Rifleman Archive
Thread: Ranged Shot Index (listing multipliers for rifleman specials)
OK, so since it looks like we need some hard data on the changes, I decided to grab some numbers and see if we could get an index built using "Ranged Shot" as a base, and all others as a multiplier. The ranged shot index was born, note this will only work for ranged abilities, and rifle required specials should be noted.
Character Constants:
Marksman 4004
Rifle 4101
Weapon Constants:
DLT20a Rifle
CL Required: 7
Damage Type: Energy
Attack Speed: 2.63
Modified speed: 2.06
Damage: 64-148
Accuracy Bonus: 0
Wound: 6.86%
Estimated Base DPS: 40.27/sec
Modified DPS: 51.37/sec
Range: 0-45
Special Attack Cost: 104
Environmental Constants
Imperial Mission Objectives (lair)
Diffulty: 15
Special: Damage (Damage /w Improved Aim) [Index value]
Ranged Shot: 660 (740) [1.0]
Firearm Strike: 105 (125) [0.1590~]
Knee-cap Shot: 330 (370) [0.5000]
Kip-up Shot: 595 (665) [0.9015~]
Roll Shot: 525 (590) [0.7954~]
Dive Shot: 595 (665) [0.9015~]
Placed shot: 725 (810) [1.0984~]
Aimed Shot: 790 (790) [1.1969~]
Overcharge Shot: 860 (960) [1.3030~]
Improved Head Shot: 1190 (1330) [1.8030~]
Improved Sniper Shot: 2120 (2365) [3.2121~]
Lets pause for amoment and admire the beauty that is lithum's table support....*heave* *gag*....I'm sure I'll have to login again after this out of spite....
I do not possess any more range abilities at this time.
BIG NOTE: HIT RATE HAS NOT BEEN OBSERVED. CHANCE TO HIT IS NOT BEING CONSIDERED HERE, YET.
Note: Aim accuracy increases look to work like any other accuracy calculation. I've noted in parenthesis. All where collected with IMPROVED AIM.
Note: Distance didn't not show any observable effect on accuracy damage bonus.
Note: Character movement showed no damage decreases.
Note: Postured showed no disernable effect on accuracy damage bonus.
Note: Firearm Strike has been tested, and AIM does work to improve damage, indicating that it may be based on rifle/ranged offense/accuracy.
Message Edited by CraftAddict on 04-29-2005 05:51 PM
Message Edited by CraftAddict on 04-29-2005 06:06 PM
Just posting what I got in the meantime.
I didn't realize that aim improves the damage, but I guess I should have.
For what its worth, i did some testing last night with a friend of mine and here are the numbers. All attacks are from a CL 78 vs. a CL 42 with no armor on. I was useing a t21 that had 299dps at base and 109 special cost. Some of these moves arent specific to the rifleman tree but some are.
NAME ACTION COST(%) DMG VS. NAKED OPONENT RATIO
improved leg shot 18% 1285 71.34
improved crippel shot 22% 507 23
improved knee shot 22% 405 18.41
lethal shot 18%879 48.84
quickdraw19%676 35.56
aimed shot 18%812 45.12
body shot18% 947 52.61
ranged shot 2%676 338
placed shot 12% 74462
improved headshot 18%1218 67.67
advanced startleshot 19% 1015 53.42
improved rapid fire 22%947 43.05
All this did really, was give me a baseline as to what specialswere more effecient in a action cost to damage ratio. It would be different for each person, once you took into consideration template and weapon, but this is agood rule of thumb.
PS sorry for sloppy format, but its early here ![]()
Jhess wrote:
For what its worth, i did some testing last night with a friend of mine and here are the numbers. All attacks are from a CL 78 vs. a CL 42 with no armor on. I was useing a t21 that had 299dps at base and 109 special cost. Some of these moves arent specific to the rifleman tree but some are.
NAME ACTION COST(%) DMG VS. NAKED OPONENT RATIO
improved leg shot 18% 1285 71.34
improved crippel shot 22% 507 23
improved knee shot 22% 405 18.41
lethal shot 18% 879 48.84
quickdraw 19% 676 35.56
aimed shot 18% 812 45.12
body shot 18% 947 52.61
ranged shot 2% 676 338
placed shot 12% 744 62
improved headshot 18% 1218 67.67
advanced startleshot 19% 1015 53.42
improved rapid fire 22% 947 43.05
All this did really, was give me a baseline as to what specials were more effecient in a action cost to damage ratio. It would be different for each person, once you took into consideration template and weapon, but this is a good rule of thumb.
PS sorry for sloppy format, but its early here
There is a sticky in the carb forums witha PDF and Exell file for all the BH and Carb specials and the exact numbers vs even and +1 CL enemies.
We just need one of us to get around to doing the same thing on NPCs since pvp has damage reduction and frankly, I never trust it.