Pistoleer Archive

Thread: disarming1,doubletap,stopping shot, fan shot

vGeist
Wed Jul 30, 2003 4:37 am
#1

As far as I can tell...


Disarming 1 has a small damage increase, damages a random HAM and damages the weapon held by your opponent.


Double tap seems to be double the damage of a non-special shot to a random HAM, and seems to have a low HAM cost.


Stopping shot seems to be a significantly increased damage shot to a random HAM.


Fan shot is a increased damage shot that hits 2 of the 3 HAM bars simutaneously.


If you know anymore than me please post. I just finished the stances&grips tree tonight and am trying to figure out how to best apply all these.

EberKain
Wed Jul 30, 2003 5:47 am
#2

sorry, but your post seems vauge and general.

Jaegen88
Wed Jul 30, 2003 8:14 am
#3

What I don't yet have: Delay, a good base damage %


What I did take some time to run: Damage range vs one another (same mob):


Disarming Shot 1: 240-413 (multiplier vs my base average4: 1.9)


Double Tap: 349-675 (3.0)


Stopping Shot: 575-1083 (4.8)


Fan shot: 481-896 (4.0)


PBAOE2: 408-978 (4.0)


Melee defense 1: 333-671 (2.9)


Melee defense 2: 482-855 (3.9)


Body Shot 3 (targeted pool): 284-547



Base damage just letting it random fire: 121-222, average 172.


The multiplier is just average special over average base damage, a little easier number to gauge effectiveness. I haven't rolled that in to weapon stats (so wthat we don't need base damage, just weapon min dmg/maxdmg/speed,), but it's at least a relative look at those specials. Keep in mind, this has no bearing on which is best since it lacks "delay" numbers.


NOTE: Not done a good sample size, was probably over 30-40 shots, highest and lowest recorded. I have action costs too but they are minor IMO, will post more when I test this week. If sample size was higher, I suspect multipliers like 1.9 would go to 2.0, etc., more smoothing.




Jagen88
Jaegen Kel'daron - Master Gunfighter
Aerius
Wed Jul 30, 2003 10:41 am
#4

Good post Jaegan.






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lorildeh
Wed Jul 30, 2003 11:18 am
#5

only thing you forgot there J was to tell us what the specs on your pistol are.



Pistoleer (master) Creature Handler (master)
Commando (0,0,4,0) Smuggler (1,0,1,4) Bounty Hunter (0,0,0,4)
Droid Engineer (master) Bio Engineer (master)
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Character Advancement via PvP and the GCW
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Flyojumper
Wed Jul 30, 2003 11:53 am
#6

The base stats on a gun are multiplied by 1.5 to give the auto attack range.


I'd be interested in seeing the tim multiplier over auto attacks on all those specials. I suggest you time 11 auto attacks with the combat window (11 because that makes it 10 tim intervals) and you then time 11 of each of the specials. That's what I'm doing with the skills I have but I don't have much in the pistoleer tree. However here is what I have forsome otherspecials:


Body Shot 1: dmg x1.5, time x1.25


Body Shot 2: dmg x2, time x1.75


Head Shot 1: dmg x1.5, time x1.5


Head Shot 2: dmg x2.5, time x1.75


Leg Shot 2: dmg x2, time x1.5


Full Auto Single: dmg x2.5, time x1.5


Overcharge shot 1: dmg x2.5, time x2

Jaegen88
Wed Jul 30, 2003 3:39 pm
#7

I listed the base damage, figured that sufficed. The stats I think were a 70-150(ish), 1.7 speed scout. Again, somehwhatirrelevant in terms of overall damage but can be used as an estimate...speeds really critical though.


I saw a bounty hunter popping off 980 damage eyeshots all day today, no telling what weapon but wow. 980 mind pool every few seconds+ blind? Ouch. Probably a 200+ dmg pistol I'd hope.


Flyo, super input. Yes, I'll be testing with a stop watch and do 11-1 for an even number. I have a battle buddy to test with, well, two actually, so it should happen soon. I will also test dodge percentage using a pathetic CDEF over a large number of shots..with heals etc. to keep me going. Will probably test knockdown too that way. Ill work up a spreadsheet and we can all throw stones/share etc, if no one beats me to it.





Jagen88
Jaegen Kel'daron - Master Gunfighter
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