Rifleman Archive

Thread: Ranged/Placed Shots vs. Adv Critical/Imp Head Shots Additional Test Results

Va-Mei
Fri Oct 28, 2005 9:54 am
#66






Uthyr wrote:

Aside from my test results, one of the main reasons why I prefer alternating high-end specials is the psychological factor--I love seeing high damage numbers for every shot I fire, and I suspect that there is an intimidation factor in PVP when people see a huge damage number from a successful critical shot.





That might be good for 1v1, but on the battlefield I try to stay away from the big numbers unless I can score an important kill. When I start hitting people too hard, the cloaking Jedi start hunting me with a vengance.When you start chaining /warning /charge /startle /aim /sniper /kip /leg /head... yeah, you mayget a few fast kills and make a name for yourself, but you will quickly join them.Ifa small group of ranged players can keep to fast small numbers focused on a single target, no one player stands out of the crowd as being a prime target that needs to die.
Uthyr
Fri Oct 28, 2005 1:26 pm
#67

I've pretty much given up trying to convince people that one of these two approaches is better than the other. All I can say is that for me, with my player mods, the weapons I use, and the PvE mobs that I tend to fight, alternating Adv Critical./Adv Head shots deals unequivocally, indisputably, more damage than Ranged/Placed Shots, and I rarely have to worry about running out of action. If it's important to anybody to change that "rarely" to "never," or if other people find themselves running out of action for their playing style, then by all means go with the Ranged/Placed combo. I don't deny that that combo has a lot of merit too. Personally, I refuse to use unimpressive Marksman specials when my more impressive-looking elite Master specials work better for me. The game's just not as fun for me if I do not feel powerful as well as look powerful!If the action cost gets (re-) nerfed for healing, I may change my thinking about that (or perhaps I'll just give up my healing skills in favor of better offenses), but for now I am very satisfied with my approach.


To each his/her own--it's all about what makes the game fun for you!




Col. Uthyr Pendragon | Artorius Pendragon
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Iasha
Sat Oct 29, 2005 12:44 am
#68


this is just silly, tripple posting, lol


Message Edited by Iasha on 10-28-200512:46 PM

Message Edited by Iasha on 10-28-2005 12:47 PM



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Iasha
Sat Oct 29, 2005 12:45 am
#69



this all seems really odd to me, everyone i talk to or fight with swears by head/critical just like most in this thread. i don't dispute the testing here, actually very good and accurate. but eveyonegets awed by the large yellow numbers they do from their own shots. and yes, i don't deny that in pure damage you will do more using other options than ranged/placed. but there is no point loving the large damage you do if you have to wait every time you're about to fire.or feeling you have to switch to a low sac attack combo when you're out of action - at that point you're already doomed and showing that this ranged/placed method is better. i'm actually tempted to not use this speed pup, ranged/plced shot method puerly as i pull ALL the agro, whether i'm fighting with noobie lvl 30s or with old school pre cu /patch 9jedi.



all i ask is PLEASE try taking 2 turrets out, one with your preferedmethod of attack and the other with a speed pup & ranged /placed shot. i can assure you that you'll do it quicker with my method, have more action available for using specials when you need them(in proper fights). also as you're doing more frequent attacks with shorter cooldowns, have to wait less for the important stim when it is needed....(and alsomost importantly when bacta healinggets action nerfed)....at worst using ranged placed will do less agro in the first 30 seconds - as others will be using action in abbundance in exchange for their high damage, longer cooldown shots andmunching thoughmore action, only to run out and have to wait each time.... at which point i'm still firing away but at a little less damage each time.


you may like doing lots of highdamage every shot, but i love the reaction when people almost laugh out loud as i start attacking.....wow, is that all you hit for.....then i hit again...and again...and again...and....every 1 second, without exception - bascally untill the servers reset. note - a 2.35 speed weapon with a 34% speed pup and a doc buff is effectivly speed capped at 1 sec per shot - i've tested using much faster 2.09 speed weapons, tempswith hugespeed bonuses and SEAs getting rediculus rifle speeds to still fire at a cap of once every sec.

Message Edited by Iasha on 10-28-2005 12:48 PM



Artemis-x- ~ -Fihe-
Iasha Vailau ~ Elder Bounty Hunter / Fihe Vailau ~ Elder Armorsmith
Joseh-Stalin ~ Spy / -Fihe- Vailau ~ Structures Trader
Keyser-Sose ~ Engineer / Laoela - Bum
(gggggggggggggggg3cddnnrnhnrnnddc2gggggggggggggggg)
Elder Jedi ~ Pre-CU Armorsmith
~JediKnightOutkasts~

DaxHerder
Tue Nov 01, 2005 1:32 am
#70

These tests are awesome, but you guys are really comparing apples and oranges. Clearly Cshot/Hshot is an alpha strike type of attack style, where as the Pshot/Rshot is a sustained DPS style. You have one target to take out use Cshot/Hshot, you are in a large scale PVP battle and Rshot/Pshot is the way to go. Also am I the only one that has been noticing my action bar going down faster lately? like since last patch? Maybe it's just me... But good info here thx for the advice.



So sad to see this go out the window. Guess it's back to WOW for me.
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Iasha
Tue Nov 01, 2005 3:45 am
#71

"it works for me" is a good mantra for this game, and its no bad thing. if we all just went for the perfect attack, temp, etc this would get to be avery boring game. i show this as much for my own clarification as for others who may be curious.


sorry to appear to repeat my self, but here is a different example of the comparison....


here are our 2 methods: 1) cricical/head with a SAC pup and2) ranged/placed with a speed pup.


