Rifleman Archive
Thread: Weapon Styles and Other Important Information
(Here ya go, Seflyn!)
Shot Damage and Time Penalties by FlyoJumper
Below is a list of "special" shots and the damage they do, plus the time penalty assigned to each.
Also, for rifles, the Mind damage each special causes is listed.
Disclaimer: The values for RIFLES have been tested pretty well over time by various people. The values shown for pistols and carbines may be more susceptible to inaccuracies. Flyojumper originated the values and others have offered updates, including Seflyn and myself.
**** Important - Please Read ****
For some reason, when you execute any shot, the damage that comes out of your weapon is automatically increased by 50%. Let me say that again in another way: Each shot you do, whether it is a regular attack (no specials, just shooting) or a special shot (those listed below) will automatically be damage-multiplied by 1.5.
Example: If you have a weapon that has minimum damage of 100 and maximum damage of 300, then all of your "regular" (non-special) shots would range from 150 to 450! (not counting armor resists... more on that later). Don't ask me why SOE does it this way, but it does.
Now with that in mind, the following Damage multipliers are applied to that "enhanced by 50%" value.
Please see the damage formula discussion further below:
Pistols:
Body Shot1 ........... Damage x1.5 ........ Time x1.275 (approx)
Body Shot2 ........... Damage x2.0 ........ Time x1.8
Body Shot3 ........... Damage x2.5 ........ Time x???
Health Shot1 ......... Damage x1.5 ........ Time x1.5
Health Shot2 ......... Damage x2.0 ........ Time x2.0
Torso Shot ........... Damage x3.0 ........ Time x???
Eye Shot ............. Damage x3.0 ........ Time x???
Point Blank Single 1 . Damage x1.5 ........ Time x???
Point Blank Single 2 . Damage x3.0 ........ Time x1.75
Dive Shot ............ Damage x2.5 ........ Time x1.8
Kip Up Shot .......... Damage x2.5 ........ Time x1.55
Roll Shot ............ Damage x2.5 ........ Time x1.5
Disarming Shot1 ...... Damage x2.0 ........ Time x2.3
Disarming Shot2 ...... Damage x4.0 ........ Time x???
Carbines:
Full Auto Single1 .... Damage x2.5 ........ Time x1.5
Leg Shot1 ............ Damage x1.5 ........ Time x1.25
Leg Shot2 ............ Damage x2.0 ........ Time x1.5
Action Shot1 ......... Damage x1.5 ........ Time x1.60
Rifles:
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 x5
Sniper Shot D = 50 (fixed value) Long-distance deathblow
General:
Threaten shot ...... Dmg x0.25 ..... Time ????
Warning shot ....... Dmg x0.25 ..... Time (weak) <-- MAY drive target away
Overcharge Shot1 ... Dmg x2.5 ...... Time x2.0
Overcharge Shot2 ... Dmg x2.5 ...... Time x2.0 <-- Broken, same as OC1
Suppression Fire1 .. Dmg x1.5x??? .. Time x2.0 <-- works only every 30 secs
NOTES:
(AE or AoE) = Area of Effect = hits ALL targets IN COMBAT with you within 64 meters.
(DoT) = Damage over Time = Bleed shot that keeps bleedinf for a few minutes
Example:
From the table above, note that Flushing Shot 2 has a Damage multiplier of 4.0.
The formula for damage is:
base_shot_damage * 1.5 * Damage_multiplier = enhanced_shot_damage
So let's say you have a Laser Rifle with Minimum damage 60 and Maximum damage 460, then...
Minimum enhanced damage would be: 60 * 1.5 * 4.0. = 360
Average enhanced damage would be: 260 * 1.5 * 4.0. = 1560
Maximum enhanced damage would be: 460 * 1.5 * 4.0 = 2760
Is this the FINAL actual damage you do to the creature? NO!
Notice that all weapons have an "Armor Piercing" (AP) value and all targets have an "Armor Resist" (AR) value. The actual damage above is modified (either UP or DOWN) depending on:
-- The AP of your weapon: Is it more or less than the AR of the target?
-- The AR of the target
-- The Vulnerabilities of the target
There are other threads that describe all of these variables in much greater detail and with solid examples.
I believe the Combat Window shows the raw unadjusted number before AR and resists.
MINDSHOTS 101: How Mindshots Work
Here is how Mindshots work. This is an imaginary sequence of events that should accurately reflect what will happen in SWG. In this example, the following rules apply:
-- Timer starts from 0 when you first pull the trigger.
-- You fire MS2, then MS1, then another MS2 and another MS1.
-- Assume creature just stands there so you can see what happens.
00 seconds: you fire first MS2 and hit for 900 pts.
NO DAMAGE OCCURS ON THIS SHOT. Creatures HAM bars do not change.
04 seconds: you fire first MS1 and hit for 522 pts.
