Smuggler Archive
Thread: Combat Special Damage/Delay Multipliers
Specials include Smuggler, Marksman (Pistols tree), Marksman (Ranged Support tree), and Pistoleer. List is definitely not complete!
Items will be provided in the following format:
- Move Name (skill box): Damage Multipler, Delay Multiplier, comments [DPS]
For this exercise, [DPS] is Damage Multipler divided by Delay Multiplier, and reflects how much damage per second compared to the default ranged attack you would do if only using this attack. Attacks with a DPS higher than 1.0 are great for use as default attacks (i.e. the higher the number, the more efficient, ignoring action costs). Numbers lower than 1.0 are better used situationally (i.e. don't use them repeatedly.
Everything is based on the default ranged attack (damage multipler 1.0, delay multiplier 1.0).
Numbers may be slightly off, especially for delay modifiers, but are accurate based on my testing. Damage modifiers were calculated based on the difference of the default attack (Ranged Shot) and the special move against the same target and without any buffs/debuffs on either attacker or target. Delay modifiers were calculated based on the time to execute a series of attacks of the same type against the same target and without any buffs/debuffs on either attacker or target. Note that delay modifiers include charge-up time, which will skew the delay numbers for those specials (as far as I know, these times are not affected by weapon speed skill).
As a result, an item with a "1.1" damage modifier does 10% more damage than the default ranged attack. An item with a 2.0 delay is twice as slow as the default ranged attack.
- Ranged Shot (default ranged attack): 1.0 damage, 1.0 delay [1.00 DPS]
- Firearm Strike (Marksman 0100): 0.3 damage, ?? delay, causes knockdown
- Aimed Shot (Marksman 0200): 1.2 damage, 1.75 delay [0.69 DPS]
- Placed Shot (Marksman 0300): 1.1 damage, 1.4 delay [0.79 DPS]
- Roll Shot (Marksman 0010): 0.8 damage, ?? delay, moves to kneeling position
- Dive Shot (Marksman 0020): 0.9 damage, ?? delay, moves to prone position
- Kick-Up Shot (Marksman 0030): 0.9 damage, ?? delay, moves to standing position
- Overcharge Shot (Marksman 0040):1.3 damage,2.2 delay (includes warm-up timer) [0.59 DPS]
- Improved Quickdraw (Pistoleer 0010): 1.1 damage, 1.0 delay [1.10 DPS]
- Body Shot (Novice Pistoleer): 1.4 damage, 1.2 delay [1.17 DPS]
- Advanced Reckless Shot (Master Smuggler): 1.6 damage, 1.5 delay, attacker defense debuff [1.07 DPS]
Notes on findings:
- Improved Quickdraw is a great default attack if you have action points available, as it is as fast as the default attack and does 10% more damage.
- Body Shot is a great special -- 40% damage and only 20% slower. Will do an analysis of Improved Body Shot soon to see the differences.
- Highest damage seen so far is Advanced Reckless Shot (+60% damage), a nice finishing move, as the penalty for using it (defense debuff) is meaningless when combat is over.

- Overcharge Shot (+30% damage) is of very limited use once you get Novice Pistoleer and Body Shot (+40% damage), especially considering the charge-up costs (about 2 seconds).
As I continue to do testing, I'll continue to update this post.