Rifleman Archive

Thread: PvE Riflemen survey now discussing PUP's and slicing

AxilX
Thu Aug 18, 2005 8:05 pm
#14

3 is the best, 1 will hit harder over a short time frame without speed buffs, and 2 just plain sucks. The reason your tests are showing you 1 hits harder is because DPS is an inaccurate stat for two reasons... first you will do a set amount of damage between your minimum and maximum depending on the targets defense, a rifle that hada 200-20,000 damage range would be inferere to a rifle that had a 300-400 damage range against say a jedi defender.


High level mobs also tend to have high defense... 3 is better because of it's SAC cost as stated, as far as your playstyle goes... it's flawed, there's no reason not to use the specials you have. If you want to get the most damage out of a rifle, use specials with a low SAC rifle, if you want to do less damage for no reason... do whatever you want.
AxilX
Thu Aug 18, 2005 10:06 pm
#15






Uthyr wrote:




as far as your playstyle goes... it's flawed, there's no reason not to use the specials you have


I do use quite a few of the other specials, for the record, just not as my main damage dealers. The more of these responses I read, the more it's beginning to seem to me like I'm the only one who has seen the test results posted in this forum recently showing that alternating Ranged and Placed shots deals more damage over time than alternating higher-level specials. Is it just me, or does anybody else know what I am talking about? I mean that as a serious question, not sarcasm. I suppose I should really go out there and test it for myself rather than relying on what I have read.


I appreciate the continuing discussion, everybody... it is really helping me organize my thoughts and think about what needs further testing.






ok, in fairness i just browsed the thread, so i may not have picked up on what you meant by DPS, or fully understood the testing you did.. as far as placed shot and ranged shot doing more damage, this is only true under certain circumstances..i'd actually be very interested in a link to the thread where this test was done, as i've heard a lot about it but not seen it myself. First, with a speed buff, it's no contest, alternating headshot and critical shot does far more damage over time, secondly, without a speed buff i find my DPS to be chaining the following Headshot>Rangedshot>Ciriticalshot>Rangedshot>repeat.


the rangedshot cooldown is what'sbumping up the DPS, the placed shots cooldown isn't all that spectacular..



*edit* after taking a better look at the entire thread i want to point out two things. First, the ideal powerup for PvE w/o speed buff is a speed pup. the ideal powerup with a speed buff is a damage powerup. This is why you're being told SAC is so important, because on the best rifles you *don't* SAC pup them, and are therefore able to increase your DPS drastically with the other pups.


Second. your tests were largely inaccurate because you tested them against different mobs.. unless i read it wrong you used the three rifles on different marks, who were likely to have different defensive stats even if they were the same level.. and the difference between a level 80 MOB and a level 82 MOB's defense can be extreme, to test effectively i suggest dueling a master TK shooting him once with your attack series with each rifle without CoB activated and once with each with CoB activated, this will give you a good idea of the rifles effectiveness against high level MoB's, TK with CoB activated being about as tough as a Krayt, if not tougher.


Message Edited by AxilX on 08-18-2005 10:16 PM

Uthyr
Fri Aug 19, 2005 12:40 am
#16


Okay, I just completed some extensive field testing with these three rifles. Before I present my findings, let me just add my own opinion as to which rifle I thought was best based on the stats alone: Rifle #2. My reasoning was that by taking the weapon's maximum damage stat and dividing it by my modified speed, that should give a rough index to the actual DPS that I could expect for that rifle. I say "rough" because I am not clear how my modified speed calculation correlates with the actual speed that the weapon fires (due to the diminishing returns formulas and the specials delays). For the three rifles, respectively, my DPS calculation (note that I am not referring to the DPS stat that shows up on the weapon properties window)worked out to 801 vs. 859 vs. 748, with that second rifle being the clear theoretical winner. I also thought that the +64 accuracy bonus would give me even more damage on top of this calculation.


