Rifleman Archive
Thread: Styles
The time mutipliers will be very hard to work out I'd guess. This is because of the amount of +riflespeed you gain and the great effect it has on your firing speed.
I'd like someone to prove me wrong, but I don't expect to happen. ![]()
As for the Ham costs, I might try some of them later, but it is also rather annoying to test because of the effect of stats. (Focus reducesmind cost.)
If how I understand how speed works is correct then yes.
Suzaku455 wrote:
question ifI have +5 speed modifer on my clothing so does that mean I can pull off every shot with a timer of 1 second no matter the speed of the rifle or time cost? (So long as I have Master Marksmen and Master Rifleman).
I am just about to Sniping II, so I have not yet got SurpriseShot, but I believe that the last patch fixed SurpriseShot, and I know I have see posts of riflemen whooping it up about it now that it is fixed. Can someone confirm that here?
Ok, I finished compiling all my data on riflemen moves, so here goes my list, I added mind costs and those work like this: if a move had a x4 and you see it uses 128 mind on your char, the moves with a x6 will use 192 mind (give or take 1 because of roundings in calculations).
Rifles:
Head Shot1: Damage x1.5, Time x1.5mind usage x4
Head Shot2: Damage x2.5, Time x1.75mind usage x5
Head Shot3: Damage x3.0, Time x2.0mind usage x7
Mind Shot1: Damage x1.5, Time x1.8mind usage x6
Mind Shot2: Damage x2.0, Time x2.0mind usage x5
Conceal Shot: Damage x2.5, Time x3.0mind usage x5
Flushing Shot1: Damage x2.0, Time x2.1mind usage x5
Flushing Shot2: Damage x4.0, Time x2.6mind usage x6
Flurry Shot1: Damage x2.5, Time x2.0mind usage x5
Flurry Shot2: Damage x2.0, Time x2.3mind usage x6
Strafe Shot1: Damage x2.0, Time x2.0mind usage x5
Strafe Shot2: Damage x5.0, Time x3.5mind usage x6
Startle Shot1: Damage x2.0, Time x2.1mind usage x5
Startle Shot2: Damage 4.0, Time x2.6mind usage x6
Surprise Shot: Damage x3.0, Time x3.0mind usage x5
Flyojumper...
First of all... great work! This data has appeared in this forum numerous times as an aid to new riflemen (and old). I hope you don't mind too much, but I reformatted your table above to save screen space in order to add more comments out to the right if needed. None of your values have been changed. See my comments following the table...
--------------------------------------------------------------------------
D = Damage, T = Time cost, M = Mind Usage
DoT = "Damage over Time", AE = "Area of Effect" (multiple targets)
--------------------------------------------------------------------------
Head Shot1D x1.5 T x1.5 M x4
Head Shot2D x2.5, T x1.75 M x5
Head Shot3D x3.0 T x2.0 M x7
Mind Shot1D x1.5 T x1.8 M x6 DoT Bleed attack
Mind Shot2D x2.0 T x2.0 M x5 DoT Bleed attack
Conceal ShotD x2.5 T x3.0 M x5
Flushing Shot1D x2.0 T x2.1 M x5 Stun + Raises posture
Flushing Shot2D x4.0 T x2.6 M x6 (AE) Stun + Raises posture
Flurry Shot1D x2.5 T x2.0 M x5 Dizzy
Flurry Shot2D x2.0 T x2.3 M x6 (AE) Dizzy
Strafe Shot1D x2.0 T x2.0 M x5
Strafe Shot2D x5.0 T x3.5 M x6 (AE) Clears cover + delay
Startle Shot1D x2.0 T x2.1 M x5
Startle Shot2D x4.0 T x2.6 M x6 (AE) Raises posture (Broken?)
Surprise ShotD x3.0 T x3.0 M x5H
Observations I found interesting:
-- Flushing shot 2 does less damage that Flushing shot 1 (yes, I know it is AE).
--HS3 does twice as much damage as HS1, butis not twice as much mind cost
-- HS2 does appear to be the better deal as far as mind usage goes
Anyone, Please add which shots MUST be used from cover, etc.
Np guys!
WayneInAustin, of courseI don't mind you reformatingthat table, your table looks much better. ![]()
Concerning your comments however, I have no idea how come you think Flushing 1 does more damage than Flushing2. In raw damage not adjusted for time multiplier, flush2 does twice more damage than flush1, and it's actually the most damaging rifle move until you hit master rifleman and strafe2 (flush2=startle2 but you get flush2 before).
Flyojumper...
I think I was on a muon gold downer when I posted that comment. I must have misread my own table, LOL.
Thanks again for the great work. ![]()
hehe, np.
If you want to take notes of "oddities" in the specials, here are a couple:
- Flurry2 doesless damage than Flurry1, is a little bit slower, but is indeed AE.
- Mind Shot1 uses MORE mind than Mind Shot2.
Also, if this list is to be posted somewhere, I think it should have a note about how the damage multiplier is based off the damage done with auto attacks, which is in turn 1.5x the listed stats of the weapon in the examine window.