Rifleman Archive
Thread: speed mods from abilites tree
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Death_Dealer
Tue Jun 29, 2004 10:36 pm
#1
Now this sort of applies to all such mods, but im trying to figure out rifleman right now, so I'd like the answer to this question.
When it says Rifle Speed +10 or anything like it for that matter, what excatly does that mean, does it give me a point off my rifles speed? like with 10 it would mean a 7.6 is a 7.5? or have i totally messed it up.
And what does the speed cap mean and what is the speed cap for rifleman?
Thanks in advance
dimmu-borgir
Wed Jun 30, 2004 2:16 am
#2
im not quite sure what the exact equation is, but i belive it is somewhere in the faqs, as for the speed cap... the speed cap is the smallest possible speed that galaxies will let you fire your weapon, namely 1 second for all professions, well, for now at least.
BeastOfTrall
Wed Jun 30, 2004 2:48 am
#3
It's a percentage decrease.
Ie. If you have +50 rifle speed, then your delay between rifle shots with be 100% - 50% of what it's supposed to be.
If you have +70 rifle speed then your delay will be 100%-70% = 30% of what it should be.
And if you get +100 from tapes or anything your delay will be 0%, or non existent.
However there is a hard cap of 1 shot per second, which means any +speed which will bring you below that is pointless.
With a rifle with a speed of 7.5 (a normal stocked T21) you would need +97 speed to cap out on all moves, because:
Your delay for strafe2 (the slowest move, delay of x3.5) is 7.5 x 3.5 = 26.25.
A percent of that is 0.2625, which means that to hit 1 shot per sec you would need your delay to be 3.8%
The game round those numbers down, so you need it to be 3%. I.e. +97 rifle speed.
However +95 is enough to cap out on most moves with most guns.
2 final notes:
1) This is also the reasons all TKMs are so darn fast. They get +115 unarmed speed (which is pointless, but still caps them).
2) Since this is a percentage increase it is a curve, not a linear increase. Meaning a +10 rifle speed to get you from +50 speed to +60 speed is nowhere NEAR as substantial as one to get you from 85 speed to 95 (assuming you haven't capped by 85).
XaverriJade7
Wed Jun 30, 2004 1:04 pm
#4
Death_Dealer wrote:
ok then, that makes sense. And im assuming with accuracy mods its that a +10 means I have a 10% chance of hitting the target?And with def mods, 10% less damage? And with damage mods 10% more damage to the base of the weapon?
Thanks for the answers
With +160 accuracy at Master Rifleman, you'd never miss if that worked out to 160%.
It's sure be nice and easy but, as I'm sure you know, Master Riflemencan miss
I saw an equation somewhere that detailed how to calculate your chance of hitting almost exactly as it is done in-game(However, the Devs don't like to give us any formulas unless it is neccessary, so this one was as close as players could figure out). It was something like: Player Accuracy + Range Bonus + Weapon Bonus + Shot Bonus - Enemy Defense - Enemy Dodge/Counterattack/Block= % chance to hit. There were a few more factors in there I can't remember as well as some numerical constants, so it was much more complex than you may think at first. Suffice to say that until the CB, most Elite profession masters will be able to hit with great accuracy the vast majority of the time in PvE. In PvP, the defense stacking makes things much more difficult.
With the defense mods, 1 point is about equal to 0.5% added chance of evasion. So with +200 ranged/melee defense, you'd be nearly unhittable- and before the current cap of +125, people with defenses that high performed very well. I had almost +190 ranged defense at one time and I sure noticed it
Again though, I don't think we have the exact equation for this, so having your primary and secondary defenses capped isn't neccessarily the most efficient way to spend your points.
In response to damage mods, I think it's only the TKAs who benefit from that now, isn't it? I think some other melee classes were intended to have it as well, but didn't get it or had it removed for some reason. Someone else will have to tell you more, but when talking about rifles, you don't have to worry about it 
LLJK_Griz
Wed Jun 30, 2004 2:05 pm
#5
XaverriJade7 wrote:
In response to damage mods, I think it's only the TKAs who benefit from that now, isn't it? I think some other melee classes were intended to have it as well, but didn't get it or had it removed for some reason. Someone else will have to tell you more, but when talking about rifles, you don't have to worry about it
There are SEAs for stuff like "two-handed weapon damage" but they do nothing. The only one that works is TKA's unarmed damage.
Death_Dealer
Wed Jun 30, 2004 2:12 pm
#6
ok, i think im finally beginning to understand. One more silly little question, what do AOA and AOE stand for? im assuming something to do with area attacks and AOA refers to like a spin attack from melee but AOE? And at 1/0/2/4 rifleman, what shot should I use most often, i have a little macro that does /aim; /headhshot2 and I throw in a mindshot2 every once and a while for a bleed.
XaverriJade7
Wed Jun 30, 2004 2:23 pm
#7
Death_Dealer wrote:
ok, i think im finally beginning to understand. One more silly little question, what do AOA and AOE stand for? im assuming something to do with area attacks and AOA refers to like a spin attack from melee but AOE? And at 1/0/2/4 rifleman, what shot should I use most often, i have a little macro that does /aim; /headhshot2 and I throw in a mindshot2 every once and a while for a bleed.
At your level, Headshots are the best thing to go with in most cases. Get Counter-Sniping III next so you can use Flushingshot 2. With all your speed, you'll do well 
And AoE stands for 'Area of Effect'. These attacks inflict damage on everything within an approximate 30 degree-wide cone in front of you. Unlike the spin attacks which effect 360 degrees.
Death_Dealer
Wed Jun 30, 2004 3:22 pm
#8
ah, ok that makes sense. Ya, I love having level 4 abilites, gotta love master swords/tkm and 1 spot in the geo cave spamming spin2 with a 1.9 speed scythe lol. So level 3 counter next? then up the sniping line i assume
XaverriJade7
Wed Jun 30, 2004 3:37 pm
#9
Death_Dealer wrote:
ah, ok that makes sense. Ya, I love having level 4 abilites, gotta love master swords/tkm and 1 spot in the geo cave spamming spin2 with a 1.9 speed scythe lol. So level 3 counter next? then up the sniping line i assume
Aye 
BeastOfTrall
Wed Jun 30, 2004 10:16 pm
#10
Just wanted to add a little something about unarmed damage mods:
They're constant, not a percentage. That is, your fists start with a certain amount of damage (I really don't remember how much) and every damage from the mod is added unto it. For example, if your fists had 40-45 damage and you would get an unarmed damage +25 skill mod, you would do 65-70.
Btw, this damage stacks with VKs, which is why even the crappiest VKs are better than your fists. Well that and they're AP1.
Death_Dealer
Thu Jul 01, 2004 12:00 am
#11
ok then, that makes sense. And im assuming with accuracy mods its that a +10 means I have a 10% chance of hitting the target?And with def mods, 10% less damage? And with damage mods 10% more damage to the base of the weapon?
Thanks for the answers
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