Pistoleer Archive

Thread: More Nifty Tests! (damage against creatures above your CL, interesting stuff!)

Nifty
Thu May 12, 2005 10:46 pm
#1




So I was running around shooting at creatures again, and taking note of my base damage (plain ol' ranged shot) on each creature, before armor. With my FWG and my 205 accuracy (160 general, 40 pistol, 5 from pre-CU FWG) I was hitting for 812 base damage on each and every creature I came across in my little jaunt out to my CL 78 mission. Hitting the creatures with Warning Shot didn't do a thing damage wise. This was bothering me, because hitting my friend in a PvP duel with Warning Shot worked. So if Warning Shotreduces defenses by 80 and it works in PvP, then why isn't it working in PvE against creatures? Then it dawned on me. Creatures must have 0 defense! This would make sense, as you probably can't debuff something past 0, so having 0 to begin with would mean the debuff was just not doing anything.


I needed some support for this hypothesis, and I remembered that fighting a CL 81 or CL 82 mission creature I would hit for less than I would against a CL 80 or lower creature. So maybe CL 81 and above have defense scores, and if they have defense scores, then Warning Shot should work against them.


I took a CL 82 Bol mission, and here is what I found out. Hitting a CL 82 Bol when you're a CL 80 character has an effect on your base damage (again, before armor). You will hit for less than you will against a CL 80 or lower creature. Warning shot against the CL 82 creatures worked as it should. I hit the bol with a ranged shot, then a warning shot, and then another ranged shot. The second ranged shot hit for more damage than the first one did.Pleased with myself, I went on to dispatch the Bol so I could deal with the rest of the lair and get my creds... and I noticed that other states had an effect on the damage I was doing! So I killed the Bol, and proceeded to test all the debuff states I could. Here are the numbers for my CL 80 MP/MBH/CM 4/0/0/0 with a +5 acc FWG (205 total acc.) All damages reported are Ranged Shots before armor.


812 - reference damage on CL 80 creatures.

699 - CL 82 Bol with no states applied

790 - Warning Shot

722 - Intimidate (yeah, it raised it, I dunno why it did, but it did!)

710 - Stunned

784 - Dizzy (Confusion Shot from BH, only Dizzy stuck)

727 - Blind (Improved Eye Shot from BH)

795 - Dizzy and Stun (Confusion Shot from BH, both stuck)

750 - Intimidate and Blind

812 - Warning Shot plus anything (not sure if Stunned + Warning Shot is good enough, I don't remember getting that combo, but I'm pretty sure Blind + Warning Shot was 812, and I know Warning Shot + 2 or more states was definitely 812)


(begin edit for quick test with a rifle friend, 1015 max damage T21 rifle, 275 accuracy when equipped)

1015 - reference damage

938 - CL 82 Bol no states applied

1015 - Warning Shot (back to max damage for the rifle!)
958 - Intimidate
963 - Blind
1015 - Dizzy
948- Stun
(end edit for quick rifle test)


Now, the conclusions I draw from this are that in PvE, creatures above your challenge level get defense bonuses. A CL 82 creature versus a CL 80 character gets over 80 defense, as Warning Shot doesn't fully remove the defense bonus. With additional states, you can fully remove the bonus.


If the above conclusion is correct, then it sheds light on the damage calculation itself. My guess right now is that base damage before armor is a two part process. Part 1 is a function of your accuracy and the maximum damage of your weapon with a sprinkling of the minimum damage of your weapon. Part 2 is the target's defense mitigating the value that comes out of part 1. The basis for this is against CL 80 and below I hit for 812 with a ranged attack no matter if I use warning shot or one of the four states. If I hit a CL 82 creature, I hit for 699, but I can raise that value by debuffing the defense of the creature, and I can't increase my damage beyond 812 no matter how many extra states I apply. I know from previous accuracy testing that I can increase my damage against CL 80 creatures beyond 812 if I increase my accuracy (205 to 215 took it from 812 to 824, and 255 maxed it out at 864, my weapon's max damage.) So it looks like accuracy affects the maximum base damage I can do, and defense mitigates that maximum base.


What still eludes me is weapon specific defense and the general defense. Are they considered separate or together in the calculation? Maybe specific defense vs specific offense determines hit or miss, while general deterimines the damage. I dunno.


I forsee a weekend spent on TC grinding pistol skills and checking what goes on with damage as accuracy and defense go up. (damn, I wish we had the frogs on TC.)

