Rifleman Archive

Thread: DPS and the Speed Cap

john_p
Tue May 03, 2005 5:40 pm
#1

I just ran some tests with my rifles and basically found that the speed between specials never varied no matter what weapon I used


I am MRifles BH0044 with +11 extra speed


I found that using a T21 with a DPS 3% lower than an Advanced Laser actually did 8% more damage (on any special) since I was capped for speed




I'll try and do some more testing with weapons crafted differently. But the results so far have surprised me - you might want to run some tests yourselves and ensure you consider this when buying weapons made post-CU






Lariso <Hoods> Officer
Demosthenes <Hoods> Jedi, Master Pilot

CraftAddict
Tue May 03, 2005 8:10 pm
#2

Yup Yup, specials refresh's are constant , the speed cap is still present. Damage is still king, because of rifleeman speed mods. Does help that most rilfes I've seen had converted to mediocre speed (pretty fast) limiting the usefulness of the weapon because it is hitting the speed cap.

I'll be doing a more complete analysis when I get a chance.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
JasterMereele
Tue May 03, 2005 10:31 pm
#3

Verrrrrry interesting. Didn't realize how misleading DPS can be. Looks like it will be harder to guage which rifles are the best. Essentially, it appears that it's similar to pre-CU, just look at total damage, min+max (or an average of the two, doesn't matter) to see which rifles are better than others.



Braer Kisou - Zabrak - Aut Vincere Aut Mori
Master Rifleman - Commander of Snipers Inc
Colonel - Rebel Alliance
Vendor: 67, -6287 near Coronet, Corellia
Judge Advocate General of the GAT
CraftAddict
Tue May 03, 2005 10:39 pm
#4

Well, it doesn't help that the DPS number on the rifles makes absolutely no sense. I've been crunching the numbers, and I still can't come up with anything near theirs, based on the rifle stats, or on actual damage done to targets. I can't find the relationship. I do suck at math though.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
Atobusarragra
Tue May 03, 2005 10:43 pm
#5

I thought they said there was no longer a speed cap. Can you show where it was stated thre is a speed cap. And/or show me with data?


Cheers,


Ato


Penguinzx
Tue May 03, 2005 10:56 pm
#6

I haven't done all of the testing and number crunching that some have done, but based strictly on my observations, I think there is a speed cap. The thing is, I think it's more of a bug than an actual feature based on some mathematical formula. It seemed that in the old system where you could just spam attacks into the combat queue even if the animations didn't go off, you were still doing damage at whatever rate was determined by your speed mods. So if you were capped, once per second. Now I've been finding that when I speed PuP my rifle, I end up standing there not attacking even when my recharge timer is up and the special is ready to fire again.


This doesn't seem to be related to any intentional game mechanic that I can see. Even when my action bar is full andI have no states applied, my guy will still refuse to attack. The only thing I can see is that the game is waiting for the animation to complete, or it just gets bugged when you can attack faster than it's mechanic was designed for. This is far from scientific though, so I may be missing something. It's just what I've noticed.



penguinzx
{Master Rifleman/Former MCH/Compulsive Interior Decorator}
Corbantis

CraftAddict
Tue May 03, 2005 11:10 pm
#7

I think there are some remaint of the olf system still left in, and I think that weapon stats bears this out. They jsut don't seem to apply to the new system. Maybe the converion in only halfway complete in that respect.

Then again, they did change the armor stats up to something argueably worse than it was beofre. The theory is sound, but the numbers are just more confusing than they have to be. they are still using a resist system, but instead the desplay it as an integer value? It doesn't make sense, it still works off of a % system that is capped. I don't know why they chose to disply it that way, just like I don't undertsnad why they chose to put speed mods and stats in the trees and on weapons, but used a system of refresh timers on specials, that invalidate the,

Lots of questions to be answered here. I have to believe that the new system is a hack to the old one, otherwise there just some very weird and arguably bad design choices made.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
Treeyn
Wed May 04, 2005 6:44 pm
#8

What is the speeed cap?
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