Rifleman Archive

Thread: Improved Aim and Pyro don't seem to stack!!

Karbal
Wed Sep 07, 2005 6:33 pm
#1

Added accuracy is supposed to tack on additional damage to your enemy. We all know this and have been told this.


The test:


I fought 3 different lairs. 2 lairs where creatures and the last one was a Jabba camp with ranged npc's. All mobs where level 79.


Vs. Dewbacks:

Ranged Shot 762

Ranged Shot with Pyro 768

Ranged Shot with Pyro and Improved Aim 768

Ranged Shot with Crispix 768

Ranged Shot with Crispix and Impoved Aim 768


Vs. Banthas

Headshot 1345

Headshot with Pyro 1349

Headshot with Pyro and Improved Aim 1349

Headshot with Crispix 1349

Headshot with Crispix and Improved Aim 1349


Vs. Jabba Npc's

Starleshot 1022

Starleshot with Pyro 1026

Starleshot with Pyro and Improved Aim 1026

Starleshot with Crispix 1026

Starleshot with Crispix and Improved Aim 1026


As you can see, it appears that accuracy stacking is not working as everybody previously thought. No matter the comb, the numbers would not climb. I'm yet to test this in pvp.


Just wanted to bring this to Ack's attention. Just want to know if I'm wasting my precious time and action bar using Imp Aim along with pyro or crispix .. cause they don't seem to like working together.



Karbal
Former Jedi Hunter
Ackehece
Wed Sep 07, 2005 9:34 pm
#2

hmm interesting results.

Did you try with just improved aim and not crispic?

also what is the min and max damage on your weapon?



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




PyscoJuggalo
Wed Sep 07, 2005 9:43 pm
#3

Test it in PVP, I'm willing to bet MOB defences are so low that you hit the max damage weapon cap rather easly.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Ackehece
Wed Sep 07, 2005 9:51 pm
#4






PyscoJuggalo wrote:
Test it in PVP, I'm willing to bet MOB defences are so low that you hit the max damage weapon cap rather easly.






hmm if that were so would not all the results have the same max damage rather then a range from 750 - 1200 depending on target? Or is there a max damage allowed per shot to a target on the target (as far as I know - the answer is no)?


actually energy resistance could explain it (or kinetic depending on rifle)


that of course can be proved with the stats for the rifle.



Message Edited by Ackehece on 09-07-2005 10:52 PM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




PyscoJuggalo
Wed Sep 07, 2005 9:55 pm
#5






Ackehece wrote:






PyscoJuggalo wrote:
Test it in PVP, I'm willing to bet MOB defences are so low that you hit the max damage weapon cap rather easly.






hmm if that were so would not all the results have the same max damage rather then a range from 750 - 1200 depending on target? Or is there a max damage allowed per shot to a target on the target (as far as I know - the answer is no)?


actually energy resistance could explain it (or kinetic depending on rifle)


that of course can be proved with the stats for the rifle.




Message Edited by Ackehece on 09-07-2005 10:52 PM




Resistences do vary, I do recall seeing this while hunting MOB's, though until we get a Master Ranger to verify that for me, I'm not 100% sure.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
SyVirus
Wed Sep 07, 2005 11:08 pm
#6






PyscoJuggalo wrote:





Ackehece wrote:






PyscoJuggalo wrote:
Test it in PVP, I'm willing to bet MOB defences are so low that you hit the max damage weapon cap rather easly.






hmm if that were so would not all the results have the same max damage rather then a range from 750 - 1200 depending on target? Or is there a max damage allowed per shot to a target on the target (as far as I know - the answer is no)?


actually energy resistance could explain it (or kinetic depending on rifle)


that of course can be proved with the stats for the rifle.




Message Edited by Ackehece on 09-07-200510:52 PM





Resistences do vary, I do recall seeing this while hunting MOB's, though until we get a Master Ranger to verify that for me, I'm not 100% sure.





Since my temp is done and I really don't have the need to grind out XP for the village, I decided to do a little research on this resistance thing. First i tried the low lvl creatures around Eisley, i didn't see any resistances in the examine. So, off to the graveyard for some high lvl mobs. I pass by some banthas, which upon examination, have a special melee attack, but still don't see any resistances. These are lvl 20.


Alas! I spot a giant canyon krayt dragon, lvl 86, in the distance. I hurry along to get within examine range and......upon examination, it has three special melee attacks, but no resistance registers..but it does have 113 - 439 damage with a to hitbonus of 210.Without going all out to see if this is the same way on other planets, I would have to say the Devs in their infinite wisdom decided not to give master rangers the ability to see resistances as they once could. Although I know i should be able to see they are resistant to kinetic like 60% or so, i can't confirm this fact as i can not see it examing as a master ranger.





