Rifleman Archive
Thread: SPEED SEA's in cu (totaly not worth it anymore)
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Zaax
Fri Apr 22, 2005 2:56 am
#1
ok i had a +3 ubese shirt then i added a +4 then another +4 AA.
this is what i got on TC -ahazi
converted from a 705 (puped) max damage T-21
With +3 speed: 68
speed: 3.49
your speed : 2.27
damage: 587-1023
base DPS: 239.13 /s
mod DPS: 368.02 /s
With +7 speed (dropped in a +4): 72
speed: 3.49
your speed : 2.24
damage: 587-1023
base DPS: 239.13 /s
mod DPS: 372.27 /s
With +11 (dropped in another +4): 76
speed: 3.49
your speed : 2.22
damage: 587-1023
base DPS: 239.13 /s
mod DPS: 376.35 /s
so its +8 DPS with +11 speed. its all i had, but i do not think even a +25 will make that mich diff. there goes another 8 mil 
Sandzibarr
Sat Apr 23, 2005 1:57 am
#2
id be more interested in seeing the difference in timings between specials using different mod values (if any).. ratherthan the effect on the labelled wep dps.. as its now the cooldown/recharge on moves that dictates most of our damage rate.
but nice work looking at the mods.
/salute
Kiryoku
Sat Apr 23, 2005 3:39 am
#3
speed works on the new diminishing returns policy... from what i can tell, the equation looks like an exponential decay... example:
master rifleman = 85 speed (65 rifle+ 20 general ranged) : "your speed" = "speed" * .655
- fires at 65.5% of the weapon speed
master rifleman / master smuggler = 110 speed (65 rifle + 45 general ranged) : "your speed" = "speed" * .614
- fires at 61.4% of the weapon speed
with a +10 speed SEA, each of them get an improvement
master rifleman +10 = 95 speed : "your speed" = "speed" * .637
- fires at 63.7% of the weapon speed - improvement of 1.8%
master rifleman / master smuggler = 120 speed : "your speed" = "speed" * .601
- fires at 60.1% of the weapon speed - improvement of 1.3%
so it all depends on what you're looking for, in determining the worth of the SEAs... basically, i think of them as pretty worthwhile.. since there is no more "cap" on speed, every little point matters... not to mention that a +10 speed SEA can act as a substitute for spending skill points dabbling in other professions... +10 is equivalent of dabbling 16 SP in bounty hunter, +25 is worth as much as mastering smuggler (just from a speed perspective)...
also, keep in mind that other professions don't get as much speed as riflemen... a +10 to a master pistoleer grants them a 2.4% faster firing rate...
btw, the highest i was able to test was +135, it turned out to be 58.6% of the weapon's natural speed...
Kalaf
Sat Apr 23, 2005 5:50 am
#4
nm
Message Edited by Kalaf on 04-23-2005 05:50 AM
Message Edited by Kalaf on 04-23-2005 05:50 AM
Message Edited by Kalaf on 04-23-2005 05:51 AM
MrBulwark
Sat Apr 23, 2005 7:34 am
#5
I guess the thing to do would be to find the "sweet spot" on the curve. Granted, that may be different for everyone. here is also the problem of the equation changing 3 more times before it hits live.
Ackehece
Sat Apr 23, 2005 3:42 pm
#6
MrBulwark wrote:
I guess the thing to do would be to find the "sweet spot" on the curve. Granted, that may be different for everyone. here is also the problem of the equation changing 3 more times before it hits live.
The interesting thing about sweet spots - is that each person has a different opinion on what is the best. It leads to tactical choices that before would have been dismissed out of hand. Do I want to be .1sec faster then y with a heavy hit? or do I use a faster special with a state? etc
Cpl_Fisher
Sat Apr 23, 2005 7:13 pm
#7
Ackehece wrote:
MrBulwark wrote:
I guess the thing to do would be to find the "sweet spot" on the curve. Granted, that may be different for everyone. here is also the problem of the equation changing 3 more times before it hits live.
The interesting thing about sweet spots - is that each person has a different opinion on what is the best. It leads to tactical choices that before would have been dismissed out of hand. Do I want to be .1sec faster then y with a heavy hit? or do I use a faster special with a state? etc
since states seem to be worthless now.... It's all about DPS baby
Ackehece
Sun Apr 24, 2005 7:42 am
#8
Cpl_Fisher wrote:
Ackehece wrote:
MrBulwark wrote:
I guess the thing to do would be to find the "sweet spot" on the curve. Granted, that may be different for everyone. here is also the problem of the equation changing 3 more times before it hits live.
The interesting thing about sweet spots - is that each person has a different opinion on what is the best. It leads to tactical choices that before would have been dismissed out of hand. Do I want to be .1sec faster then y with a heavy hit? or do I use a faster special with a state? etc
since states seem to be worthless now.... It's all about DPS baby
+root+ = evil (this will change once it breaks on damage as it is supposed to)
+dizzy+ = eh - at least no burst run
+knockdown+ = cost the opponent 20% of his action bar and an action to recover (otherwise you lay there literally for 30secs )
+blind+ = works in the stupid damage calc as lower accuracy which under the current system means less damage (kinda an intimidate affect)
+intimidate+ = lowers damage by 10-20%
they do seem to work - but dps is still nice and speed = high dps
Heorot
Sun Apr 24, 2005 11:52 am
#9
you can get some sick speed rates though with proper dabbling + speed tapes + ranged FS speed any testing with dabbling to max out rifle speed, remember you can get general ranged speed mods
also, even though skill tapes cap rifle speed at +25, you can also have +25 general ranged speed in tapes too
also, even though skill tapes cap rifle speed at +25, you can also have +25 general ranged speed in tapes too
Mujadaddy
Sun Apr 24, 2005 2:20 pm
#10
Now we just need to make sure the FS skills affect the right things --- I've been sitting on +12 Ranged Accuracy since the Village opened up
ALeoNN
Sun Apr 24, 2005 4:11 pm
#11
Mujadaddy wrote:
Now we just need to make sure the FS skills affect the right things --- I've been sitting on +12 Ranged Accuracy since the Village opened up
Yeah, and they especially have to fix Ranged Speed!
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