1) critical or headshot uses = 18% action x 'Weapon SAC' / 100....ie 18% x 60/100 = 10.8% Action

1 shot takes 2.1 sec to 'cooldown'

1 shot does 1650 damage vs a normallvl80 creature


2) ranged or placed uses (avarage)= (10% + 2%)/2 x 'Weapon SAC' / 100....ie (10%+2%)/2 x 82/100 = 4.9 action

1 shot takes 1 sec to 'cooldown'

1 shot does 910 damage vsa normal lvl80 creature



if you're still following me then here's a 'time line' for damage & action over time. i've taken the assumption that action re-gens at 4% per sec, head & critical use 18% action asa base, ranged uses 2% and placed 10% (taken from theatombender swg wiki website).


Range/plcedHead/critical(Head/critical if shoot at 1 shot every 1.6 sec)

time (sec)....dam....action....dam....action............dam....action

0..................910......98.........1650...89..................1650....89


1..................1820....94.........1650...93..................1650....93


2..................2730....97.........1650...97..................3300....86


3..................3640....92.........3300...89..................4950....80


4..................4550....95.........3300...93..................4950....84


5..................5460....90.........4950...86..................6600....77


6..................6370....93.........4950...90..................8250....70


7..................7280....89.........6600...84..................8250....74


8..................8190....91.........6600...87..................9900....67


9..................9100....87.........8250...81..................11550..60


10 ...............10010..89.........8250...85..................11550..64


11................10920..85.........9900...78..................13200..58



28................28028..69.........23100...58..................32340..0

67................28028..69.........55275...0


91................91091..0


as long as that actually reads ok and you can make sense of it i'll let you make your own conclusions. fair enough the numbers are a little off, and i'd be supprised if i could do 91k dam in 1.5 min or if i shot at 1.6sec per shot witha sac pup i'd run out of action in 30 sec, but i feel its close. atleast its relevant relative to each other (if not completely true point per point in game)



Artemis-x- ~ -Fihe-
Iasha Vailau ~ Elder Bounty Hunter / Fihe Vailau ~ Elder Armorsmith
Joseh-Stalin ~ Spy / -Fihe- Vailau ~ Structures Trader
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Uthyr
Tue Nov 01, 2005 5:25 am
#72

An excellent analysis, Iasha, thanks for posting that! While my own test results don't even come close to matching your numbers, they do show the same trend--that you get much more damage over time over the short term (i.e., as long as your action lasts) with Critical/Head Shots. With blob candy and a SAC PUP, my action lasts much longer than 28 seconds though, so it's important to figure the numbers for everything that affects your SAC, whatever way you like to fight.


I may make a point today of timing how long my action lasts using my approach. I'll post the results here if I get around to it.




Col. Uthyr Pendragon | Artorius Pendragon
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Uthyr
Tue Nov 01, 2005 3:01 pm
#73


Okay, I ran a quick and dirty field test today to get a sense for how long my action bar would hold out while continuously alternating Adv. Critical/Imp. Head Shots. I was using Blob Candy for a +181 action regen buff, and I had a -23 action cost PUP on my rifle(bringing my SAC down to 59). I was wearing 6947-8249 kinetic-resist assault armor (different resists for the various pieces). I only mention the armor because if I had I been wearing battle or recon armor, I would have had to heal more frequently, which would havechanged the results.


I attacked a piket lair, from a close enough range that every piket that spawned was within my firing range, to allow me to continuously move from one to the next as I killed them, with no rest breaks. It took me about3 minutes to kill all the pikets and destroy the lair, during which time I had to heal a couple of times (bacta shots and bacta sprays). Even including the healing, my action never dropped below about 75% the whole time. At that rate, I would have theoreticallyhad enough action to last me12 minutes of continuous firing, with the occasional heal. In reality, assuming that I had to pick up my healing pace at some point if I started taking too heavy a beating (which would have been the case against a tougher opponent), it might not have lasted quite that long, but the point is that there are few mobs that I couldn't kill using critical/head shots without losing all my action.




Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Darth_Spike
Wed Nov 02, 2005 2:02 pm
#74

I would like to posta philosohical point that kinda goes to Uthyr's perspective that the alternating Adv. Critical/Imp. Head Shots appears more impressive.


Ranged/Placed shots are acheiveable with 2 tier1 skills, and using a high-end ALR with pups and slices, anyone can perform the 'sustained damage' that people refer to here. This means that ANYONE with 17 SP to blow can do this damage.


Adv. Critical/Imp. Head Shots require a lot more work to have access to, in terms of combat. Lots of killing stuff. Lots of wear on weapons and armor. Philosophically speaking, Adv. Critical/Imp. Head Shots SHOULD be the better option. In fact, I would go as far as to say most Adv/Imp 2-shot combos should perform better than Ranged/Placed - more work was needed to gain them.


I am not saying that a Crafter/Entertainer using an ALR and Ranged/Placed shouldn't be useful and viable on a battlefield, but right now with tapes, BE clothes, buffs and foods, it could be said they were just as good as we were. That just seems wrong to me.


Uthyr
Wed Nov 02, 2005 3:53 pm
#75

I couldn't agree with you more, Darth_Spike--well said. In reality though, a CL 80 Master Rifleman should be able to do somewhat more damage with Ranged/Placed Shots than a low-level Marksman, given all the same SEA's, foods, and weapon, because of the added character speed and accuracy mods, but you have a very valid point. That's one of the reasons why I refuse to use Ranged/Placed Shots if I don't have to--because I just can't bring myself to use low-level Marksman specials as a Master Rifleman. It's a psychological/prestige thing as much as a statistical one to me.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

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