Now on to the field testing... I tested these rifles against mobs of the following types: CL 80-82 bounty hunter marks (NPC's), CL 81 banthas, and CL 82 rontos. For the bounty hunter marks (which had high fairly high HAM and lasted for many shots), I was careful to alternate all three rifles on the same mob, for every mob, so that I could control for any defensive differences between different mobs. For the creatures (which didn't live as long as the NPC's), I would insteaduse one rifle against one creature until it was dead, then switch rifles and kill the next creature from the same lair, and so on, being careful to only collect data on the same type of creature among trials(i.e., only banthas, not a mixture of banthas and bantha matriarchs). I only recorded data for mob types that could not lay states on me, because I didn't want blinding, knockdowns, stuns, etc to delay my weapon firing or affect my accuracy. The only special that I fired was Ranged Shot, and I spammed it continuously so it would be fired at the maximum possible rate. I set my combat spam to time stamp, so I could count the exact number of seconds fired over the span that the weapon was used. I added up the total damage output by the weapon as the shots left the rifle(not the actual damage that the mob took after armor absorptions), to eliminate the effects of armor from the calculations. I did count misses in the calculations, so the rifle's accuracy gets factored in. All rifles had -25 or -28 SAC / -13 accuracy powerups on them.


Here's what I found:


Rifles are color-coded as follows, for ease of comparison:


#1) Advanced Laser Rifle
#2) Trando Rifle with +64 accuracy bonus
#3) Trando Rifle with +17 accuracy bonus


Against bounty hunter marks (I think all of them were level 82, but definitely at least level 80--I neglected to record it), each of the threerifles was the winner in different trials (i.e, Rifle #1 ended up in first, second, and third place in different trials). If I add up the total damage across all trials and divide by the total time, Rifle #1 (the ALR) was the clear overall winner for this type of mob (315 vs.180 vs.176 DPS for the three rifles, respectively). Against creatures, Rifle #2 was the overall winner, but not by as large a margin (331 vs. 358 vs. 319 DPS). Combining the result from all the mobs (NPC's plus creatures), Rifle #1 came out the clear overall winner (325 vs. 243 vs. 230 DPS). So, the ALR (Rifle #1) did 122 DPS more damage than the rifle that most people seem to have thought was the best one (Rifle #3)! Rifle #3 wasunequivocally the worst rifle of the group.


I'd be curious to hear people's explanations for these results, and to hear whether people think the results will apply to even higher-level PvE mobs, or even to PvP targets. My own explanation is that rifles #1 and 2 were perhaps better than #3 because the first two have critical chance slices, and I did get a very few critical hits during these trials that could have affected the overall totals significantly. I have no explanation for why Rifle #2 didn't come out ahead of #1 though overall--I can see absolutely nothing about its stats that would account for that.


One final note:A predominant trend that I have noticed on this forum, when people are trying to compare rifles, is to state that the weapon with the lowest SAC cost is the best, or the most important factor. I largely disagree with this idea, and think that people often tend to put too much emphasis at SAC at the expense of other factors that will increase the DPS of the weapon. Granted, for some PvPduels that tend to last a very long time, a low-SAC weapon may keep you in the fight longer if you are using a lot of high-SAC specials (and the longer you are in the fight, the more overall damage you deal), but if you are alternating Ranged and Placed Shots (which have been shown on this forum by more than one person's test results to give higher DPS than alternating higher-level specials), you are not likely to run out of action in a typical battle with any weapon with a reasonable SAC (say, under 100 just to throw a number out there), especially if you use SAC powerups or buffs. My action bar was at or just below 100% during all of my trials,and I think I could have done just as much overall damage in these trials with a 110 SAC rifle. Granted, with my SAC powerups on the rifles, none of my rifles had a SAC greater than 71, though I suspect I could have taken down all these particular mobs with no PuP at all on my weapons. There are definitely situations where a low-SAC rifle is going to be a huge asset, but it really depends on your playing style and what you are fighting.

