Rifleman Archive
Thread: Styles
Ill put what I know, put what you know if I dont have it so I can compile a big list and sticky it.
Styles Multiplier effect
Strafe Shot 2 5.0x Removes Cover
Flushing Shot 2 4.0x Stun and Posture change up
Flurry Shot 2 3.5x ? Dizzy
Head Shot 3 3.0x Mind Damage
Conceal Shot ? Shoots target without it knowing from where.
Sniper Shot 50 dmg Death Blows Target
Startle Shot 2 4.0x Raises Posture
Most of these numbers are thanks to Flyojumper, with a few taken from other palces and a couple done myself, formatting and status changes by WayneInAustin on the rifleman forum.
DISCLAIMER: The following info was culled from miscellaneous posts in this forum. I make NO STATEMENT as to their accuracy. If anyone has more accurate info, please respond here and I will update my information.
Rifles:Head Shot1 ........... Damage x1.5 ........ Time x1.5
Head Shot2 ........... Damage x2.5 ........ Time x1.75
Head Shot3 ........... Damage x3.0 ........ Time x2.0
Mind Shot1 ............ Damage x1.5 ........ Time x1.8 - Bleed attack
Mind Shot2 ............ Damage x2.0 ........ Time x2.0 - Bleed attack
Conceal Shot ......... Damage x2.5 ........ Time x3.0
Surprise Shot......... Damage x3.0 ........ Time x?.? - Last check was bugged and did not need to be used from cover.
Flushing Shot1 ...... Damage x2.0 ........ Time x2.1 -
Flushing Shot2 ...... Damage x4.0 ........ Time x?.? - AE damage + raises posture + stun
Flurry Shot1 .......... Damage x2.5 ........ Time x2.0 - Dizzy
Flurry Shot2 .......... Damage x4.0 ........ Time x?.? - AE damage + dizzy
Startle Shot1 ......... Damage x2.0 ........ Time x2.1
Startle Shot2 ......... Damage x4.0 ........ Time x?.? - AE damage + raises posture
Strafe Shot1 .......... Damage x2.0 ........ Time x2.0
Strafe Shot2 .......... Damage x5.0 ........ Time x?.? - AE damage + Clears cover
Hey can you guys get the HAM costs of each special also.
Thanks in advanced.
Ragu_TIO wrote:
What ones hit random stat pools? I know flushing and strafe hit random but what about flurry and startle?
Flurry hits a Random pool.
Actualy overal it does more damage to the health then to action and finaily mind.
Suprise shot has to be more then 4 cuz I was checking it once and did 10 shots the other day. One of them landed at a 4.4 and two others landed at greater then 4 (basically, I took the damage done and divided by the max my weapon could do).
Here's what I have compliled from other folks on this board.
Regular Auto-Attacks do 1.5 times the base damage stats on the weapon (so a 60-100 would do 90-150 auto attacks). The following damage and time multipliers are relative to auto attacks damage and time (x1.0 being an auto attack).
NOTE: (AoE) = Area of Effect = affects multiple targets
(DoT) = Damage over Time (may be no damage from initial hit)
Rifles:
Head Shot1 ........ Damage x1.5 ...... Time x1.5
Head Shot2 ........ Damage x2.5 ...... Time x1.75
Head Shot3 ........ Damage x3.0 ...... Time x2.0
Mind Shot1 ........ Damage x1.5 ...... Time x1.8 Bleed attack (DoT) - no initial dmg
Mind Shot2 ........ Damage x2.0 ...... Time x2.0 Bleed attack (DoT) - no initial dmg
Conceal Shot ...... Damage x2.5 ...... Time x3.0
Flushing Shot1 .... Damage x2.0 ...... Time x2.1 Stun + Raises posture (BROKEN?)
Flushing Shot2 .... Damage x4.0 ...... Time x??? (AE) Stun + Raises posture
Flurry Shot1 ...... Damage x2.5 ...... Time x2.0 Dizzy
Flurry Shot2 ...... Damage x4.0??..... Time x??? (AE) Dizzy
Startle Shot1 ..... Damage x2.0 ...... Time x2.1
Startle Shot2 ..... Damage x4.0 ...... Time x??? (AE) Raises posture (BROKEN?)
Strafe Shot1 ...... Damage x2.0 ...... Time x2.0
Strafe Shot2 ...... Damage x5.0 ...... Time x??? (AE) Clears cover + delay
Surprise Shot ..... Damage x3.0 ...... Time x???
General:
Threaten shot ......... Damage x0.25 ........ Time ????
Warning shot .......... Damage x0.25 ........ Time ???? -- MAY drive target away
Overcharge Shot1 ...... Damage x2.5 ......... Time x2.0
Overcharge Shot2 ...... Damage x2.5 ......... Time x2.0 -- Broken, same as OC1
Suppression Fire1 ..... Damage x1.5?? ....... Time x2.0 -- Nerfed, works every 30 secs
Actual speed = weapon_speed * shot_penalty * (( 100 - rifle speed) * .01)
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
At master, rifle accuracy = +90 (if not master marksman) or +95 (if master marksman), so...
Actual speed (+90) = 5.6 * 2.0 * .10 = 1.12 seconds/shot
Actual speed (+95) = 5.6 * 2.0 * .05 = .56 seconds.shot, but 1 sec.cap so 1 sec/shot
This is great, is there anybody out there who can fill in the ???'s and does anyone have any info on the HAM cost multipliers?
This is really helpful lets keep it up
If someone could fill the ???, add the HAM cost, and maybe add the info which of those are targetting random HAM cost... That would be worth a pinned thread I guess
Thanks!