Rifleman Archive

Thread: Rifleman FAQ v1.93

Night4554
Mon Jul 26, 2004 12:42 am
#27

Are you sure the damage Multiplier on Flurryshot2 is 4? I was shooting at a lair and I used 11 Flurryshot2's and the max dmg I did was 1195. I did two Flushingshot2's and the damages were 2168 and 1750.



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Waste93
Mon Jul 26, 2004 12:43 am
#28






Night4554 wrote:
Are you sure the damage Multiplier on Flurryshot2 is 4? I was shooting at a lair and I used 11 Flurryshot2's and the max dmg I did was 1195. I did two Flushingshot2's and the damages were 2168 and 1750.



It should be but I will do some more testing to see. Some of those numbers I pulled from the old FAQ so it could have changed since then.




Colonel Waste - The Wookiee Crusader
RonsterA
Wed Aug 11, 2004 12:30 am
#29

You will have to excuse my ignorance..but does this make sense?


I am still mastering Rifle..and thought Id plug in my T21 stats to the DPS calculator ...


168-368 6.0 T21


At master Rifle using Strafe Shot 2



  • 90 speed = 957 dps

  • 95 speed = 1914 dps

Does master marksman make that much of a difference?...it's only +5 speed




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Waste93
Wed Aug 11, 2004 12:39 am
#30






RonsterA wrote:

You will have to excuse my ignorance..but does this make sense?


I am still mastering Rifle..and thought Id plug in my T21 stats to the DPS calculator ...


168-368 6.0 T21


At master Rifle using Strafe Shot 2



  • 90 speed = 957 dps

  • 95 speed = 1914 dps

Does master marksman make that much of a difference?...it's only +5 speed






Yes. Remember that speed is a percent reduction. Which means at +90 your speed is 10% of the listed speed. At +95 it's only 5% of listed speed. Which means twice as fast and hence twice the DPS pretty much as long as both don't hit the cap.


So for your rifle you are looking at a base speed of 0.6 for +90 and 0.3 for +95. Time delay on SS2 is 3.5. Which has your weapons firing at 2.1 or 1.05. Which is why you got the DPS numbers you did.





Colonel Waste - The Wookiee Crusader
Sotaudi
Tue Aug 24, 2004 10:54 am
#31






Waste93 wrote:





Al-Chai wrote:

You Supression Shot ( Rifleman KD )


I don't know why I'm telling you people this, but very few people know that using a combination of Flurry Shot 2(dizzy) and Supression Shot (Posture Down) you can very effictively knock downa target from a very large distance, works great when kiting



Combination of Dizzy and any Posture Change, up or down (Startle/Suprise I forgot works too) causes a target to KD





It only works on a voluntary posture change.






Surpriseshot does not do a posture change. The only posture change shots we have from Riflemen are Startleshot and Flushingshot (both versions of each), and these are all posture change up shots.


And Waste is correct, the posture change has to be voluntary. Thus, the shot itself does not cause the KD. However, if you force a posture change and they do not like the new posture and attempt to move to a new posture, there is a chance that they will fall down. This is why SuppressionFire1 has a chance to KD someonethat is dizzy andthat you are kiting. SuppressionFire will force them to kneeling (if they are standing or running) which will prevent them from chasing you (or getting away from you). Especially if they are melee only, the only way they can damage you or get out of your range is to get up. Thus, if they wish to continue chasing you or wish to, instead, get away, they have to get up. That is a voluntary posture change which can cause the KD.


Startleshot and Flushingshot, for that reason, have almost no chance of triggering a KD. Why? They are posture change up shots and almost no one in PvP goes postue down on purpose. Since almost everyone is standing or running, the shot cannot change their posture and even if it did, they are better off standing and running in PvP anyway, so there is little chance they will want to go back down in a voluntary posture change.


Personally, I only have 18 points left over after Rifleman/Doc, and I find they are better spent in Scout and Explore I for the terrain negotiation to have a better chance of getting away from a kiter than hoping for a KD.