NO DAMAGE OCCURS ON THIS SHOT. Creatures HAM bars do not change.
20 seconds: first bleed (or "tick") of your MS2 occurs: Creature loses -900 Mind.
24 seconds: first bleed (or "tick") of your MS1 occurs: Creature loses -522 Mind.
30 seconds: you fire a second MS2, hit for 855 pts.
This shotisIGNORED because new value is LESS than original MS2 of 900.
35 seconds: you fire a second MS1 and hit for 711 pts.
This shot REPLACES the first MS1 because the damage is greater than 522.
NO damage occurs to creature with this new shot.
40 seconds: second bleed from original MS2 occurs. Creature loses another -900 mind.
55 seconds: first bleed from SECOND MS1 occurs. Creature loses -711 pts. mind.
Other Notes:
-- Bleeds by themselves do not give you XP. In order to get XP you MUST shoot the creature with
any other rifle shot that does immediate damage, such as a Head Shot.
-- Citairen_Mugarrii reported that MS2 bleeds tick every 20 seconds for Three minutes (9 bleeds)
-- and that MS1 bleeds tick every 20 seconds for Two minutes (6 bleeds)
Damage:
-- Mindshot 1does 1.5x damage
-- Mindshot 2does 2.0x damage
-- Mindshots IGNORE armor and resists, as I understand it.
-- Weapon's Armor Piercing (AP) MAY be taken into account... not sure
"(AE or AoE) = Area of Effect = hits ALL targets IN COMBAT with you within 64 meters."
You can't damage someone Behind you within 64m that is in combat with you, it is more of a cone of death 8-10m perpendicular to the target your are shooting at. Nor can you damage 64m to your right or left
1/3 × pi × r^2 × h. r= approx 8-10m h= 64 (I know my math is off a bit but for those math challendged people such as myself here is a Lame Visual
Target range 64m
_
Rifleman
0_o shooting AOE ------------X
_
Very nice Wayne,even better than whatI wasexpecting. ![]()
Can this get a sticky please, it answers a lot of questions people have.
Rifle Speed 101: How to determine your Rifle's Current Rate of Fire
The formula is: (weapon_speed * shotpenalty * ((100 - your_rifle_speed_modifier) * .01).
Example: Laser rifle with speed 5.2
Normal Attack Speed (without firing any specials):
If your speed modifier is +40, thenactual speed = 5.2 *((100 - 40) * .01) = 3.12 seconds
If your speed modifier is +65, thenactual speed = 5.2 *((100 - 65) * .01) = 1.82 seconds
Firing HeadShot2s, which have a timepenalty of 1.75...
If your speed modifier is +40, thenactual speed = 5.2 * 1.75 * ((100 - 40) * .01) = 5.46
If your speed modifier is +65, thenactual speed = 5.2 * 1.75 * ((100 - 65) * .01) = 3.1
TIME CAP NOTE: Currently, the time cap (Lowest possible speed) is 1.0 seconds. So if your calculatedrifle speedis less than one second, it should fire at one second intervals and no faster.
"(AE or AoE) = Area of Effect = hits ALL targets IN COMBAT with you within 64 meters."
One question: does "with you" mean you send in a pet to get them all to target the petand thenyou shoot only one of them (in hopes they are in a tight group and get them all)? egad, that would suck.
So, you have to get them all to target you to hit them all at once? I'm not liking that thought.
MUONGOLD 101: HOW MUON GOLD (SPICE) WORKS
Here is a description of how the spice named "muon gold" works.
Master smugglers and some vendors sell muon gold. It is a spice: you eat it.
I recommend purchasing "factory crates" which usually contain 20 or 25 units.
A fair price seems to be around 10,000cr for a case of 25 (unit price 400)
The Up Side
When you eat the muon gold, allthree of your mind bars go up+500 each for600 seconds (10 minutes)
This has the following positive effects:
- You have more mind to use
- Special shots take less mind power away from the mind (less HAM usage per shot)
- The little bit of mind you do useregensfast.
- Unless you are Master firing every second, It is almost impossible to use up yourmind barfor those 10 minutes.
So equip your T21 if you have one and spam you're highest damage shots!
The Down Side
As I mentioned, the positiveeffect lasts for 10 minutes. I've timed it with a stop watch.Only seemed to be off by a couple of seconds.
- When the muon gold wears off,you will see a message that says "muon gold downer".
- All 3 of your mind pools suddenly dip to ONE HALF their normal value!
- Sometimesyou will incap yourself because the reductions take one of your mind bars below zero!
(Many times I'm standing around after a fight when I suddenly just fall over!)
Those people who are with you usually laugh their arses off and call you a druggie. - Your character will kneel down and puke once or twice.
- During the downer, if you're not incapped, you can function normally - you just have to be extra careful because you're a half-wit.
- The downer lasts for 3 minutes (longest I timedwas 3 minutes, 18 secs).
