Rifleman Archive
Thread: How much does specials take form other pools ?
Buffs help Riflemen a lot. Even with optimal mind migration, your shots are going to be quite limited since Mind is mostly an unhealable pool (until the CB
)
Our specials do take HAM from all 3 pools just the same as every other combat profession. If you look at the HAM cost on a rifle, it will have a different cost for Health, Action, and Mind. Of course, the Mind cost is by far the highest and that pool will be depleted before any other one in most cases. The good part is that the Health and Action costs are very insignificant (not to mention they can be healed
). I would guess that even with a high HAM rifle, your Health and Action bars will barely move even when spamming SS2. Though you don't even need to worry about that if your buffed as much as most people are ![]()
EDIT: Though as is stated above, if you have Mind buffed and nothing else, you will see Health and Action deplete while Mind does not. ![]()
Message Edited by XaverriJade7 on 06-07-2004 09:15 AM
Bermag wrote:
All the guides that have posted the modifiers for HAM cost, only list for mind? Does it not take anything from other pools? Looks like it doesn't since I can use only mind food buffs and I don't see the other pools move.
Which makes rifleman the eaisest profession to use w/o docor/entertainer buffs IMO. I have been trying to put together useful food combos for boith Carbineer and Fencer and believe me it is a lot harder.
If you will look at your Rifle, you will find, of course, HAM costs for each pool. This will give you an idea of the proportions taken from each pool. Likewise, while our tables only list Mind costs for each special and while I cannot tell you what they are, each special actually has multipliers for each pool.However, like Focus for Mind, Strength and Quickness reduce HAM costs for Health and Action. Since the HAM costs for Rifle affect Health and Action the least and since people who are used to using other weapons tend to have the their Health and Action stats set to reduce Health and Action costs, the Health and Action costs for Rifle would naturally seem to be nearly non-existant. However, if you set your stats like many riflemen do, tominimize Health and Action and their substats in favor of maximizing Mind and it's substats since it is assumed that you will do things buffed, you will find that if you are not buffed, Health and Action drop noticably.
Bermag wrote:
All the guides that have posted the modifiers for HAM cost, only list for mind? Does it not take anything from other pools? Looks like it doesn't since I can use only mind food buffs and I don't see the other pools move.
Which makes rifleman the eaisest profession to use w/o docor/entertainer buffs IMO. I have been trying to put together useful food combos for boith Carbineer and Fencer and believe me it is a lot harder.
Bermag,
It costs from all the pools. The specials multiplier multiplies the cost for all three HAM listings shown on the weapon when you examine it.
However here is how I suspect the formula is done and will explain why you are seeing what you are.
You have the base HAM costs. The HAM costs on a DXR-6b I purchased from you awhile back is 79/84/107. So when I use a special that is say 2X cost those would become 158/168/214. However, your Strength and Quickness reduce these costs. I can't remember by how much, but I though I saw the figure of 1 point per 50 points in the stat. If so lets say you get some 2300 point buffs.
2300 buff plus and average of lets say 500 in each stat. That gives 2800 which means a 56 point reduction. However that reduction is taken BEFORE the multiplier. So that 79/84/107 becomes 23/28/107. Which then multiplied would be 46/56/214. Factor in the reheal rate from the increased Constitution and Stamina and it will almost totaly negate the pool drain for these.
The reason it is easier to but together those combos for Riflemen is because of the much higher Mind drain compared to others. So you can concentrate all your food choices into that single category to help.
Yes. Your regen rates will more than cover for the Health and Action costs mostly because you fire so slow.
Bermag wrote:
I am only 1/0/0/1 Rifleman so I guess that explains a lot why I don't loose HAM that much. Also using a rifle with legendary stock which does not add any HAM helps a lot as well.
If you were to drop your health, action, and mind main stats by 200 each and put that into strength, stamina, and focus, you would probably be able to fire twice as many shots before you have to stim or autofire. Your migration would be 600/600/400, 600/600/400, 800/800/600. If you are a person that enjoys not having to get doctor buffs in order to PVE, this would be a good migration for you. Your first secondary in each pool (strength, stamina, and focus) determines how much you will lose per shot. Your second secondary in each pool (constitution, stamina, and willpower) determine how fast you regenerate the main stat. It looks like you're already aware, it's usually more important to not lose a stat in the first place than it is to regenerate it quickly. My non-asked-for $.02.
Coran_Sienar wrote:
I'm set up Health 800/400/400 Action 800/400/400 Mind 1000/600/600. I drink 2 brandies (+415, 45 min) before going out on PVE missions against Mokks and Jantas. My hapless droid is sent in to get aggro'd and I spam Strafeshot2 for about 30 seconds with aT21. My health and action pools are nearly exhausted and I have to hit myself with a Stim E (it's just what I carry on me...a C would do fine with my stats) immediately in case I'm aggro'd and incapped by some other MOB.
Without the brandies there is no way I could spam strafeshot or any other rifle attack.
Beware of incapping yourself while using Headshot 3. In PvP, you often do more damage to your own mind pool than your enemy ever will.
Found the info on this site. I have not verified it is accurate but it may help.
Thanks Waste!
I am kind of surprised that no guide cover the cost for other pools. But I guess it will soon be obsolete with combat revamp.
Think strength/quickness is 550 which leaves me around 160 when wearign armour (encumbrance sliced kinetic composite).
so a theoretical special that costs 100, with a theoretical rifle that costs H:10 A:20 M:30 would be
HAM lost= 100M +10H + 20A +30M
HAM lost = 130Mind 10Health, and 20 Action