can intimidate them then diveshot at their feet (there is no range limit for shooting while prone now) and take less damage while you blast it.


I use rollshot to get uop and heal then diveshot again.


Getting mobs with both melee and ranged attack (like a Super Battle Droid) to switch to ranged is quite easy if you use stopping shot or a KD then back off, then you can Diveshot and tank.




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0110101101111001011110111101001000101011
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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
SeraCohw
Wed Aug 31, 2005 3:15 am
#8






BadgerSmaker wrote:

Standing - Normal Defence


Kneeling - More Defence vs Ranged attacks, less Defence vs Melee attacks


Prone - Most Defence vs Ranged attacks, Least Defence vs Melee Attacks


It does work, when fighting a Black Sun Thug for instance, they only have a ranged attack, so you can intimidate them then diveshot at their feet (there is no range limit for shooting while prone now) and take less damage while you blast it.


I use rollshot to get uop and heal then diveshot again.


Getting mobs with both melee and ranged attack (like a Super Battle Droid) to switch to ranged is quite easy if you use stopping shot or a KD then back off, then you can Diveshot and tank.






i didnt know that so now fighting those boos arks that liek to stand there and shot i cn just go prone and shoot at em all day yay now i can kill that 36k ham boss
BloodMonk
Wed Aug 31, 2005 8:31 am
#9

one more think....I found some food giving +block, is this only for rifleman/pikeman or can everyone benefit from this? (I'm not even sure what block does when it procs, stop all but elemental damage?



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
BadgerSmaker
Wed Aug 31, 2005 9:04 am
#10

You can use it, and you may get some +Block+'s, but you won't block as much as a Jedi that already has block mods.



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0110101101111001011110111101001000101011
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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
CaixCatab
Wed Aug 31, 2005 10:05 am
#11

Jedi is using the saber block mod which is separate from the "traditional" block (which, although I was never in a profession with it (dodge 4tw), used to cut damage in half?) which is what the food does AFAIK. I did see a post by a jedi claiming that he got some absurd extra number on saber block, but since it works as a % directly in proportion to the skill mod, it all seemed a bit... funny.


Has anyone done a test with the food?



-This message was deviously brought to you by:
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BloodMonk
Wed Aug 31, 2005 10:22 am
#12

I'll try to test it with a guildie



another questions: do the FS mods work properly now? before I left (thus pre-curb) FS ranged speed did not work and FS melee speed working for both ranged and melee...



so I want to know if I need to drop those melee boxes for ranged boxes





Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
CaixCatab
Wed Aug 31, 2005 10:25 am
#13

They have all been replaced with General Ranged Speed and General Accuracy. Which means they work



-This message was deviously brought to you by:
Caix Catab S Darok Catab _ Hoti Catab
[Avenger] [Dead-Eye] [Businessman]
[INCAP]
"All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near."
Catab Trading and Clothing
2565 -4844 outside Mos Eisley Tatooine



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