Rifleman Archive

Thread: Riflespeed Cap Help

PowerDrinker
Fri May 21, 2004 8:34 am
#1

Hey guys,


I'm having a bit of trouble figuring out how much +speed I need to hit the cap.


I use 7.5 speed T21s and I found this formula, but I'm not sure how to implement it. Maybe I'm just a bit tired.


http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=50709&highlight=riflespeed+formula#M50709


Can anyone help me out?




_________________
Mandark
Republic Liberation Front

Hazzard, Dantooine


PowerDrinker
Fri May 21, 2004 8:35 am
#2

Sorry about the double post, please respond here.




_________________
Mandark
Republic Liberation Front

Hazzard, Dantooine


Coran_Sienar
Fri May 21, 2004 8:41 am
#3

Without Master Marksman, you'll need a 2.7 second rifle to hit the cap if you're using SS2.


With Master Marksman, you'll need a 5.5 second rifle to hit the cap if you're using SS2.


(90% rifle speed with Master Rifleman, an additional 5% rifle speed with Master Marksman, SS2 = 3.5X time multiplier.)





Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
PowerDrinker
Fri May 21, 2004 9:04 am
#4

Thanks bud, but could you tell me in speed tape terms? The slowest rifle I'll ever use will be 7.5. Does that meanI need a minimum of +8 in speed tapes?



I'm not going to master marksman.






_________________
Mandark
Republic Liberation Front

Hazzard, Dantooine


Coran_Sienar
Fri May 21, 2004 10:00 am
#5

Yup. That'll do nicely.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
beamstalk
Fri May 21, 2004 10:21 am
#6






PowerDrinker wrote:

Thanks bud, but could you tell me in speed tape terms? The slowest rifle I'll ever use will be 7.5. Does that meanI need a minimum of +8 in speed tapes?



I'm not going to master marksman.








Actually I think +7 will cover that, speed is exponitial in growth so there is rapid increase in speed the closer you get to 100. Where at 100 any rifle will shoot at the speed cape regardless the speed of the rifle or the delay of the shot.



Kel-jun
Master Rifleman
Dark Blade - PA
Flurry
Thrawn caught his eye; and to Pellaeon's astonishment, the Grand Admiral smiled. "But," he whispered, "it was so artistically done."
EoZilbriss
Fri May 21, 2004 10:26 am
#7

Just get +10 Rifle speed and call it a day. Try to make yourself super duper rifle accesories - a Bandolier, Belt, and Shirt work nicely to stack in Speed, Accuracy, and Defense tapes.



Malora Qel-Droma
Shadowfire Day One Representation

Coran_Sienar
Fri May 21, 2004 10:29 am
#8

Confession: I can't afford the 5 million creds for something like that.

(I'm poor, but I'm kind, darn it!)



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
PowerDrinker
Fri May 21, 2004 11:26 am
#9

Ok, guess I'll buy +8 speed just to be safe.



Thanks for the info guys




_________________
Mandark
Republic Liberation Front

Hazzard, Dantooine


Evark-Xitov
Fri May 21, 2004 1:40 pm
#10

96 speed gets you very close to cap with the slowest shot (strafe2) down to 1.1, 97 will be at the cap until you geta rifle 9.6 seconds or slower (doubtful)



Krave - Dark Jedi Guardian 4/4/4/4
Evark Xitov - Master Rifleman / Brawler / Swordsman
cherryred
Fri May 21, 2004 2:21 pm
#11

you can fire all specials with a 9.9 speed gun at the 1 sec cap if you are +97


http://killyourpc.org/swg/swg_dps.php





| Cherry Red...
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Sotaudi
Fri May 21, 2004 3:52 pm
#12







cherryred wrote:

you can fire all specials with a 9.9 speed gun at the 1 sec cap if you are +97


http://killyourpc.org/swg/swg_dps.php







The basic speed formula is:


as = ws * sd * (1 - (pm * 0.01))