SyVirus -KH-
Bounty Hunter

Zu'ul
Commando
RSF*CorSec Ace
PyscoJuggalo
Wed Sep 07, 2005 11:22 pm
#7






SyVirus wrote:






PyscoJuggalo wrote:





Ackehece wrote:






PyscoJuggalo wrote:
Test it in PVP, I'm willing to bet MOB defences are so low that you hit the max damage weapon cap rather easly.






hmm if that were so would not all the results have the same max damage rather then a range from 750 - 1200 depending on target? Or is there a max damage allowed per shot to a target on the target (as far as I know - the answer is no)?


actually energy resistance could explain it (or kinetic depending on rifle)


that of course can be proved with the stats for the rifle.




Message Edited by Ackehece on 09-07-200510:52 PM





Resistences do vary, I do recall seeing this while hunting MOB's, though until we get a Master Ranger to verify that for me, I'm not 100% sure.





Since my temp is done and I really don't have the need to grind out XP for the village, I decided to do a little research on this resistance thing. First i tried the low lvl creatures around Eisley, i didn't see any resistances in the examine. So, off to the graveyard for some high lvl mobs. I pass by some banthas, which upon examination, have a special melee attack, but still don't see any resistances. These are lvl 20.


Alas! I spot a giant canyon krayt dragon, lvl 86, in the distance. I hurry along to get within examine range and......upon examination, it has three special melee attacks, but no resistance registers..but it does have 113 - 439 damage with a to hitbonus of 210.Without going all out to see if this is the same way on other planets, I would have to say the Devs in their infinite wisdom decided not to give master rangers the ability to see resistances as they once could. Although I know i should be able to see they are resistant to kinetic like 60% or so, i can't confirm this fact as i can not see it examing as a master ranger.







May their scurvey hides rot in Davey's locker for that!



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Karbal
Thu Sep 08, 2005 2:48 am
#8


Rifle used:


Heavy Lightning Rifle

Energy damage

Max 645-1314 (damage pup)

40 elect damage

2.39 speed

82 SAC



Karbal
Former Jedi Hunter
megacrafter
Thu Sep 08, 2005 5:17 am
#9

you all know that the amount of dmg done becuse of high acc is lowered the higher acc you get eg if you have somethign that adds 10 acc you mite do an extra 5 dmg if you ahve low acc but if you have really high acc it mite only do 1 or point something




JJK
Master Shipwright
two time pilot remaster
master BH as devs wont let me use a rifle as a smuggler (alt)

my goodbye post, i'll miss you all. see you on EVE
Bria reborn
The Doomsday Mark I (my m22-krayt)
RegenEdnolb
Thu Sep 08, 2005 7:43 am
#10



Im a mbh, mrm, about 300 accuracy when I have my rifle equiped.


dmg done to a lvl 82 golden boss mark with 30k+ health. I was using critical shot, no knockdown applied.

nothing 929 dmg
pyro (189) 1010 dmg
adv. aim + pyro 1119 dmg


Seems to be working fine...



edit: if only aim didnt have such a long warmup time, and short usage time, then it would actually be handy during a fight. Now i can only use it for the first couple of shots....

Message Edited by RegenEdnolb on 09-08-2005 10:45 AM

Drakenya
Thu Sep 08, 2005 10:10 am
#11


RegenEdnolb wrote:


edit: if only aim didnt have such a long warmup time, and short usage time, then it would actually be handy during a fight. Now i can only use it for the first couple of shots....

Message Edited by RegenEdnolb on 09-08-200510:45 AM





Especially when you want to use aim on a Sniper or Conceal shot.




The Few. The Proud. The Trolleone.

Drakenya - Master Smuggler / Elder Assassin / S. A. Ace Pilot
Raken - Commando / Elder Rifleman, Carbineer
Drak' - Bounty Hunter

The Original
Descrambler

Karbal
Thu Sep 08, 2005 2:03 pm
#12

Yeah, I need to do more testing. I seem to recall also in past using pyro and it making a pretty big difference. Think I'll test it out on a very high level mod .. like the Black Sun on Endor.



Karbal
Former Jedi Hunter
AxilX
Thu Sep 08, 2005 9:20 pm
#13

grrr... does out corrospondant really not know how this works? there's an entire thread on it. Damage is calculated as follows:


Base * Special modifer * (mitigation to do armor, or special mitigation like synth steak.)


Base is a number between your minimum and maximum damage, where it falls is determined by your accuracy versus your targets defense. against most PvE targets you will hit your max quite quickly, in PvP this is not the case. The reason the damage you did varied was because the attack you used varied, and the defense of the mobs varied. You can cap your base, but that does not nullify the special modifer, Critical shot will always hit for more than ranged shot no matter what. There's a thread with the exacty forumal, and an excel sheet that will calculate the damage dealt in any situation, but i don't have it bookmarked... maybe our coorspondant can at least find that for you. =/
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