Rifleman Archive
Thread: This is why rifleman suck...(Screenshot included)
The changes to our accuracy will help in PvE, but in PvPit will be over shadowed by the increase in Ranged D. Right now my template will have +189 ranged D, and I could adjust my template very easily to get another defensive line from another profession when the patch goes live.
They can not cap our speed with the knowledge that even at optimal range we will still have trouble hitting a target with the new defenses. I do believe that they will wait and see what these up coming changes do to PvP before entertaining the notion that speed caps need to be looked at. When they see that hit percentage even with specials are way down, then look at how much Rifleman are hit with HAM cost they will realize that we have enough negatives in PvP to counter the positives and leave us be.
SilverLobo wrote:
The changes to our accuracy will help in PvE, but in PvPit will be over shadowed by the increase in Ranged D. Right now my template will have +189 ranged D, and I could adjust my template very easily to get another defensive line from another profession when the patch goes live.
They can not cap our speed with the knowledge that even at optimal range we will still have trouble hitting a target with the new defenses. I do believe that they will wait and see what these up coming changes do to PvP before entertaining the notion that speed caps need to be looked at. When they see that hit percentage even with specials are way down, then look at how much Rifleman are hit with HAM cost they will realize that we have enough negatives in PvP to counter the positives and leave us be.
Im pretty sure there is a cap for ranged defense.
Im pretty sure there is a cap for ranged defense.
I have never seen anything posted on there being a cap. If there is we will find out soon enough.
If anything it will cap the defense after all bonuses for attacks, and range are subtracted from the defense, so having a high defense will still be needed to reach the cap.
One thing about the accuracy increases, they are being offset by the increases in ranged defense. In the pistoleer forums, nouless000 (a rifleman, ?) posted some logs and his forumula for "to hit" which the logs follow. Here are several things which came up
- There is a base 66% to hit. 95% is the top limit, 5% is assumed to be the bottom
- Ranged D is subtracted from accuracy, divided in half, and THEN subtracted from the 66%. (explains why people see the 2 points of Ranged D equal 1% chance of missing. [weapons range modis also included before the halfing]
- Special attackModifiers are added AFTER the halfing of the ranged/accuracy.
- Most pistol mods are +50. Most rifle are 0 or +5. Strafe2 was showing -10. Since this is added after ranged/accuracy is halfed, it is worth twice compared to+accuracy.
This means when ranged D is equal to accuracy [assuming ranged mods = 0], pistols have a 91% chance to hit using specials. Most rifles specials have 66% chance to hit, while STRAFE2 has a 46% chance to hit. This explains why pistols can sometimes hit with higher accuracy at 64m than rifles. If the ranged mods on both weapons are the same at 64m, for example at -70, this would still give a pistol a 56% chance to hit, while a rifle is down to the 31%,(strafe2 at 11%). [subtracts 35 from the % because the 70 is halfed]
Thisis how rifles could be considered "equalized" with pistol. Yeah, they both can cap at 1 shot per second and rifles hit harder, but to beable to hit with rifle (at non-ideal range)requiresthe use of "aim" to hit anything. This will only get more pronounced as ranged defense gets better, requiring the use of "aim" more often to hit anything.
Here is noules000's post: http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=14370
--Rorrimot
vaalenko wrote:
They are working on 'combo' skills and lower HAM costs etc. They WILL cap us when they add those codes into the game i think.
The combos work only under the premise that every shot is 100% accurate. A single miss can break that combo and you are back to square one. So, hopefully our accuracy will be fixed or we will be seriously handicapped under the new model being introduced.
Not real surprised.
I was pretty sure we would be LESS accurate after this change then more in PvP.
This change wont effect a pistoleer/BH because they have mucho accuracy to spare in the first place. Even against someone that has +200 and at a range of 64 meters (-70) they will hit 51% of the time with a special, at +0 range it is 91%.
Dont even need to do any calculations to know that Rifleman shooting at 10 meters against +200 will have a 5% chance to hit.
SilverLobo wrote:
Im pretty sure there is a cap for ranged defense.
I have never seen anything posted on there being a cap. If there is we will find out soon enough.
If anything it will cap the defense after all bonuses for attacks, and range are subtracted from the defense, so having a high defense will still be needed to reach the cap.
Well, there is some stuff like experimentation that are caped at 125. I think about 100-140ish for ranged/melee defense and 50-80 for KD, dizzy etc. defense mods.
The problem is that there is no way to test it atm.The UI can show you 200 but the real number can be only 80.
I actually hope that there is a cap. For example IF counterattack works after patch, swordsman and carbine combination is too good. 220+ counterattack bonus is just dumb. And only TKAs gonna have a mod against CA, block and dodge.