Rifleman Archive

Thread: General Combat FAQ

Noules000
Thu Oct 02, 2003 3:06 pm
#1

I realized we riflemen still don't have a FAQ, and since I'm getting tired of all the repeated subjects that seem to get brought up every week, I decided to work on one. Before making the rifleman-specific FAQ, I thought it'd be useful to cover some general combat questions, first. Feedback is welcome, especially any new questions to add.
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General Combat FAQ

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(Skill tree values)

+ What does the weapon accuracy mod do?

Each point of weapon accuracy adds 0.5% to your chance to hit with a weapon of that class. (Source: 'Weapon Accuracy Test')

+ What does the ranged defense mod do?

Each point of ranged defense subtracts 0.5% from the chance to hit from anyone who is shooting at you with a 'range'-type weapon (i.e., guns). In effect, ranged defense acts as a 'negative weapon accuracy'. (Source: 'Weapon Accuracy Test')

+ What does the melee defense mod do?

It's assumed that it behaves like ranged defense, except against melee-type attacks (swords, pikes, knives, fists, etc). This is currently unconfirmed, although there's no reason to believe it behaves differently from ranged defense.

+ How does the weapon speed mod work?

Each point of weapon speed reduces the delay of the weapon by 1%. If you have +50 pistol speed, any pistol you use will have an effective delay 1/2 of the listed value. If you have +100 pistol speed, any pistol you use will have an effective delay of 0 (the delay is reduced by 100%). There is currently a 1 second 'cap' on any weapon delay - no weapon may fire more than once a second. (Source: Pistoleer FAQ)

+ What does the dodge/counterattack/block mod do?

The quantitative effects of these mods are currently not well-known. It's assumed they increase your chance to avoid an attack through dodge/counterattack/block, but the actual amount is unknown. As a note, blocks never seem to occur against ranged attacks. ('Weapon Accuracy Test')

+ I just evaded. How do I increase the chance to evade?

An evade seems to be the wording for a 'dodge' event when you are attacked by a special move. So an 'evade' is synonymous with 'dodge'. ('Weapon Accuracy Test')

+ What does the weapon aiming mod do?

It's assumed that it increases the effect of the 'aim' combat command. The exact effect is currently unknown.

+ What does the weapon melee toughness mod do?

Whenever you are using the appropriate weapon (unarmed, one-handed, two-handed, pike) you will receive less damage from a 'melee'-type attack. The toughness value is the percentage the damage is reduced. If you have +50 unarmed melee toughness, you will receive only half the normal damage from a melee attack while you are considered to be unarmed.

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(Special Moves)

+ What is the special move damage multiplier?

This is often referred to as the 'specials damage mod' or 'specials damage multiplier' or something similar. This value is the ratio of the damage done by the special move to the damage done by autofire, on a per-shot basis. A special move with a 2x special move damage multiplier would do twice as much damage, per shot, as not using the special. Generally speaking, higher is better.

+ What is the special move delay multiplier?

This is often referred to as the 'specials delay mod' or just 'delay mod'. This is the factor by which the delay of your weapon is increased immediately after you use the special. A special move with a 2x special move delay multiplier takes twice as long to recover from compared to not using the special. Generally speaking, lower is better. The delay mod is applied before the weapon speed cap. What this means is that it is possible to fire any special at the weapon cap speed (1.0s currently) if you have sufficiently high weapon speed mod.

+ Are special moves more accurate than regular shots?

It depends on the special move, but in general, yes. The bonus is straight addition to your weapon accuracy mod (for that particular shot).

+ What does warning shot do?

Warning shot causes an 'animal' to start running away from the shooter. This 'fear' effect does not show up as a state. The effect is cancelled when the animal is attacked next, or after a period of time. In order to properly use warning shot, you must stop attacking the animal as soon as the effect is successful. It is not known what controls the chance of this effect working.

+ What does suppression shot 1 do?

Suppression shot 1 is one of several 'posture change' moves. In particular, it's a posture-down move.

+ I just killed something with health shot 1/mind shot 1/action shot 1, but I didn't get any experience for the kill, and I can't loot or harvest the target. What happened?

Damage from 'bleeding' is not considered to be 'your' damage. In order to receive experience, you must do some damage to the target. Bleed damages don't count, so if you kill something with -just- bleeds, you will not receive credit for the kill. This can also happen if the target dies too far from your position (currently, this distance is about 80m).

+ What does the aim command do?