Substituting the knowns (using your numbers above):


as = 9.9 * 3.5 * (1 - (97 * 0.01)) =


9.9 * 3.5 * (1 - 0.97) =


9.9 * 3.5 * 0.03 = 1.0395


Since 1.0395 rounds down to 1 second, and since, even if they use the full 1.0395, the likelihood that you would perceive a difference between weapon capped at 1.0 and a weapon firing at exactly 1.0395, you can say that you can fire a 9.9 speed weapon at the cap. However, at 9.5 you are firing at 0.9975 and, therefore, are actually capped at 1 second, and at 9.6 you are firing at 1.008, and therefore, over the cap, so9.5 is the cutoff point for being capped with a speed mod of 97.

Message Edited by Sotaudi on 05-21-2004 04:02 PM



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



Sotaudi
Sat May 22, 2004 12:20 am
#13



The formulas which you reference are ones I put together. So I guess I will explain it.


There is a basic speed formula. It is:


as = ws [* sd] * (1 - (pm * .01))


Where:


as = the Actual Speed you will fire at
ws = the Weapon Speed when you examine the weapon
sd = The Special Delay (a multiplier for using the special)
pm = Personal speed Mod of your character


If you substitute the weapon speed (7.5 in your case), the delay of the special you are using, and your personal speed mod, you can calculate how fast you will fire your weapon with that special. The "* sd" is in square brackets indicating it is optional. If you leave it out or use 1, you calculate the normal autofire attack speed (i.e., firing without a speical).


When you talk about what it takes to get to the speed cap, you know that the target actual speed is 1 second per shot. You are also generally talking about what you need to fire any special at the speed cap. We know that Strafeshot2 is our slowest special (the data can be found in threads on weapon styles in the FAQ thread). Therefore, if we calculate using Strafeshot2, you know that you can fire any other special faster than that, so Strafeshot2 with its delay of 3.5 is usually the benchmark used.


So, that leaves us only two pieces of information to determine, what personal speed mod is needed to cap with that rifle or what weapon speed I would need to cap with your current personal speed mod.



To calculate the personal speed mod needed to cap with any special with that weapon, you use the following formula:


pm = 100 - ((1 / (ws [*sd])) * 100)


Substituting the known information:


pm = 100 - ((1 / (7.5 * 3.5)) * 100) =
100 - ((1 / 26.25) * 100) =
100 - (.038 * 100) =
100 - 3.8 = 96.2


This tells you that you need a personal speed mod of96.2 to cap with any special with that weapon. Since speed mods only come in whole numbers, you cannot get a .2 speed mod. So technically to cap, you would need a 97 speed mod.


So in answer to your basic question, if you are a Master Rifleman only, you have a speed mod of 90. Therefore, you will need +7 more to speed cap with any special with that weapon. If you are a Master Rifleman with Master Marksman, you will have a speed mod of 95. Therefore you will need a +2 more to cap.


However, if you substitute a personal speed mod of 96 back into the basic speed formula, you can find out that your weapon would fire Strafeshot2 at 1.05 seconds per shot:


as = 7.5 * 3.5 * (1 - (96 * .01)) =
7.5 * 3.5 * (1 - .96) =
7.5 * 3.5 * .04 = 1.05


Therefore, it turns out that you can fire Strafeshot2 very, very close to the speed cap. It also works out, though I will not show the math, that the next slowest special, and therefore all others, will cap at 96. So if you are willing to live with Strafeshot2 firing at 1.05 seconds per shot rather than exactly at the speed cap, then you can get by with a +6 additional speed or +1 if you have Master Marksman as well.


Using other formulas in that thread, you can determine that with a personal speed mod of 96, you can actually hit the cap with a weapon with a speed of 7.1 seconds or less. With a personal speed mod of 97, you can cap with any special as long as your weapon has a speed of 9.5 seconds or less. So, if you can regularly use weapons of 7.1 speed or less, you will only need a 96 speed mod to cap. And since almost any weapon worth using will have a speed of 9.5 or less, getting anything over 97 is overkill.

Message Edited by Sotaudi on 05-21-2004 03:59 PM



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



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