Message Edited by Uthyr on 08-18-2005 03:47 PM



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

DrJo
Fri Aug 19, 2005 12:53 am
#17






Uthyr wrote:


Okay, I just completed some extensive field testing with these three rifles. Before I present my findings, let me just add my own opinion as to which rifle I thought was best based on the stats alone: Rifle #2. My reasoning was that by taking the weapon's maximum damage stat and dividing it by my modified speed, that should give a rough index to the actual DPS that I could expect for that rifle. I say "rough" because I am not clear how my modified speed calculation correlates with the actual speed that the weapon fires (due to the diminishing returns formulas and the specials delays). For the three rifles, respectively, my DPS calculation (note that I am not referring to the DPS stat that shows up on the weapon properties window)worked out to 801 vs. 859 vs. 748, with that second rifle being the clear theoretical winner. I also thought that the +64 accuracy bonus would give me even more damage on top of this calculation.


Now on to the field testing... I tested these rifles against mobs of the following types: CL 80-82 bounty hunter marks (NPC's), CL 81 banthas, and CL 82 rontos. For the bounty hunter marks (which had high fairly high HAM and lasted for many shots), I was careful to alternate all three rifles on the same mob, for every mob, so that I could control for any defensive differences between different mobs. For the creatures (which didn't live as long as the NPC's), I would insteaduse one rifle against one creature until it was dead, then switch rifles and kill the next creature from the same lair, and so on, being careful to only collect data on the same type of creature among trials(i.e., only banthas, not a mixture of banthas and bantha matriarchs). I only recorded data for mob types that could not lay states on me, because I didn't want blinding, knockdowns, stuns, etc to delay my weapon firing or affect my accuracy. The only special that I fired was Ranged Shot, and I spammed it continuously so it would be fired at the maximum possible rate. I set my combat spam to time stamp, so I could count the exact number of seconds fired over the span that the weapon was used. I added up the total damage output by the weapon as the shots left the rifle(not the actual damage that the mob took after armor absorptions), to eliminate the effects of armor from the calculations. I did count misses in the calculations, so the rifle's accuracy gets factored in. All rifles had -25 or -28 SAC / -13 accuracy powerups on them.


Here's what I found:


Rifles are color-coded as follows, for ease of comparison:


#1) Advanced Laser Rifle
#2) Trando Rifle with +64 accuracy bonus
#3) Trando Rifle with +17 accuracy bonus


Against bounty hunter marks (I think all of them were level 82, but definitely at least level 80--I neglected to record it), each of the threerifles was the winner in different trials (i.e, Rifle #1 ended up in first, second, and third place in different trials). If I add up the total damage across all trials and divide by the total time, Rifle #1 (the ALR) was the clear overall winner for this type of mob (315 vs.180 vs.176 DPS for the three rifles, respectively). Against creatures, Rifle #2 was the overall winner, but not by as large a margin (331 vs. 358 vs. 319 DPS). Combining the result from all the mobs (NPC's plus creatures), Rifle #1 came out the clear overall winner (325 vs. 243 vs. 230 DPS). So, the ALR (Rifle #1) did 122 DPS more damage than the rifle that most people seem to have thought was the best one (Rifle #3)! Rifle #3 wasunequivocally the worst rifle of the group.


I'd be curious to hear people's explanations for these results, and to hear whether people think the results will apply to even higher-level PvE mobs, or even to PvP targets. My own explanation is that rifles #1 and 2 were perhaps better than #3 because the first two have critical chance slices, and I did get a very few critical hits during these trials that could have affected the overall totals significantly. I have no explanation for why Rifle #2 didn't come out ahead of #1 though overall--I can see absolutely nothing about its stats that would account for that.