Message Edited by Nifty on 05-15-2005 10:19 PM



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
BadgerSmaker
Fri May 13, 2005 1:45 am
#2


That's interesting, so basically:



  1. MObs above your combat level receive a defence bonus which is factored in before any damage calculations are done.

  2. You can remove this defence bonus from the mob with a combination of defence and attack debuffs and bring it down to your combat level but no further.

  3. MObs below your combat level cannot have their defence reduced any further.

One thing you may want to test is if you fight a mob, say, 10 levels higher than you and you stick every attack and defence debuff you have on it and let it hit you, how much damage mitigation would you get?


If you are cl75 and fight a cl80 mob, can you debuff it down to your combat level or is there a finite percenatge that you can reduce damage by.







Nifty wrote:




What still eludes me is weapon specific defense and the general defense. Are they considered separate or together in the calculation? Maybe specific defense vs specific offense determines hit or miss, while general deterimines the damage. I dunno.





The weapon specific defences stack on top of your general defences, you can see this on your character sheet under status if you tick the "Show Details" checkbox.


You can see here that your total melee and renged defence includes your weapon specific defences.

Message Edited by BadgerSmaker on 05-13-2005 09:50 AM



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
LordMaxx
Fri May 13, 2005 5:55 am
#3

very interesting results...I too thought there was a problem with warning shot because it only worked in PVP...but it seems it will help you against creatures of higher level then your own...



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Uthyr
Fri May 13, 2005 6:19 am
#4


Yet another interesting and very useful experimental analysis by Nifty! Thanks, I can definitely make use of those findings.


Basically, it seems to me that there is no point in wasting any attack rounds trying to apply states to mobs that are at or below your combat level--unless perhaps it helps others in your group by lowering its defenses relative to them. Now the question is: for mobs that are above your combat level (assuming for the moment that you're fighting solo), is there any use in wastinga couple of more damagingattack rounds just to lower the mob's defense by a few points per round? In your example above with Warning Shot, for example, followed by any other state-attack special, fired on a CL 82 mob, that sequence allowed you to hit your next couple of Ranged Shots for 812 damage each(if I am understanding what you were explaining), for as long as Warning Shot + theother state attack'seffectslasted (or does WS only last for the immediately following shot?). That's a 113-point bonus damage per shot for the next few shots (and that's assuming the state specials even stick, which is by no means a given). But if a single Critical Shot hits for, say,1000 (I don't know what it would actually hit for on a mob of this level--just picking a number for the sake of argument), and you fired two CS's in the place of the two state attacks, then it would take almost 18 attack rounds following the Warning Shot to make up for the additional damage you would have gotten from firingtwo Critical Shots (or a CS plus some other high-damage shot, to decrease the wait between shots) as your opener. That's not counting the base damage that the state attack specials deal though, and I have no idea what they are. So it's not quite as many as 18 rounds, but you get the idea.


Assuming I am correct in all my assumptions (and it's very possible that I am not), it seems to me that there is not much point in using state attacks as a solo player, even on mobs a couple of combat levels higher than you. But grouped, I could see that the cumulative effects of many players hitting the same mob with lowered defenses might make a big difference. Feel free to disputethose ideas, anyone--I haven't completely made up my mind that I am correct, and I am missing some numbers that I'd need to test these ideas.

Message Edited by Uthyr on 05-13-2005 09:22 AM



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Nifty
Fri May 13, 2005 7:17 am
#5

I hate the new forum software. If I take too long to write a reply, it totally craps out when I try to post. Hit the back button, and reply is gone. I'll re-write it later.



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Uthyr
Fri May 13, 2005 8:23 am
#6






Nifty wrote:

I hate the new forum software. If I take too long to write a reply, it totally craps out when I try to post. Hit the back button, and reply is gone. I'll re-write it later.





Yeah, I've had that happen to me one too many times, so I'm in the habit now of copying my text into the clipboard before I hit "Submit," just in case.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Nifty
Fri May 13, 2005 8:48 am
#7

let's say that actual damage after armor for an Adv Crit is 730 no warning shot and 825 with warning shot (that's a guesstimate based off of the 699 value, assuming 45% armor reduction and 1.9x for Adv Crit.)


9 regular Adv Crits < 1 Warning Shot + 8 Adv Crits. So with a warning shot, it would take 8 Adv Crits to make up for the damage lost by Warning Shot. Problem is, Warning Shot doesn't last long enough to allow 8Adv Crits. So I'm thinking, no, it's not really effective from a damage standpoint to just use warning shot. Now, mixing in Intimidate and Blind if they stick might be worth something, because not only are you increasing your damage, you're decreasing the damage done to you. The whole goal of combat is to do more damage than your opponent. Increasing yours and decreasing theirs is a good way to do that.


