Rifleman Archive
Thread: Direct from the field New findings on Aim
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CraftAddict
Mon May 02, 2005 11:20 pm
#1
Per the buff description, it is an 80 point accuracy buff that last 14 seconds. It also slows your movement while standing.
The accuracy mod will decay over time, so it works best shortly after success.
Specials tested /w Aim vs a even con imperial lair object @ 0 meters.
Procedure was to buff and the spam 3 consecutive hits, that works out to 2 aim buffed and one base. (Note: I did this many many times, there were no discrepancies.)
Lairs appear to have 0 defense, and 0 resistance. I'm using a spraystick @ 98.77 base/122,8 modified. Damage reported as kinetic by verbose combat spam. I have an accuracy of 135.
Note: Improved Headshot is stated to decrease accuracy and increase damage.
Data:
Firearm strike: 125 115 100
Knee-cap Shot: 575 655 630
Improved Headshot: 2355 2265 2065
Well there you go boys and girls. Time to go back to playing.
Note: Further tests indicate that the decay happens very near, or on, the last second of the buff.
The accuracy mod will decay over time, so it works best shortly after success.
Specials tested /w Aim vs a even con imperial lair object @ 0 meters.
Procedure was to buff and the spam 3 consecutive hits, that works out to 2 aim buffed and one base. (Note: I did this many many times, there were no discrepancies.)
Lairs appear to have 0 defense, and 0 resistance. I'm using a spraystick @ 98.77 base/122,8 modified. Damage reported as kinetic by verbose combat spam. I have an accuracy of 135.
Note: Improved Headshot is stated to decrease accuracy and increase damage.
Data:
Firearm strike: 125 115 100
Knee-cap Shot: 575 655 630
Improved Headshot: 2355 2265 2065
Well there you go boys and girls. Time to go back to playing.
Note: Further tests indicate that the decay happens very near, or on, the last second of the buff.
Message Edited by CraftAddict on 05-04-2005 12:17 AM
CraftAddict
Tue May 03, 2005 6:06 am
#2
I'm very careful about tracking my data. I said Aim, that is what I used. I said Improved Headshot, that is what I used.
I'll be checking today whether it decays at multiple incements over time, or only in 2 steps as I've observed.
I'll be checking today whether it decays at multiple incements over time, or only in 2 steps as I've observed.
Atobusarragra
Tue May 03, 2005 6:23 am
#3
Nice data ![]()
Have you been able to test it being applied before a Sniper shot fire?
CraftAddict
Tue May 03, 2005 9:10 am
#5
I have tried, but its a but trickier. My main thrust was to get the info out there about the details of Aim, not specific combinations. The reason spiner is so tricky is that it cycles to slow to get a dirrect recycle within the 14 seconds. (Didn't realize it took that long to cycle a sniper did ya? Niether did I till I had to time it.
)
I've been playing with the idea of creating a macro to offset the start time for the special, in this way, I could in theory check to see the full decay rate by simply starting at a delay of of 0 after a successful Aim, incrementing by 1 second all the way to the max of 14 seconds.
That poses its own set of challenges in itself of course, with lag and whatnot. It would probably work best with one of the "instant" specials like Aimed shot (Its go an accuracy mod to it though, so you see the list of problems nevers ends.) The most practical problem is time. Each lair requires me to kill the imperials around it, but the lairs themselves don't have many hitpoints, so I end up taking most of my time clearing and running for more missions.
I am curious myself though, it is on the back burned as I'm also collecting other data. The results of which should be forthcoming soon.
I've been playing with the idea of creating a macro to offset the start time for the special, in this way, I could in theory check to see the full decay rate by simply starting at a delay of of 0 after a successful Aim, incrementing by 1 second all the way to the max of 14 seconds.
That poses its own set of challenges in itself of course, with lag and whatnot. It would probably work best with one of the "instant" specials like Aimed shot (Its go an accuracy mod to it though, so you see the list of problems nevers ends.) The most practical problem is time. Each lair requires me to kill the imperials around it, but the lairs themselves don't have many hitpoints, so I end up taking most of my time clearing and running for more missions.
I am curious myself though, it is on the back burned as I'm also collecting other data. The results of which should be forthcoming soon.
Slysix
Tue May 03, 2005 9:13 am
#6
Aim and improved aim seem to be two totally different animals.
Aim is a shot (ie it doesn't apply mods to the other types of shots).
Improved aim applies mods to the other types of shots.
I really find that weird.
CraftAddict
Tue May 03, 2005 9:19 am
#7
Did you even read the post?
There's Aim, Improved Aim (upgraded to Aim), and Aimed Shot.
This is about Aim.
There's Aim, Improved Aim (upgraded to Aim), and Aimed Shot.
This is about Aim.
PTtech
Tue May 03, 2005 12:00 pm
#8
Ummmm, there is now an aim and improved aim. Which did your data use? The 14 sec timer leads me to think the improved aim but I thought I should ask first.
CraftAddict
Tue May 03, 2005 10:16 pm
#9
I've run the test to find the decay rate. Interestingly, it decays on the last second of the buff as far as i can tell, by offsetting the use of ranged shot.
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