One final note:A predominant trend that I have noticed on this forum, when people are trying to compare rifles, is to state that the weapon with the lowest SAC cost is the best, or the most important factor. I largely disagree with this idea, and think that people often tend to put too much emphasis at SAC at the expense of other factors that will increase the DPS of the weapon. Granted, for some PvPduels that tend to last a very long time, a low-SAC weapon may keep you in the fight longer if you are using a lot of high-SAC specials (and the longer you are in the fight, the more overall damage you deal), but if you are alternating Ranged and Placed Shots (which have been shown on this forum by more than one person's test results to give higher DPS than alternating higher-level specials), you are not likely to run out of action in a typical battle with any weapon with a reasonable SAC (say, under 100 just to throw a number out there), especially if you use SAC powerups or buffs. My action bar was at or just below 100% during all of my trials,and I think I could have done just as much overall damage in these trials with a 110 SAC rifle. Granted, with my SAC powerups on the rifles, none of my rifles had a SAC greater than 71, though I suspect I could have taken down all these particular mobs with no PuP at all on my weapons. There are definitely situations where a low-SAC rifle is going to be a huge asset, but it really depends on your playing style and what you are fighting.


Message Edited by Uthyr on 08-18-2005 03:47 PM




Wow- you definitly did some research here. I say throw the ADK on #2 or #3. Then, since my advice is so money, why not giveme a great deal on the left over rifles?







-DrJo MaMa-
...The Name Says It All...
akimo
Fri Aug 19, 2005 3:40 am
#18

just browsed by but i would just like to say this was a very good post -- perhaps the best i have seen ever. Informative with healthy debate and on-topic. i am glad to see some people still have the true spirit. :-)



Akimo Ofer, Explorer, Mos Eisley, Tatooine, Bria
Azem Ofer, Master Musician/Master Entertainer/Dancer, Mos Eisley, Tatooine, Ahazi
Ireu Tibe, Novice TK/Novice Doctor, Kaadara, Naboo, Chimaera
-------------------------------------------
To be great is to be misunderstood

dalessit
Fri Aug 19, 2005 5:19 am
#19


I agree, great post.


It is very interesting that the ALR came up with higher DPS than the other 2. Rifle 3 stats are better than rifle 1 in every way, so it should do more overall damage.


Is the type of damage the same on the weapons, both energy right?


If the damage type is the same on both then there is something very fishy going on with the rifles (dare I say a bug....)

..... Had to come back and edit my post as I re-looked at the original stats.


The ALR is faster than the others, maybe the speed makes up for it. If you are looking at DPS Speed becomes very important. Rifle 3 probably hits harder than Rifle 1 but the speed difference might make up the difference and then some.


Also, I forget do those numbers include the slice or is the slice added afterwards.


Message Edited by dalessit on 08-19-2005 08:24 AM



Omaplata
Guild Leader: New Dawn Adventurers
Mirage City, Dantooine
What is best in Life?
To crush your enemies, to see them driven before you, and to hear the lamentation of the women, ha, ha ha!


Uthyr
Fri Aug 19, 2005 7:10 am
#20

Thanks for the continued discussion, axilX--you continue to give me food for further thought. Let me address a few of your comments (yours in yellow):


as far as placed shot and ranged shot doing more damage, this is only true under certain circumstances


I'd be very interested in seeing any data showing that alternating more advanced specials does more damage than alternating ranged and placed shots, and what circumstances cause this to happen. Speed slices/buffs would intuitively speed up ranged and placed shots to the same degree that they would for the advanced specials, so I can't see how overall speed increases would reverse the trend of the lower-end specials doing more damage over time. I admit that the speed formulas are still a bit of a mystery to me though.


I'd actually be very interested in a link to the thread where this test was done, as i've heard a lot about it but not seen it myself.


Happy to oblige...Click
here
for the main one that I had saved. There was another post in the past week or so that showed the same results, but I can't for the life of me find it now. If whoever posted it is reading this, please post a link to that thread. There may be more of them if you do a forum search (maybe in other forums).


the rangedshot cooldown is what'sbumping up the DPS, the placed shots cooldown isn't all that spectacular..