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

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



Sotaudi
Tue Aug 24, 2004 11:02 am
#32






Night4554 wrote:
Are you sure the damage Multiplier on Flurryshot2 is 4? I was shooting at a lair and I used 11 Flurryshot2's and the max dmg I did was 1195. I did two Flushingshot2's and the damages were 2168 and 1750.






According to the previous data:


Flurryshot1 is 2.5x damage


Flurryshot2 is 2.0x damage


Flushingshot1 is 2.5x damage


Flushingshot2 is 4.0x damage


It has always been curious to me that Flurryshot2 had lower damage than Flurryshot1 according to the data, and I never has the time to check it out, but it appears from your experience that this is the case.




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

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



Zyzix564
Fri Sep 24, 2004 9:34 am
#33

Hi guys I have a question for you. I looked in the FAQs and couldnt find it so ill just ask here. Heres my situation. Im Master Pistoleer and almost master med. I want to begin on the Rifleman profession and master it. Now Im wondering what your HAM stats are so I can migrate them to be an effective rifleman. However I also want my HAM to also be at least reasonable when I decide to switch to pistol and perform pistol specials which take alot of action.


Need feedback from uber riflemen!



"Flying against Tycho was probably the most difficult thing I'd ever done, and I had an edge in the Force. What he did, what Wedge did, without being able to use the Force made them far more special than any Jedi. They flew with their heart and brains and their entire being."
- Corran Horn
Ackehece
Mon Sep 27, 2004 11:36 pm
#34






Zyzix564 wrote:

Hi guys I have a question for you. I looked in the FAQs and couldnt find it so ill just ask here. Heres my situation. Im Master Pistoleer and almost master med. I want to begin on the Rifleman profession and master it. Now Im wondering what your HAM stats are so I can migrate them to be an effective rifleman. However I also want my HAM to also be at least reasonable when I decide to switch to pistol and perform pistol specials which take alot of action.


Need feedback from uber riflemen!






Balance is what you seek in this situation - you may want to migrate a bit more to your mind then you currently are because other stats are easier to buff but on the whole better to have balance as you want to be able to use a health based weapon as well as a mind based weapon consistently.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




BovineX
Sun Oct 10, 2004 11:32 am
#35

its not it the top yet so...


STUN removes all bonuses from block, counterattack, and dodge.
XaverriJade7
Tue Oct 12, 2004 2:46 am
#36

In case you feel like adding the Mind costs to the first section: http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=27701


It alsomight bebeneficial tomention, for those who are not aware, the redundance/uselessness of Startle 1&2, Strafe 1, and Take Cover.





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Ackehece
Tue Oct 12, 2004 11:11 am
#37






XaverriJade7 wrote:


It alsomight bebeneficial tomention, for those who are not aware, the redundance/uselessness of Startle 1&2, Strafe 1, and Take Cover.






sounds more like something I should add to the New Rifleman FAQ. ^_^



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




messier1129
Sun Oct 31, 2004 9:12 am
#38

Ok quick question. Im still confused about rifle speed. I understand all up to +95 but what if you go over that. Will you fire even faster? In otherwords, what is the max speed you can have because i see a ton of rifleman snatchin up speed tapes that will putthem over +95.


Thanks

nice guide btw



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~GIKEOR~ IMPERIAL SOLDIER Master smuggler/ Master Rifleman/ Master Looter
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Waste93
Sun Oct 31, 2004 10:38 am
#39






messier1129 wrote:

Ok quick question. Im still confused about rifle speed. I understand all up to +95 but what if you go over that. Will you fire even faster? In otherwords, what is the max speed you can have because i see a ton of rifleman snatchin up speed tapes that will putthem over +95.


Thanks

nice guide btw




The fastest you can fire is one shot per second.




Colonel Waste - The Wookiee Crusader
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