Rifleman Archive

Thread: How much does accuracy really help?

ScoutTrooperLT
Mon Apr 11, 2005 8:05 pm
#1



All of my characters have pretty much been "high accuracy" toons. Manipulating the bonuses from Bounty Hunter and whatnot to get the highest possible accuracy. Is there a point when accuracy stops helping? I've been thinking of a template like this for the CU (purely offensively built using the rifle to the best of my ability. I don't care about defense really).


3) Master Rifleman

Master Marksman

0/4/0/0 Carbineer

0/4/0/1 Pistoleer

0/4/0/0 Commando

Novice Medic


365 accuracy

105 ranged speed

80 melee defense

135 ranged defense


Basically this is including both rifle accuracy and general ranged accuracy to get 365 total accuracy. All of my characters are pure offense pretty much. Is there a point when accuracy stops helping?



Kyarlok Drelosyn (LK-360)
Former Executive Officer - Detachment Epsilon
http://www.st-epsilon.net
http://foevideos.com/Video/ST%20day.avi
"Rule by the fear of force rather than through force itself." -The Tarkin Doctrine
Leige
Mon Apr 11, 2005 10:02 pm
#2

For a post CU template, that doesnt really work because you need to master 2 elite combat professions to gain the full 3k ham.
ScoutTrooperLT
Tue Apr 12, 2005 7:27 am
#3

You need to master two elite, or can you master two hybrid and/or one hybrid and one elite? At first I was under the impression that HAM was based off of the number of skill points you use?


How about the accuracy question?



Kyarlok Drelosyn (LK-360)
Former Executive Officer - Detachment Epsilon
http://www.st-epsilon.net
http://foevideos.com/Video/ST%20day.avi
"Rule by the fear of force rather than through force itself." -The Tarkin Doctrine
Ackehece
Tue Apr 12, 2005 7:37 am
#4






ScoutTrooperLT wrote:

You need to master two elite, or can you master two hybrid and/or one hybrid and one elite? At first I was under the impression that HAM was based off of the number of skill points you use?


How about the accuracy question?







  • not known until further testing (but I think it should be a per box)

  • no idea about accuracy either

  • same with defences (I even question the value of them as they would seem to only help you if you fight creatures or targets within 2-3 con levels of you - outside of that the damage multiplier kicks in and poof your dead or your target is dead)



"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




ScoutTrooperLT
Tue Apr 12, 2005 10:14 am
#5

Yeah, I'm wondering if the defense caps will still be 125 as well (excluding tapes and SL bonuses). Guess I'll have to wait to find out.



Kyarlok Drelosyn (LK-360)
Former Executive Officer - Detachment Epsilon
http://www.st-epsilon.net
http://foevideos.com/Video/ST%20day.avi
"Rule by the fear of force rather than through force itself." -The Tarkin Doctrine
Ackehece
Tue Apr 12, 2005 10:26 am
#6






ScoutTrooperLT wrote:

Yeah, I'm wondering if the defense caps will still be 125 as well (excluding tapes and SL bonuses). Guess I'll have to wait to find out.






as far as I know there are no defense caps now ( attachements still cap at +25)



"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




Sandzibarr
Tue Apr 12, 2005 10:45 am
#7






Ackehece wrote:





ScoutTrooperLT wrote:

Yeah, I'm wondering if the defense caps will still be 125 as well (excluding tapes and SL bonuses). Guess I'll have to wait to find out.






as far as I know there are no defense caps now ( attachements still cap at +25)




yer. but like all things this is subject to change... ive specc'd a couple of templates i think id like. but without concrete info on defense caps.... accuracy effects.. and if state resists are going to come in or not, its very hard to make a balanced decision just yet.




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SANDZIBAR : IMPERIAL COLONEL : ACE : SNIPER

KundoJet
Tue Apr 12, 2005 11:47 am
#8






Sandzibarr wrote:





Ackehece wrote:





ScoutTrooperLT wrote:

Yeah, I'm wondering if the defense caps will still be 125 as well (excluding tapes and SL bonuses). Guess I'll have to wait to find out.






as far as I know there are no defense caps now ( attachements still cap at +25)




yer. but like all things this is subject to change... ive specc'd a couple of templates i think id like. but without concrete info on defense caps.... accuracy effects.. and if state resists are going to come in or not, its very hard to make a balanced decision just yet.






I'm guessing there won't be caps on accuracy, defence, etc. In PVP, I suspect that your defence will subtract from my accuracy, and vice versa, so there's a real and tangible value to having a mammoth+ in either/both. Also, we're told speed doesn't cap, so much as cease to become useful after a while, as speed points work on a scale of diminishing returns (each second faster requires more speed points to gain).


Based on current info, a nasty combination is M Marksman, M Rifle(wo)man, M Pistoleer, FS Def 4/4, FS Ranged Spd/Acc 4/4. You could add some carbines, but I prefer Scout 4/0/1/0 to use up the rest of the points, because I want to be able to move around. You're limited to Recon armour, but I don't plan on wearing armour that often anyway. With a rifle equipped, you're looking at:


Accuracy: +302 (yikes!)

Speed: +132

Ranged Defence: +215

Melee Defence: +155


Not too shabby, but I'm sure there are templates out there that will exceed these numbers. And you don't get the cool specials or weapons from carbineer, Smuggler, BH, Commando... Nevertheless, a pretty potent combination for those interested in experimenting with it.



Celebriel Inle
Black Rabbit
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