Yes, I've noticed that and agree with you. The fact that they are on different timers is what makes alternating them useful, but I wonder if substituting, say, critical shot (or head shot) for the placed shot would lead to as much damage over time as alternating ranged and placed shots.I can't remember if anybody's field testing addressed that. Placed Shot seems to use less SAC than higher-level specials though (I could be wrong), and it is a bit faster as far as I can tell, so I find it useful.


the ideal powerup for PvE w/o speed buff is a speed pup


I never get speed buffs, so I will have to do some testing with speed PuPs and see how well I can make them work with these rifles. Thanks for that tip. It seems that the lowest-possible-SAC crowd seems to gravitate toward damage powerups, not speed, from what I have been reading on this forum.


your tests were largely inaccurate because you tested them against different mobs.. unless i read it wrong you used the three rifles on different marks, who were likely to have different defensive stats even if they were the same level.. and the difference between a level 80 MOB and a level 82 MOB's defense can be extreme


I was trying to be careful to control for that variable, in two ways: First, I was careful to use all three rifles on every one of the NPC mobs (the bounty hunter marks). I would attack a mob with one rifle until it reached about 2/3 health remaining, then switch to the next rifle, and finally to the third rifle when there was 1/3 health remaining. On the creatures, I was careful to attack only the exact same mob types from any given lair (i.e., only banthas, not matriarchs), and they all had the same combat level within a given lair, so I assumed that they all had the same defenses. So, I would kill one CL 81 bantha with one rifle, then swtich to the next rifle to kill the next CL 81 bantha from the same lair. Second, I tried to add up my results from enough different trials that any differences among mobs would be averaged out. Granted, a larger sample size would have provided more statistically valid results, but the trend was pretty apparent of the ALR rifle being the clear overall winner. The larger the difference in results, the lower the sample size needed to demonstrate significance.


I like your idea of testing my attacks against a TK. If I find any who are willing to experiment, I will do that.




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

Uthyr
Fri Aug 19, 2005 7:31 am
#21






dalessit wrote:


I agree, great post.


It is very interesting that the ALR came up with higher DPS than the other 2. Rifle 3 stats are better than rifle 1 in every way, so it should do more overall damage.


Is the type of damage the same on the weapons, both energy right?


If the damage type is the same on both then there is something very fishy going on with the rifles (dare I say a bug....)

..... Had to come back and edit my post as I re-looked at the original stats.


The ALR is faster than the others, maybe the speed makes up for it. If you are looking at DPS Speed becomes very important. Rifle 3 probably hits harder than Rifle 1 but the speed difference might make up the difference and then some.


Also, I forget do those numbers include the slice or is the slice added afterwards.




Thanks for the comments, Dalessit and Akimo. To address your comments, Dalessit...

Rifle 3 stats are better than rifle 1 in every way, so it should do more overall damage.


Not in every way... Rifle #1 has much higher speed than Rifle #3,as you mentioned later in your post. I think you hit the nail on the head when you said that the speed difference more than madeup for the difference in damage. It all goes to show that when people are shopping for weapons (or slicing them), they shouldn't put too much emphasis on the damage stat. This modest-lookingALR of mine will outdamage a lot of damage-capped rifles. What still doesn't make sense to me is that the ALR did more damage (overall, not in every trial) than Rifle #2. Perhaps the mimimum damage had something to do with it, asaxilX mentioned earlier.


If the damage type is the same on both then there is something very fishy going on with the rifles (dare I say a bug....)


I certainly wouldn't rule out that possibility. There are so many bugs in this game that have not been fully described or even identified.


Also, I forget do those numbers include the slice or is the slice added afterwards.


All my numbers included full slices.


Anyway, I am still leaning toward ADK'ing my ALR (if for no other reason than because it is a few condition points away from breaking and I can't bear to lose it now, whereas the others still have lots of life left in them), but I'm definitely on the lookout for a rifle that is better than any of the three, at which point I'll destroy that rifle and recover my ADK.



