Rifleman Archive
Thread: Styles
I suspect that Flurry shot was the one I noticed, but put the wrong shot in my comment.
I think that most people are aware of the base damage of their weapons but don't know that auto-attack is 1.5x that, or, if they do, don't know thex1.5 valuein their head. So would it be possible to rework the damage values in the table to base them off the 'base damage' and not off of the 'auto-attack' damage? What would we have to do, just multiply the current values by 1.5? (Way too many years since math class!)
I'm thinking while I write here, so bear with me...
Assume Ihad a 400 max damage laser.
Auto-attack max value would be 400 x 1.5 = 600, right? (not counting armor, resists, etc.)
So Headshot2 (damage x2.5), max damage = 600 x 2.5 = 1500.
We could just put 3.75 (1.5 x 2.5) in the table for Headshot2.
Hmmmm.....
Now that I think about it, its easier to do the math in my head with the table values you have now, then just taking half of the result and adding it back on again. So Never Mind! I think it's easier to do the two step math than one step with a tougher multiplier. OR I could add another column to the table! Let me try that and see what it looks like....
No edit... "now" in first post should be "no". "No, you are right...."
Agreed with Flyojumper, I like the modifier the way it is.
Again great work Flyojumper.
Nope, I'd prefer the multipliers to stay the way they are now for two reasons:
- the time multipliers of each special is also based on auto attacks being at x1, so while conceal shot is listed at x3 dmg, x3 time, it is in fact equal to auto attacks in dps, if it was listed as x4.5dmg and x3 time, it would mislead people into thinking that it has better dps than a regular auto attack.
- if they ever change the auto attack damage multiplier, that table would not need to be updated. Much like in database management, it's better to have a fewer number of values that need to be updated for a single change.
No Problem ... I'll leave the table as is. And I can certainly see your second point (being in software dev myself). But I'm not sure I see your first point (I'm assuming you mean surprise shot x3.0 dmg, x3.0 time). After my last post I went away to rework the table and I added a new column (x Base) and also added 'Auto Attack' into the shot list so that it looked like this:
Specialx Basex Auto Time Mind
---------------------------------------------
Auto Attackx1.5 x1.0 x1.0 x1 ??
:
Surprise Shotx4.5 x3.0 x3.0 x7
Now the DPS for a 3-second period AutoAttacklooks like 1.5 x 3 = 4.5
while the DPS for SurpriseShot looks like 4.5 every 3 seconds to me also.
Am I looking at this the wrong way?
Fear not... I'll always post Flyojumper'stable if I see someone ask. (But I'll keep mycopy of the 'base damage' table handy for my own use!
)
Only 172K XP away from Master RIfleman!
This is also in a post about Surprise Shot.
Surprise shot can be used from any position right now and appears to be noticed like any other shots fired.
Somewhere it was stated that this was fixed to work like conceal shot in the last patch or two, but it does not work like conceal shot. The mob will charge you eventually even if you don't miss.
Seflyn wrote:
Most of these numbers are thanks to Flyojumper, with a few taken from other palces and a couple done myself, formatting and status changes by WayneInAustin on the rifleman forum.
DISCLAIMER: The following info was culled from miscellaneous posts in this forum. I make NO STATEMENT as to their accuracy. If anyone has more accurate info, please respond here and I will update my information.
Rifles:
Head Shot1 ........... Damage x1.5 ........ Time x1.5
Head Shot2 ........... Damage x2.5 ........ Time x1.75
Head Shot3 ........... Damage x3.0 ........ Time x2.0
Mind Shot1 ............ Damage x1.5 ........ Time x1.8 - Bleed attack
Mind Shot2 ............ Damage x2.0 ........ Time x2.0 - Bleed attack
Conceal Shot ......... Damage x2.5 ........ Time x3.0
Surprise Shot......... Damage x3.0 ........ Time x?.? - Last check was bugged and did not need to be used from cover.
Flushing Shot1 ...... Damage x2.0 ........ Time x2.1 -
Flushing Shot2 ...... Damage x4.0 ........ Time x?.? - AE damage + raises posture + stun
Flurry Shot1 .......... Damage x2.5 ........ Time x2.0 - Dizzy
Flurry Shot2 .......... Damage x4.0 ........ Time x?.? - AE damage + dizzy
Startle Shot1 ......... Damage x2.0 ........ Time x2.1
Startle Shot2 ......... Damage x4.0 ........ Time x?.? - AE damage + raises posture
Strafe Shot1 .......... Damage x2.0 ........ Time x2.0
Strafe Shot2 .......... Damage x5.0 ........ Time x?.? - AE damage + Clears cover
so is startle shot 2 better than flushing shot2? Startleshot2 is the fourth counter sniping box, flushing shot 2 is the third but everyone is always talking about using flushing shot 2...
Flushing shot 2 does everything that startle2 does + itstuns your target. I'm not sure what stun does, but it doesn't sound like it would begood for your target.