Rifleman Archive
Thread: Need Info On FS Mods
Bumuralas wrote:
Sorry guys for the dumb question, but it is not totally clear for me I checked the sticky thread and someone is saying it works, so what is it now??
Regards
Yes, it is still broken. As a Master Rifleman with +12 Enhanced Ranged Speed, I do not speed cap with my 7.6 or 8.0 speed T21s. Since you could cap at +97 with those weapons, this means that the Ranged Speed is not working.
However,I was able to confirm tonight that Enhanced Melee Speed does affect my rifle speed as has been reported.
Before the FS skills, as a Master Rifleman with +90, I fired Strafeshot2 with my 7.6 speed T21 at 2.7 seconds per shot. I happen to have a +3 to Rifle Speed Ubese Shirt and a +2 to Rifle Speed Mabari Belt. Wearing them, I had +95 to Rifle Speed and fired Strafeshot2 with that weapon at 1.3 seconds per shot.
I used my free unlock to open Enhanced Ranged Speed, and I was disappointed to find that my speed did not change. However, I took Enhanced Melee speed as my Phase II quest, and I unlocked the box Saturday night and completed my first box in it Sunday night (tonight). That gives me +3 Enhanced Melee speed. Since it had been reported that the Melee speed boxes were helping rifle speed, I did an experiment.
First, using my 7.6 speed T21, I took a Janta mission with the speed clothing on, targeted the lair, and fired until everything was dead. Indeed, it did appear that I was now firing at the speed cap, seeing messages for using Advanced Strafe every one second. Since Strafeshot2 is an area effectshot, that meant therewere many targets being damaged all atonce.
Therefore,to get an accurate, unclutteredmeasure of the speed, I took a second mission, killed all the Jantas individually, then took off the shirt and belt and destroyed the lair spamming Strafeshot2. This way, there was no other activity around me (i.e., angry Jantas attacking me) to interfere with the experiment. After the lair was destroyed, I found that it took 20 shots to destroy the lair, and from the time stamps on the combat log, I found it took 37 seconds to do so (first shot at xx:04:35 and the last shot at xx:05:12 = 37 seconds). That works out to 37 / 20 = 1.85 seconds per shot.
If I plug +93 (+90 from Rifleman and +3 from Enhanced Melee speed), I find that a 7.6 speed weapon firing Strafeshot2 will do:
ActualSpeed = 7.6 * 3.5 * (1 - (93 * .01)) = 1.862 seconds per shot
which is what my experiment showed accounting for the fact that the time stamp only shows the nearest second. That means that I was firing with a speed mod of +93 without the clothing.
Since +90 from Rifleman, +5 from my clothing, and +3 from Melee Speed would work out to a total of +98, it would also make sensethat I was, indeed, firing Strafeshot2 at the speed cap with that weapon earlier since, at +98, you could cap Strafeshot2 with any weapon of 14.3 speed or below.
This means that Melee Speed is indeed affecting Rifle speed. This also confirms that Ranged Speed is not working. And it also shows that the speed is calculated as follows:
ActualSpeed = WeaponSpeed * SpecialDelay * (1 - ((PersonalSpeedMod + EnhancedSpeedMod) * .01))
as was expected, an not as a second % reduction as some have speculated, which would be calculated as follows:
ActualSpeed = WeaponSpeed * SpecialDelay * ( 1 - (PersonalSpeedMod * .01)) * (1 - (EnhancedSpeedMod * .01))
(In both cases, PersonalSpeedMod would be your Profession Speed Mod totalplus any speed from clothing and armor attachments).
If the latter formula were true, then I would expect to see:
ActualSpeed = 7.6 * 3.5 * (1 - (90 * .01)) * (1 - (3 * .01)) = 26.6 * .10 * .97 = 2.58 seconds per shot.
Therefore, it is obvious that the Ranged Speed is not working, the Melee Speed is working for Rifle Speed, and that it is working as a straight + to your personal speed mod.