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

Uthyr
Fri Aug 19, 2005 7:47 am
#22

One other comment... nobody has commented on the accuracy bonus (+64)of Rifle #2. Does anybody feel that this would theoretically make a big difference in damage output over the other two rifles, at least for certain mobs? What I like about that stat is that I can see that it greatly offsets the accuracy penalty of my powerups (I do see this change in the weapon stats when as I equip it, so I don't think it is bugged).



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

Transig
Fri Aug 19, 2005 6:44 pm
#23

This has been an extremly interesting read thank you.


I have just started the rifleman proffesion so i cannot comment on which of your rifles i think would be the best.


A previouse comment about speed being important is something i have personally seen,i am also traning in pistols. Using the same specials i compared a genosian sonic blaster and an e11 rifle on a capper spineflap cl28 (im only at cl30), even though the e11 does more damage per shot the speed of the blaster made a big diiference ,1/4 health left with e11 and 1/2 health left with the blaster.Though i do believe that rifles will eventualy be more effective due to the other specials and range differences.


I dont know if my observations in any way reflect your own findings (and until i master rifles iknow im not qualified to compare) but until my survivabilty improves with rifles the blaster will help to keep me from the cloner a bit longer.


Ill keep an eye on this and see what develops.


Uthyr
Sat Aug 20, 2005 10:02 am
#24


I just bought another rifle that I think blows away any of theprevious three (though I haven't done any field testing yet). Here it is:


#4)

Trandoshan Hunter's Rifle Mark 1-B

Base damage type: Energy

Damage: 487-1151

Attack Speed: 2.51

My Modified Speed: 1.51

Accuracy Bonus: +17

SAC: 83

cDPS: 762


These stats are unsliced.Note that I added another stat that I am calling cDPS (my calculated DPS), which is the maximum damage divided by my modified speed (which I think is probably a lot more accurate than the DPS stat listed on the rifle), just so I have a single number to compare across whatI am about to discuss, as a predictor of how much actual damage will be dealt over a span of time.


You guys got me thinking about PUPs, so I went out and bought the bestdamage, speed, and SAC powerups that are currently available on my server. Until now, I had only ever used SAC PUPs on my rifles (at least post-CU) because I never owned a rifle with low enough SAC to use anything else. As of this week, that has all changed, soI need to rethink things. Special thanks go to Dy-nod (who crafted this rifle) and Sultree, for helping me organize my thoughts during our brief chats today.


Anyway, the PUPs I tested, showing whatthey would do to this unsliced rifle,are the following (I'm not bothering to show Attack Speed because only my Modified Speed is of interest here):


High Power Barrel

+33.42% damage, +12.72% speed

Damage: 650-1536

My Modified Speed: 1.70

Accuracy Bonus: +17

SAC: 83

cDPS: 903


Tactical Grip

-33.65% speed, -28 accuracy

Damage: 487-1151

My Modified Speed: 1.00

Accuracy Bonus: -11

SAC: 83

cDPS: 1151


Reinforced Stock

SAC: -27, Accuracy: -13


Damage: 487-1151

My Modified Speed: 1.51

Accuracy Bonus: +4

SAC: 56

cDPS: 762


The point of these calculations is that I am trying to figure out which is the best combination of slicing and PUP to use on this rifle. Based on these calculations, I don't see any point in using a damage PUP--the damage increase is negated too much by the speed increase for it to be of much benefit, compared with the speed PUP. I actually don't understand what the attraction is with so many people using damage PUPs, so perhaps somebody can enlighten me and explain to me why they find them useful. The theoretical damage output over time of the speed-PUP'd option is phenomenal, and it would seem to be a no-brainer for me to use that type of PUP, provided that I can maintain that firing rate without my action running out. Even if I do run out of action, I will have still dealt a lot more damage in the same span of time than I would have with the damage PUP, and hopefully that would translate into a dead target before my action runs out. I did test this action PUP on one of the other rifles (Rifle #3 in my earlier posts), using my standard attack of alternating Ranged and Placed Shots, and though my action did drop noticeably, it never got below about 65% or so before I killed my targets (level 82 NPC BH marks).


