Rifleman Archive
Thread: Surprise shot
Multiplier on suprise shot seems to be 3. It also seems to have a greater delay then other shots, but, not positive. You need to be in cover, so, in pvp worthless. It will let you take the shot out of cover (if I remember correctly), but, you do normal damage, not multiplied damage.
Why use it? Hmm. Well, it does a lot more damage then conceal and takes less ham. Problem with it is the need for cover and random pools. I used it for a bit when hunting with a friend (who was shooting pistol).
Also, sometimes you dont want to hit an area attack due to other mobs you don't want aggro (yellows). So, if you need to target a single monster and want to hit something outside mind, this is your shot. Very limited use, but hell, with new aggros conceal shot is even more useless:]
What I found when using surpriseshot is that it is both a stronger and weaker version of concealshot.
Surprisehot does more damage than concealshot, but you have to be in cover and they charge you if you miss one time.
Concealshot allows for one miss, they charge you at the second miss. Does less damage than surpiseshot.
I have had good success when getting into a good position, then opening up with a surpriseshot, then following up with concealshots.
yeah but the random pool stuff is dumb.
We get all the disadvantages cuz we hit mind. But we end up using random pool attacks anyway
WayneInAustin wrote:
According to other research in these threads, Conceal shot appears to do 3.75 x BASE damage of weapon, while Surprise shot does 4.5x BASE damage of weapon. Both shots have a time penalty of x3 and a mind usage penalty of x5.
Huh, I wonder where I got 1.5 from...In the styles thread, I see Conceal Shot listed as 2.5x
SocialConformer...
You might want that extra cup of coffee before reading this...
A VERY IMPORTANT THING TO KNOW IN SWG:
In SWG: Autoattack damage = base damage of weapon * 1.5.
So if you Aim at something and just press Attack, each shot's damage will ALWAYS be at least 1.5 x the base damage of your weapon. So if you are auto-attacking with a 100-250 weapon, your shots will always do a minimum of (100 * 1.5) = 150 damage, and your maximum could reach (250 * 1.5) = 375.
(This obviously ignores Armor, resists, etc.)
Armed with that knowledge, go read the discussion on page 2 of the Styles thread between myself and Flyojumper. His table damage numbers are based off of the AUTOATTACK damagewhich is x1.5 of the base damage of the weapon.
The "damage value multipliers" in Flyojumper's tables are multipliers to be used against the AUTOATTACKdamage of a weapon, which is already 1.5 x the base damage.
If you want to know the "damage value multiplier" to use with your weapon's BASE damage, you would take Flyojumper's damage numbers and multiply them by 1.5.
Example:
You fire a shotand thegame engine determines the base damage of your shot BEFORE ANY MULTIPLIERS is going to be 240.(Say it is a Headshot 3, but the game engine hasnt taken this into account yet)
By Flyojumper's table, the game engine would do this:
-- multiply the base damage (240) * 1.5 to get the autoattack damage = 360.
-- now multipy that 360 x Flyojumper's damage value (3.0) to get total damage = 1080.
My contention was that the table should give amultiplier for the base damage of the weapon, so that the game engine would instead just do one calculation:
-- multiply the base damage (240) * "my shot damage multiplier" (4.5) = 1080.
(notice that 4.5 = 3.0 x 1.5)
It is all a matter of perspective. Flyojumper and Seflyn agreed that the PERCEIVED DPS of a weapon might be taken wrong with my values. I didn't see it this way, but I greatly respect the work and opinion of both of them and will always post Flyojumper's numbers unless specifically called out on it, such as your post.
Are you still awake? hehe...