One way to test this is to pull a CL 82 mission creature, and kill it with just Adv Crit/Torso. Then pull the next and use Warning Shots mixed in with the Adv Crit/Torso and see which died faster.


Warning Shot does 0 damage. This has me wanting to do a really quick test. Does Warning Shot, since it causes no damage, break a Disarming Shot?


Now, the real question is would Warning Shot + the states help against the evil bird of doom? hmm...



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Uthyr
Fri May 13, 2005 10:02 am
#8

So many variables, so many potential experiments, so little time...


The way I still see it at the moment, because I do most of my fighting solo (and PvE), I see no point in trying to weaken my target with states before I start doing heavy damage to it. There may be situations where I will feel differently, but considering how often the states don't even stick, it seems like I would just be wasting attack rounds. I'd also rather use my opening attack rounds to lob my CM poison and fire--I think that would probably do more damage over the course of the battle (assuming they stick) than trying to weaken the mob with states. If I was strictly a Pistoleer, I would probably be pretty disappointed at this point that so few of my specials are useful in combat, but along with my other professions, I have a much nicer collection of specials than I had pre-CU, so I have few complaints (except our too-short range!).


Hehe, the more I think about this, the less I think post-CU Pistoleer is the profession best suited to my play style. I should probably be a Carbineer or Rifleman. I'm too much of a pistoleer at heart though to change, not to mention all the credits I've spent aquiring nice pistols. Stopping Shot alone though is worth it for me. I also like the look of my toon running with his arms swinging back and forth holding a pistol, ratherthan that dainty-looking running animation when both hands are holding a larger weapon. The latter reminds me of those shots in Lord of the Rings where they photographed Hobbits (using the obvious child actor stand-ins) running away from the camera...



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Pug
Sat May 14, 2005 12:41 am
#9

I <3 Nifty.



May the Force be with you.

Pug
Bounty Hunter
Vendor in Valley of Shadows, Talus
/way -4307 2627
Nifty
Sun May 15, 2005 8:24 pm
#10

heh, now if only Pug was a single woman living near me...


also, I've added in some quick tests with a MR/MBH for some higher accuracy tests.


As you can see, with my accuracy, one warning shot isn't enough to get back to my reference damage, but the 275 accuracy gets back to max damage with Warning Shot (and dizzy shot too.)


Something to think about.





Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
BadgerSmaker
Mon May 16, 2005 2:47 am
#11

I've been playing around with this little revelation and it all seems correct... there seems to be no benefit for putting states on mobs lower level then you... but the benefit of putting states on mobs higher than you is still debateble as the action costs and reduction in the targets armour doesn't seem to cover the amount of damage you could have output in that time.


It seems states would only really be helpful in a group situation, but then I say that as I stick Electrolyte Drain from CM on all melee mobs and kite them, stick fire and poison on and spam quickdraw and bodyshot for damage and when Electrolyte Drains 60 secondplus timer is running out, put a stopping shot on the target and run to 10m and put Electrolyte drain back on and repeat until dead.


Doing this I have solo'd the cl87 Katarn in the Rryatt Trail and countless Krayts. States just seem a waste of time when you can just pummel the thing to death from 30m without worrying about using state moves that probably wont stick.




1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Uthyr
Mon May 16, 2005 4:11 am
#12






BadgerSmaker wrote:

States just seem a waste of time when you can just pummel the thing to death from 30m without worrying about using state moves that probably wont stick.






I agree completely. It's a shame that we have all these nice new state attack specials that there's no point in using. If they could be tweaked to either give them a higher chance of sticking,longer duration, or more pronounced effect, then they might become useful. I find myself mainly just using the specials that cause the highest damage. When I was at the village doing Phase 4 yesterday (a highly combat-intensive situation), in a full group, I found the only specials I were using were Critical Shot, Torso Shot, and occasionally lobbing my CM poison and fire. There wasn't even any point in using Stopping Shot, because all the Sith were doing ranged attacks, and they could still hit me just as hard if they were rooted. My medic skills were absolutely indispensable there--I would have died many times without them (nobody else in my group was healing).


It was gratifying to see that I could survive the place and still kill lots of Sith, post-CU, though.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Page 1 of 1
Previous Next