Rifleman Archive

Thread: SEA Rifle Acuracy Vr Rifle Aiming

InfernalElite
Wed Apr 07, 2004 9:58 am
#1

OK Rifle acuaracy is the Obvious One. Now For rifle aiming .. .Does the RIfle Aiming AA's Only work when you use the /aim skill or is it like a General Ranged Aiming AA' that effects All your rifle aiming skills?



Infernal Elite MCM/MRM -IGS-
WayneInAustin
Wed Apr 07, 2004 10:35 am
#2

Not positive, but I'm overall quality 920 sure that it only works when you use /Aim.




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beamstalk
Wed Apr 07, 2004 10:46 am
#3






WayneInAustin wrote:

Not positive, but I'm overall quality 920 sure that it only works when you use /Aim.






That is how I have understood it also, so I am agreeing with Wayne here.



Kel-jun
Master Rifleman
Dark Blade - PA
Flurry
Thrawn caught his eye; and to Pellaeon's astonishment, the Grand Admiral smiled. "But," he whispered, "it was so artistically done."
Barb-Wire
Wed Apr 07, 2004 11:48 am
#4

im also pretty sure it is /aim use only.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
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Ex-Imperial Navy
moug
Wed Apr 07, 2004 1:11 pm
#5

An additionnal question on same subject :when you use /aim, does it influence the chance to hit of only 1 next shoot or doest it improve several shoot (and if yes how many) ?


Moug Dib
InquisitorPayne
Wed Apr 07, 2004 1:24 pm
#6

Due to complete lack of knowledge of the combat system by the previous posters, here the explanation:


Accuracy


Accuracy is the modifier used to evaluate wether your shot hits or not


Aiming


Aiming is the modifier used to determine the accuracy bonus you get from the /aim command


General Ranged Aiming


General ranged aiming is a weapon independant aiming modifier that adds on top of the weapon aiming modifier



To give a short excemple:


160 accuracy + no aiming = 160 accuracy used to determine wether you hit or not.
160 accuracy + /aim (with +100 rifle aiming) = 260 accuracy used to determine wether you hit with a rifle or not
160 accuracy + /aim (with 100 rifle aiming and 10 general ranged aiming) = 270 accuracy used to determine wether you hit or not, using a rifle.


Disclaimer: The final accuracy values given by me are not completely correct, since the formula to determine wether you hit or not is actually:


Chance to Hit = [66 + (Accuracy Skill Mods (+ Aiming Skill Mods) - Ranged Defence Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)]%


But that would take to long to consider fior the simple purpose of explaining the difference between accuracy and aiming modifiers.

So, to conclude: no aiming modifier, be it general ranged, or weapon specific, works without the use of the /aim command.

Dogg




Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


InquisitorPayne
Wed Apr 07, 2004 1:25 pm
#7






moug wrote:

An additionnal question on same subject :when you use /aim, does it influence the chance to hit of only 1 next shoot or doest it improve several shoot (and if yes how many) ?


Moug Dib







Only on the next attack, but you can stack /aim accuracy boosts.



Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


UWSkeletor
Wed Apr 07, 2004 3:10 pm
#8






InquisitorPayne wrote:

Chance to Hit = [66 + (Accuracy Skill Mods (+ Aiming Skill Mods) - Ranged Defence Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)]%


Dogg






How in the world did you figure that out?



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Valcyn
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InquisitorPayne
Wed Apr 07, 2004 3:19 pm
#9






UWSkeletor wrote:





InquisitorPayne wrote:

Chance to Hit = [66 + (Accuracy Skill Mods (+ Aiming Skill Mods) - Ranged Defence Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)]%


Dogg






How in the world did you figure that out?







A LOT of test runs and the initial post from the pistoleer correspondent (who had at least 90% already done). But i rectified it and this is the system that most closely resemble the actual formula used.


We cannot be 100% sure, though, without hacking into the SWG code. Something i would highly dicourage anyone from doing.


Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Leadhead101
Wed Apr 07, 2004 3:25 pm
#10






InquisitorPayne wrote:

Due to complete lack of knowledge of the combat system by the previous posters, here the explanation:






LOL! Gee, and I thought this game was supposed to be for entertainment. Oh well guess I better hit the books then.





"Nothing would be what it is, Because everything would be what it isn't. And contrary-wise -what it is, it wouldn't be. And what it wouldn't be, it would. You see?"
InquisitorPayne
Wed Apr 07, 2004 3:29 pm
#11






Leadhead101 wrote:





InquisitorPayne wrote:

Due to complete lack of knowledge of the combat system by the previous posters, here the explanation:






LOL! Gee, and I thought this game was supposed to be for entertainment. Oh well guess I better hit the books then.









It isn't meant as a flame, sorry, when it came across that way.


No one would expect you to know the system. But you just should not post on a tpoic, if you don't know the answer.


It took me months of work, to figure out the system and about 78MB of chatlogs evaluated to realize how it works. I don't expect anyone else to be that crazy.


So, i try to help where questions about the system arise.



Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


BlasterForHire
Thu Apr 08, 2004 12:48 am
#12

me too.. but never tested it.
Jedi_Master_Raider
Thu Apr 08, 2004 12:51 am
#13

the rfile aiming is the mod for how well you aim or somthing, when you put your cursor over the mod it says it increases your chance of aiming or soemthign like that lol but its for the "aim" skill you get from ranged suppport 1



Alucard Nightstrider
JediMaster
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