Rifleman Archive
Thread: OUT OF DATE FAQ (some good info still here but most rifle info is precu)
= Warning Shot
= Suppression Fire
= Phenacine Dart
= Adhesive Mesh
= Any Knockdown (Novice Pistoleer and x/x/x/1 gets you a Melee Knockdown)
= Warcry (From Brawler)
= Burstrun
= Line of Sight (for ranged opponents)
= Take Cover, Mask Scent (note you cannot Peace while under Cover)
= Conceal Shot
= Nearby Vehicle
= Pet Tank (Guard or Kill Command)
= Droid Tank (Guard or Kill Command)
= Neutron or Muon Spice (for really hairy situations)
*edited at the request of night4554*
Ahrisa adds 400+ to Focus for ~45 minutes at 33 filling. Canape adds 700+ to Focus and Willpower.
If I recall, it has near 33 filling as well with a duration of about 10 minutes. I prefer Ahrisa to Canape,
but Canape can be better in tighter situations. In the worst situations(basically just the DWB),
Muon Gold(spice) is good to have. +500 to Mind/Focus/Willpower for 10 minutes with the
opposite effect for 3 minutes afterwards.
For each level that the AP is above the AR (Armor Level) of the target youget a 25% cummalative bonus to damage. So AP3 vs AR0 (3steps)is 195% damage. AP3 vs AP1 or AP2 vs AR0 (2steps)means 156% damage. AP3 vs AR2, AP2 vs AR1, or AP1 vs AR0 (1step)means 125% damage. If even then it's 100% damage.
If the target is vulnerable to the damage type then the the target is considered AR0 and the weapon loses any AP bonus. It basically becomes AP0.
For each level that the armor is greater than the AP, you lose 50% damage. So 1step is 50%, 2steps 25%, and 3steps 12.5%.
So which AP is better? Usually the higher the AP the better off you are. But it will depend on the targets resists. It is possible that a weapon with a lower AP is better because the target may have lower resists to it. Also the lower AP could be better if the target is vulnerable to the higher AP damage type since you lose the AP bonus in that case. Waste93
- + numbers help our skills, - numbers reduce our skills (you want positive ones ^_^)
- Rifle Speed is the most sought after as it can literally double your damage output (+7 rifle speed is all we need to cap as master rifleman)
- Rifle Crawl is broken so the attachments do nothing as of now
- Never put the same type of mod into the same piece of clothing as you will just lose the second one and it will be lost forever
PyschoJuggolo
LiakyK
Max range for any playerattack is 64m. No attack by a player can reach outside the 64m range
(excluding an old CM bug(fixed), Lag(+/-10m), and Turrets (80m))
Tatooine
Mos Eisely
3551, -4710 or
3426, -4917
Naboo
Keren
1274, 2687
Corellia
None listed
Rori
Narmle
-5215, -2373
Talus
Dearic
587, -2870
Yavin 4
None listed
Lok
None listed
Dathomir
None listed
Dantooine
None listed
many trainers can be found in player cities (these vary galaxy to galaxy)
Message Edited by Ackehece on 09-30-2004 03:05 PM
Message Edited by Ackehece on 10-18-2004 12:58 PM
Message Edited by Ackehece on 10-18-2004 01:00 PM
Message Edited by Ackehece on 09-29-2004 09:06 AM
the following is a public service announcement:
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******************AS PEOPLE HAVE TROUBLES READING******************************
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good news for you Accuracy does not cap. Accuracy can be raised with skills (master rifle/master marksmen) + the inherent accuracy of the rifle you use (variable but the dxr6b is usually in the 125+ accuracy camp) + snow cake + /aim + Squadleader + 25points in SEAs + dead eye + positional modifier (prone) + accuracy powerups
- 170 rifle accuracy (rifleman skill)
- + 50% accuracy (dead eye)(i think is this added first before other mods -but if it comes afterit will have a greater affect)
- + 125-175 rifle based accuracy for dxr6b at ideal range +45-60m (depends on weaponsmith)
- + 25 snowcake
- + 50-150 (/aim command stacking)
- +25 SL
- + 25 sea
- + 30% of inherent rifle based accuracy (Powerup)
- + 60 prone (calculated by http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=14476&highlight=position+accuracy+modifier#M14476)
Message Edited by Ackehece on 02-16-2005 03:51 AM
I would suggest taking this out:
"I fight unbuffed, unarmored 98% of the time (and usually just put some crappy 300cred brandy in my stomach) and I use the above tactics (except burstrun [never needed it] and warcry [don't have it])"
And somehting I didn't add is /wookieeroar
/wookieeroar is an innate ability (to Wookiees) able to be used every 5 minutes. It does a cone AoE Intimate cutting an enemy's damage in half. Not good to be used if there's 5 creatures next to the one you're attacking, cause it will aggro them all, but definetly something to keep in mind.
GrekoMoobybah wrote:
Do people not understand that quenkers are the fastest way to level up?
Quenkers, then Savage Quenkers, Huurton Huntresses and Huurton Stalkers
Message Edited by XaverriJade7 on 07-25-2004 11:33 PM
it was not really a rifleman ability but if a wookiee reads the thread now you post has added this to the mix for them ^_^ is why i did not add it to the FAQ
Message Edited by Ackehece on 07-26-2004 11:23 AM