As the downer ends, you will see a message that say's "Muon downer done" andall your mind bars should return to their normal state, with normal max values.
Example:
-- I am Twi'lek (bad choice for a rifleman!) and my mind bars are migrated to max 1100 500 500.
-- I eat muon gold and they quickly become 1600 1000 1000.
-- lets say 10 minutes later, after some heaving shooting, and immediately before the downer,
my main mind bar value is 400/1600 (i.e., my mind baris atabout 25% full)
--BOOM! muon downer hits
-- my mind bar Max value becomes 1/2 its normal 1100, so dips to 550
-- my mind bar Actual value becomes (current value - 500), so 400 - 500 = -100
-- I am INCAPPED!
-- I lie around and/or sit quietly for 3 minutes, and they return to maxof 1100/500/500.
Current Bugs (May be fixed soon):
It was recently reported that Double buffs can cause problems with the secondary HAM bar values. On more than one occasion lately I have eaten muon gold and seen my Focus and Willpower increase in MAX value (from 500 to 1000 each) but seen the actual value stay at 500 (so they are both 500/1000).
This is a real nuisance as you are not receiving any benefit on the regen and lessened damage if the actual value of these bars is not doubled. I saw this recently when I had a full set of HA buffs from a Master Doc.
One question: does "with you" mean you send in a pet to get them all to target the petand thenyou shoot only one of them (in hopes they are in a tight group and get them all)? egad, that would suck.
So, you have to get them all to target you to hit them all at once? I'm not liking that thought.
its cone... you hit everything in the cone, reds, yellows, anything that isattackable is getting hit.(is there a max on that btw? i've hit up to 8 at once).
Regarding AoE attacks:
I hadn't ever heard about the "cone area of damage" concept.Itmakes a whole lot moresense, though. I can't swear I've used an AOE in a situation where enemies were behind me, though (I don't PvP a whole lot).
As far as WHO in the affected area receives damage, I believe someone recently said that it hits "everythingthat is in combat with you or with one of your group".I currently can not prove this one way or the other but if anyone has some good info about this, please share here...
YIKES
I have to group with pet (and less exp) then ungroup to harvest... oh joy. ![]()
WayneInAustin wrote:
Regarding AoE attacks:
I hadn't ever heard about the "cone area of damage" concept.Itmakes a whole lot moresense, though. I can't swear I've used an AOE in a situation where enemies were behind me, though (I don't PvP a whole lot).
As far as WHO in the affected area receives damage, I believe someone recently said that it hits "everythingthat is in combat with you or with one of your group".I currently can not prove this one way or the other but if anyone has some good info about this, please share here...
"As far as WHO in the affected area receives damage, I believe someone recently said that it hits "everythingthat is in combat with you or with one of your group".I currently can not prove this one way or the other but if anyone has some good info about this, please share here..."
I have been using this tactic with a mnt krevol and huurton missions on Dant. I first sick the pet on the farthest away huurton, then since they baf most of the time they will aggro the pet. I then cycle threw each huurton to make sure each is in combat with the mnt krevol. Then Fire Either Flush2,startle2 or strafe2 depending on what I feel like.
HOWEVER you can't land a succesfull damage attack on something that is NOT in Combat , Shoot a Pack of Noob Creatures out side of keren, your 1st shot will miss with aoe because they aren't in combat (combat doesn't require it to be with you)
Now the damage is centered on my current target, I have noted that total width is 7-10 mon either side perpindcular to mytarget , those creatures in combat on the extreme left or right of my target are oftenmissed, and conclude that the width of the Cone of damage at 60m to be approx 15-17m (by counting how far apart corpses are)
At ranges closer than 60m the width decrease to around 10-12m at 40m (optimal range for my jawa ion)
The best anlogy I can think ofis a flash light in the dark, at 60 feet your maglite lights up a total width of20 feet Approx, at 10 feetm that range is now 5 feet at , 1 foot its 10 inches.
Not sure if this is a valid answer but thougth I would throw that out.
Thanks Gunnar...
Good information, and itmakes sense... I appreciate the input!
Glaza's right about aoe, it's approximately a cone with an angle of about 45 degrees. Actually it's more of a wedge, since Z axisappears to beignored, think of a giant pizza slice in front of you. If looking from above, anything's in that pizza slice, it gets hit.
This means everything. If it's attackable by you, it'll take damage, whether it was in combat or not, whether it's the same creature type as your target or not. So be careful if there's stuff on your radar in the distance behind your target, cause if they're in range, they'll be upset.
As for exactly where to lay that pizza slice, the mob you have targetted is the 'centerline', and the angle of effect is about even in either direction. You, of course, are at the pointy end.
Finally, if something other than you're target dies from your aoe, your combat buffer will clear and you will stop attacking, even though the music still plays. You'll have to attack again to start blasting.