Rifleman Archive

Thread: Current Damage Multipliers May/17

Slysix
Tue May 17, 2005 4:44 am
#1



These are the damage multipliers I'm getting as to May/17.


Range Shot: x1.0

Improved Aim Shot x1.2

Knee Shot x0.6

Head Shot x1.8

Startle Shotx1.5


Marksman stuff but useful to have/use especially since you can stack at least two of these together for better defence.

Kip Shot x0.9

Roll Shot x0.8

Dive Shot x0.9


Aim x16/15


Note: Stance does not seem to affect damage applied on opponents but i'll keep on testing.

NPC's used to like to go prone but now they don't so i can't tell if stance affects damage mitigation.

Message Edited by Slysix on 05-20-2005 04:39 AM

Acaila
Tue May 17, 2005 5:18 am
#2

Actually Ranged Shot has a 2.0x damage multiplier, not a 1.0x (yes it is the base attack, but it's still 2x your average damage). If you use this 2.0x instead you'll get nice round numbers for the rest of your multipliers, I'm not sure ifthe numbers you have come up with now are rounded to 1 decimal or not (the result you got for Aim seems to suggest that).


I've got a list at home with the multipliers I have found, if I remember I'll post them once I get home from work.



---------------------------------------------------------------------------------------
Osskim Tsalik
Master Smuggler / Master Pistoleer / Combat Medic 0004

Israfael Quiroma
Master Pikeman / Master Swordsman / Master Brawler / Teras Kasi 0400 / Novice Medic
Acaila
Tue May 17, 2005 10:15 am
#3

Here are the multipliers I have found for the abilties of the various professions I tested while playing around with respec:




Bounty Hunter

Improved Confusion Shot: 1.0x

Improved Underhand Shot: 1.5x

Improved Eye Shot: 1.6x

Improved Spray Shot: 3.0x

Torso Shot: 3.2x

Advanced Critical Shot: 3.8x


Brawler

Lunge: 1.6x

Melee Hit: 2.0x

Melee Strike: 2.2x

Melee Assault: 2.8x




Marksman

Quickdraw: 2.0x

Ranged Shot: 2.0x

Placed Shot: 2.2x


Pikeman

Advanced Sweep Attack: 1.0x

Improved Stunning Blow: 1.0x

Improved Spin Attack: 2.4x

Improved Leg Hit: 3.0x

Improved Impale: 3.6x





Pistoleer

Improved Stopping Shot: 0.8x

Improved Disarming Shot: 1.2x

Improved Burst Shot: 1.4x

Improved Fan Shot: 2.8x

Body Shot: 2.8x


Rifleman

Improved Knee-Cap Shot: 1.2x

Aimed Shot: 2.4x

Advanced Startle Shot: 3.0x

Improved Head Shot: 3.6x

Advanced Sniper Shot: 6.8x


Swordsman

Improved Critical Hit: 3.6x


Teras Kasi

Advanced Dizzy Attack: 1.2x

Advanced Leg Sweep: 1.8x

Advanced Combo Attack: 3.0x



---------------------------------------------------------------------------------------
Osskim Tsalik
Master Smuggler / Master Pistoleer / Combat Medic 0004

Israfael Quiroma
Master Pikeman / Master Swordsman / Master Brawler / Teras Kasi 0400 / Novice Medic
Nnekk
Tue May 17, 2005 11:26 am
#4

Nice work.



Dev's: Can we get the SEA mods that do not work replaced with mods that do? Also, while you're at it, make sure to update the loot table by deleting mods for SEA's that are no longer applicable. Thanks.


D-Ray
Wed May 18, 2005 9:37 am
#5




I also tested the multipliers today of the specials in my template... Next up will be testing the action costs for these specials...


I might have tested under somewhat ideal circumstances, but I've noticed that my damage output doesn't vary. I'm a level 80 character (m rifleman, m bh, pistoleer x134), and I'm wondering whether other characters (with perhaps a lower combat level) do have varying damage outputs.