The aim command goes through the combat queue, and it increases the chance for the next shot to hit. It's unknown if the aim command stacks (it's thought it does). The delay seems to be one second, but this is again not accurately measured.

+ What does the tumble to standing/crouching/prone do?

These commands go through the combat queue. The exact delays are not known, but assumed to be one second. These change your posture to the appropriate mode, and you are granted a 'tumbling' state. This state seems to last about 15 seconds. Like many other state modifiers, tumbling seems to 'stack', i.e. if you tumble while you still have 10 seconds of tumbling left, you end up with 25s of tumbling remaining. Note you can tumble to any position, including your current position, e.g. Tumble to standing while you are standing will add the 'tumbling' state mod to your character without actually moving your character.

+ What does cover do?

It's supposed to increase your defensive modifiers (i.e. make it harder for you to be hit). In practice, it doesn't seem to be useful. It goes through the combat queue, and the delay is currently unknown. If you take cover from a standing or crouched position, you will be considered to be 'tumbling' (as the previous question). You cannot move while in cover unless you are a rifleman with the 'sneak' skill.

+ I just attacked a group of creatures with point-blank area 1, but only one target took damage. What happened?

Currently, area-effect attacks only do damage to your target and any enemies in the area which are already in combat (they have the 'combat' icon in their effects area). Any area status effect will still affect everything in the area, even if it does not take damage.

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(Status Effects)

+ What does dizzy do?

Whenever a dizzy character attempts to change posture (i.e. stand up, go prone, or crouch) the character has a chance of being knocked down. Note standing up from being knocked down is also considered to be a posture change. Forced posture changes do not cause this chance, but recovering from those posture changes will (e.g. if you are forced to crouch by a posture-down attack, and you try to stand up to move).

+ What does stun do?

Stun seems to reduce the damage capability of the target. It might also make them easier to hit and/or make them take more damage. The exact effect is not well-known.

+ What does intimidate do?

Intimidate seems to reduces the damage done by the target. The actual amount seems to be about 50%. The exact value is not known.

+ What is posture change?

There are two general categories of posture changes: posture up and posture down. Posture up attempts to move your target's posture 'up' one category: prone to crouched, crouched to standing. It has no effect on a standing character. Posture down works in the opposite direction, with no effect on a prone individual. There is currently a 30 second timer on posture changes - a target which is affected by a posture change (in either direction) cannot be affected again by a posture change (in either direction) for 30 seconds. Posture change in of itself does not prevent the target from immediately altering their posture, e.g. they can stand up immediately after being hit with a posture-down effect.

+ What does knockdown do?

Knockdown is a special class of posture change. It changes the target's posture to 'knocked down', which is graphically flat on the character's back. A character in this posture takes more damage and may have lower defense values than normal (unknown at this point). A knocked down character cannot use any combat queue actions for the duration of the knockdown (seems to be approximately 5 seconds), although they can start standing/changing posture immediately, as with any posture change. Knockdown has a 30 second timer, much like (but independent of) posture change.

+ What does blind do?

Blind reduces the chance to-hit of the target. The amount of reduction is unknown.

+ What does poison do?

Poison does damage to the target every tick (a certain, varying time interval) until it wears off or is cured.

+ What does bleeding do?

Bleeding works just like poison. They stack, and they have different methods of curing (bleeding is easier to cure).

+ What does disease do?

Disease does wound damage (semi-permanent damage which reduces the maximum value of that stat) to the target every tick until it wears off or is cured. Disease can affect any stat.

+ What does being on fire do?

Being on fire is like having a health-targetted disease and poison simultaneously. Every tick the target takes health damage and health wound damage, until the fire goes out. There is no cure for being on fire, other than time or the 'swimming' state (i.e. you must submerge yourself in water).

+ What does tumbling do?

The tumbling effect adds to your defense. It seems to definitely increase your ranged defense, although the exact value is not certain, and any other possible effects (melee defense, penalty to hit?) are unknown. Tumbling prevents you from using any special moves.

+ What does berserk do?

Berserk increases the melee damage of the target, reduces the melee defense of the target, and prevents the target from using any special moves. Exact values are unknown.

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(Weapons)

+ What is the min damage and the max damage?

Those values determine the range of damage you will do with the weapon, per shot. A non-special move attack (referred to as 'autofire) will do 1.5x the listed damage (don't ask). A special move will do some multiple of the 'autofire' damage.

+ What is the delay?

The delay is the length of time it takes you to recover after each shot. During this recovery period, you cannot fire or take any 'combat queue' actions, including healing. The listed value on the weapon is 'base' delay; the actual delay may be shorter or longer depending on what special move you used and your weapon speed mod.