Now, my question is, what kind of slice should I do on this rifle?I don't think there is much point in trying to get my modified speed any lower than 1.00 (because my understanding is that it is not possible to fire a weapon faster than 1 second), so if I plan to always use a speed PUP with this rifle, then there is no point in getting a speed slice, right?If Idid go with a good speed slice, then perhaps I should be using another kind of PUP. Furthermore, the rifle is close enough to the slicing damage cap (which is 1183 for this rifle, according to the weaponsmith forum) that any more than a level 1 damage slice would be a waste of customization points (because a level 2 damage slice would exceeed the cap). So I am now wondering which of these slicing options would make the most sense:


1) Level 1 Damage slice plus level 2 critical. Then put the remaining points into a level 1 speed slice for lack of anywhere else for them to go. This would bring the weapon's stats, with Speed PUP attached, to the following:

Damage: 497-1174


My Modified Speed: 0.98

Accuracy Bonus: -11

SAC: 83

cDPS: 1174 (using 1.0 speed due to effective speed cap) - note that the actual damage over time would actuallybe higher due to the increased frequency of critical strikes

Critical Strike Chance: +5%


2) Level 4 Speed slice, with damage PUP attached:

Damage: 650-1536


My Modified Speed: 1.33

Accuracy Bonus: +17

SAC: 83

cDPS: 1155

Critical Strike Chance: +0%


3) Level 3 Speed plus Level 1 Damage, with damage PUP attached

Damage: 663-1566

My Modified Speed: 1.39

Accuracy Bonus: +17

SAC: 83

cDPS: 1127

Critical Strike Chance: +0%


4)Level 4 Speed slice, with SAC PUPattached

Damage: 487-1151

My Modified Speed: 1.33

Accuracy Bonus: +4

SAC: 56

cDPS: 865 (but able to sustain this rate for longer)

Critical Strike Chance: +0%



Conclusions: Assuming that alternating Ranged and Placed Shots gives the highest damage output over a span of time (as has been shown to be the case), then Plan #1 would appear to be the one that deals the most damage over time, for as long as my action holds out (which appears to be indefinitely using these two specials, especially if I use action regen foods). The only thing I don't like about that plan is that this is only an uber rifle as long as a speed PUP is attached, so I would always be stuck having to use speed PUPs. Without the speed PUP, it is not anespecially impressive weaponcompared with the other slicing plans. If PUPs were removed from the calculations entirely, then it would seem to me that the best slicing plan would be a Level 4 Speed slice. One caveat though is that I have no idea how the reduction in accuracy bonus with some of these PUPs would translate into reduced damage over time.


So my questions to everybody: first, does anybody see anymajorflaws with my calculations or assumptions, and second, which planwould you use for PvE play for me, for my playing style?



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

Uthyr
Sat Aug 20, 2005 3:04 pm
#25

I retract whatI said earlier citing other people's field trials showing that alternating Ranged and Placed Shots deals more damage over time than alternating Advanced Critical and Improved Head Shots. I did my own field trials today to try to confirm that (see this
thread
) and discovered that this is not always the case.


So now I am left wondering if a speed PUP is the best thing to use if I will be alternating higher-SAC specials, because I will be firing too fast for my action regen to keep up with my firing rate (even with a SAC 83 rifle). It seems to me that the only way I can sustain firing of alternating high-SAC specials is if I am using a SAC PUP. So the question becomes, for protracted battles against high-level mobs, is it more effective to alternate low-SAC specials using a speed PUP, or to alternate high-SAC specials using a SAC PUP? During some field tests today with my SAC 83 rifle, I found that I could not sustain my attacks for very long with a speed PUP attached, before running out of action.




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CorenLanra
Sat Aug 20, 2005 3:06 pm
#26

Do you really see yourself using just Ranged & Placed shot? If so you're calculations probably are pretty close, if not you probably need to get a base model and play with different powerups to see how they affect your playstyle.



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