Rifleman Archive
Thread: Attack Speed and the Speed Cap
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
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.....
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D = Damage, T = Time cost, M = Mind Usage
DoT = "Damage over Time", AE = "Area of Effect" (multiple targets)
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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?