+ What is all that range stuff?

Typically, a weapon has three range categories: 0m, 'ideal', 'max'. Maximum is usually 64m (but it can be less for some weapons. Each category also has an accuracy number attached to it. This accuracy number is equivalent to bonus or penalty to your weapon accuracy mod. This is actually a piecewise linear function, with the two 'line' pieces being from 0m to ideal, and from ideal to maximum. High positive numbers are good. Negative numbers are bad (or at least, worse). You generally want to fire where the accuracy mod is highest, if you can arrange it.

+ What is the condition?

The first number, before the slash, is the current condition of your weapon. Every so many firings of your weapon, you reduce the condition of your weapon (this is referred to as 'wear' of a weapon). A low condition weapon may lose stats permanently, and makes repairs more difficult. You can repair your weapon using weapon repair kits created by artisans. A repair can potentially reduce the maximum condition of your weapon by either a smaller or larger amount, and can even destroy your weapon.

+ What is armor piercing?

Armor rating and armor piercing are synonymous (abbreviated 'AR') except one applies to armor and the other applies to weapons. The categories are None (0), Light (1), Medium (2) and Heavy (3). Generally speaking, higher is better. The exact effect of AR, both how it works and how it should work, are under debate at the moment. Currently, if your weapon has higher AR than the target's armor, you do more damage than normal, and you do less if the armor has higher AR than your weapon (25% more, applied sequentially, per AR of weapon greater than armor and 50% less, applied sequentially, per AR of armor greater than your weapon). An AR 3 weapon hitting an AR 0 target would do 1.25x1.25x1.25 = 1.95 times the regular damage. There is a known bug where a target 'vulnerable' to a damage type calculating the damage as if both the weapon and the armor were AR 0 (we'd expect the armor to be AR 0, but not necessarily the weapon). This leads to the interesting situation where you can sometimes do more damage to a target which is slightly resistant than to a target which is vulnerable.

+ What is the damage type?

Weapons have different damage types, such as Energy, Heat, or Cold. Different armor and creatures have different resistances to these damage types. Naturally, it's usually a good idea to use a weapon with a damage type it's not highly resistant to.

+ What is the wound change?

It's the likelihood of causing wound damage(semi-permanent damage which reduces the maximum value of the stat). How it works exactly is currently unknown.

+ What are the 'health', 'action', and 'mind' fields?

Whenever you use a special move, you spend some health, action and mind (in effect, you hurt yourself to do a special move). When the special move is tied to a weapon, the amount you lose is dependent on these values. These values are typically collectively referred to as the 'HAM cost' of the weapon. Lower HAM weapons hurt you less when you use a special, so lower HAM is better. Not surprisingly, higher-class weapons tend to have higher HAM costs. The actual amount you lose is also dependent on the special (some specials cost more, or less, of a given stat) and your strength/quickness/focus.

+ What does it mean to 'slice' a weapon?

A skilled smuggler with the right tools can 'slice' certain objects. In the case of weapons, the smuggler can 'slice' a weapon to upgrade some of its stats. A weapon may be sliced only once, and a slice cannot be 'undone' (once you slice it, you're stuck with the results, for that weapon at least). The smuggler has NO CONTROL over the results other than the decision to slice it. A slice can result in either a boost to damage (both minimum and maximum, increased by a percentage) or a decrease in the weapon's delay (decreased by a percentage). Again, the smuggler CANNOT choose which benefit to confer on the weapon, nor can the smuggler make sure you get a high value ('get a good slice'). The slice value for weapons varies from 15%-35%, and more skilled smugglers have a slight benefit (even a master smuggler can get a low slice, however). In order to slice the weapon, the smuggler has to have it in his or her inventory, so make sure you trust the smuggler enough to hand over your weapon to them. Slicing a weapon may increase the wear on your weapon, but this is not confirmed.

+ What do power-ups do?

They increase the effectiveness of your weapon by various ways. Power-ups tend to vary greatly in effects. They can reduce the delay of your weapon, increase the maximum or minimum damage of your weapon, or reduce the HAM cost of your weapon (or some combination of the above). They last for 100 shots before they expire. Power-ups may increase the wear on your weapon, but this is not confirmed.
Seflyn
Thu Oct 02, 2003 3:13 pm
#2

Great post.



_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
Aden_Nak
Thu Oct 02, 2003 3:58 pm
#3

Noules, as usual with your posts, this one is outstanding!



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