To me it seems like the DPS measure that a lot of people use to compare weapons is somewhat misleading. During my test the damage output of the ranged shot was equal to the maximum damage output of my rifle (893). However, I tested on level 1 skaak tipper NPC's. When attacking a higher level mob my damage output was less (but still constant). But since the DPS measure includes the minimum damage output I believe it's pretty useless (at least for high level characters).


I think I prefer looking at the maximum damage output of a weapon, possibly divided by the weapon's speed. Anyone with the same or perhaps a very different opinion...???


Marksman

Ranged Shot: 2.0x (benchmark)

Placed Shot: 2.2x



Roll Shot: 1.6x

Dive Shot: 1.8x

Kip Up Shot: 1.8x

Overcharge Shot: 2.6x


Pistoleer

Improved Stopping Shot: 0.8x

Improved Quick Draw: 2.2x

Intimidate Shot: 0.0x (no damage special)

Improved Stopping Shot: 0.8x

Burst Shot: 1.2x

Improved Fan Shot: 2.8x

Body Shot: 2.8x


Rifleman

Improved Knee-Cap Shot: 1.2x

Advanced Startle Shot: 3.0x

Improved Head Shot: 3.6x

Improved Conceal Shot: 4.6x

Advanced Sniper Shot: 6.8x


Bounty Hunter

Improved Confusion Shot: 1.0x

Improved Underhand Shot: 1.5x

Improved Eye Shot: 1.6x

Improved Spray Shot: 3.0x

Torso Shot: 3.2x

Advanced Critical Shot: 3.8x



--------------------------------------------------------------------
Den Taurus

...there´s a little dark side in everyone...
--------------------------------------------------------------------
Acaila
Wed May 18, 2005 10:13 am
#6

Since the multipliers you found were exactly the same as mine I think it's safe to assume these are the real values and everything works the same between different people and different test setups.


I agree with your observation about damage output values. My Ranged Shot is, just like yours, exactly equal to the maximum damage on my rifle (1038) so DPS might indeed not be a very good value to look at if you want to know how much damage you'll do with a given rifle. The only stats that currently seem to matter are the max damage to determine how much damage you will do, and the speed to determine how fast your specials recycle. Why do weapons even have a damage range if only the max is used?


So I have my doubts that the fact we always see constant damage with all classes and all kinds of weapons is exactly what the developers intended, surely there should be variation between shots/hits otherwise things get very boring. Because currently if you know how much armor your target has you can calculate precisely how many shots you need to do to take it down (provided you hit 100% of the time), where is the fun in that?




---------------------------------------------------------------------------------------
Osskim Tsalik
Master Smuggler / Master Pistoleer / Combat Medic 0004

Israfael Quiroma
Master Pikeman / Master Swordsman / Master Brawler / Teras Kasi 0400 / Novice Medic
Uthyr
Wed May 18, 2005 1:02 pm
#7






D-Ray wrote:



To me it seems like the DPS measure that a lot of people use to compare weapons is somewhat misleading. During my test the damage output of the ranged shot was equal to the maximum damage output of my rifle (893). However, I tested on level 1 skaak tipper NPC's. When attacking a higher level mob my damage output was less (but still constant). But since the DPS measure includes the minimum damage output I believe it's pretty useless (at least for high level characters).


I think I prefer looking at the maximum damage output of a weapon, possibly divided by the weapon's speed. Anyone with the same or perhaps a very different opinion...???







There was a recent thread on the Pistoleer forum where this was field-tested and found to be based more on the maximum damage of the weapon. DPS can give a very misleading representation of your actual damage--certain weapons with higher DPS than another can actually deal less damage than the other.


Regarding multipliers, those are helpful and enlightening (I read your numbers with great interest), but an accurate DPS measurement, given your current player speed mod,would be more useful than the multiplier. A high-multiplier special that fires very slowly is not such a damaging special after all. I'm lookinf forward to somebody coming up with a revised (post-CU) weapon damage calculator like Rem's old one.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

raider7734
Wed May 18, 2005 8:33 pm
#8






Acaila wrote:

Actually Ranged Shot has a 2.0x damage multiplier, not a 1.0x (yes it is the base attack, but it's still 2x your average damage).






