Pistoleer Archive
Thread: could someone explain the pistol speed being broken thing?
Jaegen, in his illustrious FAQ, wrote that pistol speed mods work this way:
(WeaponSpeed * SpecialDelayMod) - ((WeaponSpeed * SpecialDelayMod) * (PistolSpeed/100))
(note, I added the extra parentheses in there to emphasize the order of operations).
So, does this mean that any weapon, no matter how slow,with +100 speed would theoretically have a speed of 0.0? And only the 1.0 second cap is preventing it?
Have any BH/pistoleer/carabineers tried this with slow-ass weapons to see if it works?
That's part of it, sure. But caps are sometimes good. It's kind of an artificial cap, however, not the right kind.
The issue is that if anything WAS balanced, through DPS, it is no longer playing by the same rules at +100 speed. If a T21 was supposed to fire every 9 second x1.5 delay, 13.5 seconds, and it's firing every second, there are obvious balance issues, when a 3.5 speed pistol is firing at the same 1.0 second rate. Stopping shot should never have a higher DPS than fan shot, yet at cap, it does. Considering they had to reduce PvP damage by 75% (!!!), you can see where problems like this might have contributed. Not to mention, no one wears armor or deflectors.
That formula is wrong.
check http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=7699
The three factors (weapon speed, special attack delay multiplier, and speed skill factor) are just multiplied together so there is no "order".
You're all arguing the same thing.
(WeaponSpeed * SpecialDelayMod) - ((WeaponSpeed * SpecialDelayMod) * (PistolSpeed/100))
is the same as
(WeaponSpeed - (WeaponSpeed *(PistolSpeed/100))) * SpecialDelayMod
is the same as
(WeaponSpeed * SpecialDelayMod) * (1 - (PistolSpeed/100))
Which all leads to the same conclusion that at +100, all pistol specials fire in one second. As with all rifle specials, and with all carbine specials, et cetera. The order of the math doesn't matter, just that the increase in speed for a weapon will essentially remove any delay penalties for using the specials and will reduce it to a matter ofHAM costs.
What are the special delay mods? I'm sorry if this has been posted before, but does anyone know the approximate mods for our specials?
I haven't read holo's post of speed, but reading this, it sounds like the original formula we came up with jives still. If not, let me know and I'll change the FAQ.
I don't have exact link, but the one I was looking at at least was one of the posts discussing the T21 rifles. In it they showed "Our calculations" (our from Holo's point of view meaning the Dev's) and it included the effect of weapon skill on damage. In their examples they gave the exact speed of a rifle, and the effective speed with weapon skill, and it was EXACTLY reduced by the percentage of the skill.