Pistoleer Archive

Thread: Question About ACC Bonus

Dark-Brigand
Fri Aug 12, 2005 7:28 am
#1

I just purchased a Featherweight FWG5 (Energy / 350-965 Dam / 66 SAC / +15 Accuracy mod / 2 unmodified speed / 65 Accuracy bonus)


My question is where exactly does the Accuracy Bonus of 65 fit in to the entire equation, I know the +15 Acc Mod fits into your base stats, but as far as the 65 goes I'm not really sure. The only affect I can see is when using a powerup, this seems to negate the negative Acc modifier from most powerups. If this is the case I'm going to start making PuP's and dump all 14 experimentation points into effectiveness. thanks for any light you can shed on this for me.


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BadgerSmaker
Fri Aug 12, 2005 10:17 am
#2

I reckon accuracy bonus is broken and does nothing.



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Barafu
Fri Aug 12, 2005 2:58 pm
#3

You should be able to test whether it's broken or not. By this thread, the increase in damage caused by accuracy should be:

Delta-damage = Delta-accuracy * (Max-Min) * 0.00066255

I think my SAC pups that I use decrease accuracy by 13. So in my case:

Delta-damage = -13 * (926-389) * 0.00066255 = 4.6

So next time my powerup wears off, I'll shot something, note the damage, add a SAC pup, and see if my damage using the same shot against the same opponent goes down by 5. If so, then the accuracy mod works.

I'd encourage any other test-minded individuals do this, also, in case I forget.



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drmilkman
Fri Aug 12, 2005 3:03 pm
#4

i was curious about the same thing bout a week ago - tested it with a similar method as above.


results: acc bonus is currently no more than a buffer against PuPs





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Barafu
Fri Aug 12, 2005 3:05 pm
#5



drmilkman wrote:

i was curious about the same thing bout a week ago - tested it with a similar method as above.

results: acc bonus is currently no more than a buffer against PuPs






So you're saying that when you used the same shot against the same opponent with different levels of accuracy (via a powerup) on your pistol you hit for the same amount?

That's good to know.



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mjPboy
Sun Aug 14, 2005 7:03 am
#6

grr thats annoying, ive got 370+ accuracy purposefully to hit as often and ashard as possible..




devs need to fix this :/



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Cpl_Fisher
Sun Aug 14, 2005 1:48 pm
#7

You need to get a pure melee to test this, that way any acc bonus will be blatantly apparent.



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mjPboy
Sun Aug 14, 2005 1:50 pm
#8

oh..my bad captain /blush




well my fwg5 is +63 with +15 acc....shame that doesnt work then





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Barafu
Sun Aug 14, 2005 2:17 pm
#9



mjPboy wrote:

oh..my bad captain /blush

well my fwg5 is +63 with +15 acc....shame that doesnt work then




Yeah, that is a shame! Hopefully if we can get it validated that the accuracy mod on the weapons is broken then we can get it fixed!



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Barafu
Mon Aug 15, 2005 12:26 am
#10



mjPboy wrote:
grr thats annoying, ive got 370+ accuracy purposefully to hit as often and ashard as possible..
devs need to fix this :/



I think you've misunderstood some of the previous posts. No one is saying that accuracy in general doesn't work. It's been proven by many others (including me) that increased accuracy increases damage. It's also fairly clear that it increases hit chances (as it should). What's being said here is that the pistol accuracy mod on a weapon doesn't seem to have it's expected effect. That's what one of the previous posters claims though I don't consider that definitive until I test it myself or see more proof posted.



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drmilkman
Mon Aug 15, 2005 3:48 am
#11



Barafu wrote:


mjPboy wrote:

oh..my bad captain /blush

well my fwg5 is +63 with +15 acc....shame that doesnt work then




Yeah, that is a shame! Hopefully if we can get it validated that the accuracy mod on the weapons is broken then we can get it fixed!




imho, i think this was one of those things the devs put it in to make us lose our minds. it's not 'broken' if it was never implemented :]

im still crossing my fingers that we see these mods working after pub22.



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eapers
Mon Aug 15, 2005 3:20 pm
#12

Why would you need to buffer against a SAC pup if the mod does nothing? I would assume that having negative in a mod that does nothing wouldn't be a problem.






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