I don't understand. Ranged Shot on a lair (not an empty one) does 1.0x my weapon's Max damage. Can you explain what you mean by 2x the average damage, when the damage doesn't vary at all??




----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
Acaila
Wed May 18, 2005 10:24 pm
#9

I guess whether you call Ranged Shot a 2.0 or a 1.0 multiplier doesn't seem to matter much, but in my opinion the 2.0 is more correct. You can see this best if you use a TKM since the min and max damage on their hands are equal. A TKM has 345 Unarmed Damage, when using Melee Hit they are doing 690 damage. Now, you can sayMelee Hit has a 1.0 multplier because it's your standard attack, but since 690=2x345 I believe it's best to say it has a 2.0 multiplier instead. Melee Hit and Ranged Shot are equal, therefor Ranged Shot has a 2.0 multiplier as well.

So apparently the weapon's 'base' is half your max damage, not your max damage.



---------------------------------------------------------------------------------------
Osskim Tsalik
Master Smuggler / Master Pistoleer / Combat Medic 0004

Israfael Quiroma
Master Pikeman / Master Swordsman / Master Brawler / Teras Kasi 0400 / Novice Medic
D-Ray
Thu May 19, 2005 2:08 am
#10



Hmmmz...this is a very interesting theory...


**edited out**


Still...it doesn't make any sence to me why the damage output is stable. This theory suggests that masters always do average damage (as opposed to maximum damage, which was my guess). Why have I got the feeling that everybody does average damage, regardless of their skills...


edit: oops...made a little error when thinking about this one...half the maximum damage still doesn't use the minimum damage of a weapon...

Message Edited by D-Ray on 05-19-2005 11:27 AM



--------------------------------------------------------------------
Den Taurus

...there´s a little dark side in everyone...
--------------------------------------------------------------------
D-Ray
Thu May 19, 2005 3:15 am
#11




Now I don't get it anymore...


You claim that melee hit with TKM does 690 damage while minimum damage and maximum damage are the same (345). This is twice either minimum damage, average damage ormaximumdamage...


I claim that ranged shot does maximumdamage on the gun (rifle damage stats: 370 - 893, I shot skaak tipper guys for 893 damage all the time with ranged shot). This is maximum damage or twice half of the maximum damage (the multiplier argument...)



  • Twice my minimum damage would be 740 (2 * 370), so ranged shot doesn't do twice minimum damage.

  • Twice my average damage would be 1263 (370+893 / 2 * 2), so ranged shot doesn't do this either.

  • Twice my maximum damage would be 1786 (2 * 893), but ranged shot does half of this.

So why is the damage output of melee hit from a TMK somehow multiplied by 2 while the damage output of my rifle equals its maximum damage...???


Or rephrased: whyis a TKM's hands' base its minimum/average/maximum while apparently the weapon's 'base' is half your max damage, not your max damage.

Message Edited by D-Ray on 05-19-2005 12:16 PM



--------------------------------------------------------------------
Den Taurus

...there´s a little dark side in everyone...
--------------------------------------------------------------------
JeffIncredible
Thu May 19, 2005 5:43 am
#12


nvm

Message Edited by JeffIncredible on 05-19-2005 05:44 AM



I USED TO take Defense Stacker 2....do you?

Ex-Triple Threat |o|o|o|O
ChaoticWhisper
Thu May 19, 2005 5:51 am
#13

i want to say ranged shot is x1 multiplier vs turrets it does exactly the max dmg of my rifle 100% of the time which is 1040dmg un pup'd. with a pup it does exactly the modified max dmg of the rifle w/ pup. i could be wrong but not sure the armor rating or resistances of a a turret. i have taken out only 7 turrets since post-CU but the dmg has allways been the same for ranged attack vs. them. if they have a armor or absorbsion of some kind take that into account when figuring out the modifier on ranged shot.


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