Rifleman Archive

Thread: Attack Speed and the Speed Cap

Iggep
Thu Apr 15, 2004 3:12 pm
#1

Okay, Im a little mathmatically challanged. Okay, a lot actually. Can someone walk me through figuring out what the true attack speed is of a weapon after our Rifle speed bonuses are factored in?



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Iggep Master Rifleman/Master Doctor Extraordinaire!

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PyscoJuggalo
Thu Apr 15, 2004 4:30 pm
#2

OK you take the delay of a special, so 3.5 for Strafe 2(our largest Delay), multiply it by weapon speed, and the take your rifle speed modifyer (let's say 90) put a decimle point infrom of it (now 90 is .9) take that number and subtract it from 1 (So now you get .1) and mutiply it into what I told you before.


Here are Some Examples using Strafe Shot 2:


A Rifle with6 speed and a Master Rifleman(90 Riflespeed)


3.5 X 6 X .1 = 2.1


A Rifle with 6 speed and a Master Rifleman/Marksmen(95 Riflespeed)


3.5 X 6 X .05 = 1.05


A Rifle with 6 Speed and a 4-4-4-4 Rifleman(70 Riflespeed)


3.5 X 6 X .3 = 6.3





I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Iggep
Thu Apr 15, 2004 4:54 pm
#3

Awesome! Exactly what I needed to know. Thank you very much.



Crestlighter Heavy Industries
Boom - Master Droid Engineer/Master Artisan/Master Shipwright
Iggep Master Rifleman/Master Doctor Extraordinaire!

See current stock of Droids, Starships & Starship Components
Bastion, Naboo (2844 6355)


PyscoJuggalo
Thu Apr 15, 2004 5:12 pm
#4

NP



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Drronit
Thu Apr 15, 2004 6:13 pm
#5

Very handy, thank you.







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raw_messiah
Fri Apr 16, 2004 2:30 am
#6

Ok, here's a stack of information I have picked up through these forums. None of this is my own work. just a pulling together of other peoples (I won't take credit where it's not due)


First, here's the rundown oif our specials.....


--------------------------------------------------------------------------
D = Damage, T = Time cost, M = Mind Usage
DoT = "Damage over Time", AE = "Area of Effect" (multiple targets)
--------------------------------------------------------------------------
Head Shot1 D x1.5 T x1.5 M x4
Head Shot2 D x2.5, T x1.75 M x5
Head Shot3 D x3.0 T x2.0 M x7
Mind Shot1 D x1.5 T x1.8 M x6 DoT Bleed attack
Mind Shot2 D x2.0 T x2.0 M x5 DoT Bleed attack
Conceal Shot D x2.5 T x3.0 M x5
Flushing Shot1 D x2.0 T x2.1 M x5 Stun + Raises posture
Flushing Shot2 D x4.0 T x2.6 M x6 (AE) Stun + Raises posture
Flurry Shot1 D x2.5 T x2.0 M x5 Dizzy
Flurry Shot2 D x2.0 T x2.3 M x6 (AE) Dizzy
Strafe Shot1 D x2.0 T x2.0 M x5
Strafe Shot2 D x5.0 T x3.5 M x6 (AE) Clears cover + delay
Startle Shot1 D x2.0 T x2.1 M x5
Startle Shot2 D x4.0 T x2.6 M x6 (AE) Raises posture (Broken?)
Surprise Shot D x3.0 T x3.0 M x5H


Next, here's how damage and speed are calculated


Actual (floaty) Damage = base_damage * 1.5 * damage_Multiplier
Actual speed = weapon_speed * shot_penalty * (( 100 - rifle speed) * .01)


And an example to put the spped math to practice


So if you have a laser rifle at speed 5.6
And you are firing Headshot 3's (time penalty x2.0)
And say your rifle speed modifier is +75


Then Actual speed = 5.6 * 2.0 * ((100 - 75) * .01) = 2.8 seconds/shot


After actual damage is worked out, there are some adjustments based on Armour Rating V's Armour Piercing


AP = Armour Piercing
AR = Armour Rating


AP greater than AR
Actual Floaty Damage = Base Damage * (1.25)^N * (1 - Resistance)


AR greater than AP
Actual Floaty Damage = Base Damage * (0.50)^N * (1 - Resistance)


(N is the positive difference between AP and AR, and where Resistance is the decimal value of any applicable resistances)


So, if you had hit for 1500 and you are using the T21 AP3 against an AR1 beast with20% resists against the damage type then


Actual damage = 1500 *(1.25)^2 * (1-0.20) = 1875


I found this really helpful when Working out what specials to use, against what, and with what gun. Also, for a calulator to work this stuff out check out http://killyourpc.org/swg/swg_dps.php?





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