Rifleman Archive

Thread: How AR really works

Linkk
Wed Sep 24, 2003 6:22 pm
#14

I must disagree, from my experience armor works in a different, mysterious way. I'm going to bed now, to verify how armor really works try dueling wearing a helmet and read the logs. For an ap3 weapon the armor should absorb half its effectiveness, which isn't true because when i tested it my 72% composite helm absorbed roughly half the damage and not 36%. When being hit with a ap0 weapon my armor should absorb 90% of the damage, which is isn't occuring either. Would be overpowered and terrible for pistol users




Ganozzo - (Ex)Rifleman/Teras Kasi Artist on BloodFin
Ex Master Droid Engineer, Master Architect, Master Chef(all holos), Mastered Rifleman, Tka, Artisan, Merchant, Entertainer, Image Designer, Musician, Dancer, Marksman, Brawler
Was On the quest for the fs slot, gave up Master Doc/rifle now
Achiever 80%
Killer 80%
Explorer 26%
Socializer 13%
EasyMcRhinopants
Thu Sep 25, 2003 2:15 am
#15

I gotta say I think the designer that wrote that was smoking the marijuina. With AR2 wepons like axes I can hit unprotected mobs for more than combat spam damage.


To be honest, i think it would be easier to balance the game if armor and armor penetration worked as described.

Seflyn
Thu Sep 25, 2003 6:56 am
#16






EasyMcRhinopants wrote:

I gotta say I think the designer that wrote that was smoking the marijuina. With AR2 wepons like axes I can hit unprotected mobs for more than combat spam damage.


To be honest, i think it would be easier to balance the game if armor and armor penetration worked as described.







While I agree that it would be easier, I am loath to see another one of our advantages go.


PyscoJuggalo, I believe the Krayt would act as if it had 33.75 cold resist. However this seems a small penalty for using a AP0 gun on an AR3 mob.


If this how AP really works then I do not see any reason whatsoever for the nerf of the T21. If AP does not increase the damage done how can changing a weapon to AP3 make it overpowered?


Am I missing something here? It just seems very wrong to me.




_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
Rasputiin
Thu Sep 25, 2003 7:02 am
#17

I think we are getting hosed.


Wasn't the dmg multiplier of AR3 the reason the T21 was nerfed?




Rasputiin - Rifleman
Imperial Sergeant
-=QynTech=-
Eclipse

All Killer, No Filler!

[email protected]
VolstedGridban
Thu Sep 25, 2003 7:21 am
#18

It looks like there's some miscommunication going on.

Seflyn: I don't think the dev was saying that AP doesn't add damage. The pictures you posted are consistent with a Laser Rifle (AP2) shooting a critter with no armor and no resists.

Against an unarmored opponent with no resists:

AP0 = Base Damage (i.e. the damage that shows up in your combat window)
AP1 = Base Damage * 1.25
AP2 = Base Damage * 1.25 * 1.25
AP3 = Base Damage * 1.25 * 1.25 * 1.25

In your first picture, the text in your combat window reads:

You use Advanced Strafe on a fanned rawl for 4166 points of damage!

The Laser Rifle is AP2.

4166 * 1.25 * 1.25 = 6509.375

You hit for 6510, which is close enough to 6509.375 that it was almost certainly rounded up.

Likewise, in the second post, your base damage is 3838.

3838 * 1.25 * 1.25 = 5996.875

I've never seen a rawl of any kind, fanned or otherwise, but based on this, I can tell you that they have no armor and no resist vs. Energy.

From my own experimentation, I have verified that resists work as advertised as well. If I shoot at something with 15% Resistance vs. Energy, and has no armor, then the "floaty" damage I do is reduced by 15%.

If I shoot something that has no armor and no resists for 1000 points of Base Damage from my T21, the Floaty Damage is:

1000 * 1.25 * 1.25 * 1.25 = 1953.125

If I shoot something with no armor and 15% Energy Resist for 1000 points of Base Damage from my T21, the Floaty Damage will be 85% of 1953.125, or 1660.

I have tested this myself and found it to work exactly in this manner.

What I have NOT tested yet is how AP works against critters with actual armor. Need to do that soon.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
Seflyn
Thu Sep 25, 2003 8:13 am
#19

That's how I understand it is working now VolstedGridban, my point however, was that I didn't think what the Dev said and my damage matched up.


"Therefore, if a weapon attacks with a damage type of the armor's vulnerability, all of the damage goes through with no damage reduction, but no damage increase either."


This Dev postseems to imply to me that the either * 1.25 extra damage for every count the AP is over the AR of target is wrong, or that against a high AP value weapon, people wearing no armour should take less damage than people wearing armour.


I'll try and find someone to test if AP is adding damage onto players wearing no armour, but I have a feeling the result will be no increase in damage.If this is intended,it would mean armour is of even less value than many people thought.




_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
PyscoJuggalo
Thu Sep 25, 2003 8:19 am
#20

Seflyn thanks for the answer to my post.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
VolstedGridban
Thu Sep 25, 2003 8:28 am
#21



Seflyn wrote:
This Dev postseems to imply to me that the either * 1.25 extra damage for every count the AP is over the AR of target is wrong, or that against a high AP value weapon, people wearing no armour should take less damage than people wearing armour.




I think what he may have been saying is that "vulnerable" doesn't translate to "extra damage over and above what you'd normally get." That's how I read the "all of the weapon's damage goes through" bit, anyways.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
ParadigmaMike
Thu Sep 25, 2003 8:34 am
#22

We have to differ what target we are shooting at. On animal mobs the formulas from the armor guide work pretty well considering chatbox damage unmodified and overhead damage = real done damage.

(Faction) NPCs and other players seem to calculate way different



----
Master Rifleman, Master Entertainer, Medic
Captiva
Thu Sep 25, 2003 8:35 am
#23

I really don't see the reason to use a T21 The T21 is a joke.



in-game giavona RIP jilabolic
Dyriel
Thu Sep 25, 2003 10:08 am
#24

Dunno if it was already stated but I think you're misreading this dev'x comment.

He is talking about target's vulnerability, this has nothing to do with AR in his comment. It means that if the mob is AR1 and 30% vulnerability with your dmg type, he will suffer an additionnal 30% or less if result is above base dmg.

The AP > AR thing is working like you said but some weapons (DX2 for example) is uffering a bug. Even an AR0 mob with vulnerability to Acid (even 1%) won't get extra dmg from AP1.

This is a known bug, a few weapons are like that.
Noules000
Thu Sep 25, 2003 1:12 pm
#25



Dyriel wrote:
Dunno if it was already stated but I think you're misreading this dev'x comment.

He is talking about target's vulnerability, this has nothing to do with AR in his comment. It means that if the mob is AR1 and 30% vulnerability with your dmg type, he will suffer an additionnal 30% or less if result is above base dmg.

The AP > AR thing is working like you said but some weapons (DX2 for example) is uffering a bug. Even an AR0 mob with vulnerability to Acid (even 1%) won't get extra dmg from AP1.

This is a known bug, a few weapons are like that.




There's no such thing as '30% vulnerability'. Targets have 'resists' (which are expressed as a percentage) or 'vulnerabilities' (which are 'resists' of value 0%). A vulnerable target, currently, means your weapon operates as if it was AR 0 and the target was AR 0.
CorporateDan
Thu Sep 25, 2003 1:28 pm
#26

Maybe the resists on NPCs and creatures go into the negative value when faced with an ap1 to ap3 weapon. An example would be a gnort with no resists againt a AP3 T21 would make the gnorts resist -75% against energy. I guess it may be a bug for players to do this much more damage in PvE, and due to the PvP damage reduction of 75% the AP bug was fixed for players and not for NPCs/Creatures. I guess that is a theory that may hold water, I'm not sure if the little math I put into it is correct since I didn't think about the theory too long, and I never actually recorded my combat damage vs. on screen damage to calculate modifiers and AP bonuses.



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
Page 2 of 5