Squad Leader Archive
Thread: Group Ranged Defense Works
link:
http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=14370
Noules000 wrote:
The 'miss equation' seems to be:
Chance to Hit = 0.66 + (Accuracy Skill Mods - Ranged Defense Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)
also pertinent...
Noules000 wrote:
* Ranged Defense -works-. Or at the very least, the group ranged defense mod SLs have works. The hit rate went from 56.6% to 43.9% and the miss rate went from 38.5% to 54.0% (the rest are D/E/Cs). This is roughly a 15% swing for +30 ranged defense. The trouble seems to be that it's very difficult for people to collect large amounts of +Ranged Defense since it's given out in rather small chunks.
The numbers he gives in the original thread bear this conclusionout. Basicallyif you're aMaster Squad Leader enemy shots will missyourtroops 15%more thana non SL-led group member(assuming all else being equal). Trouble being of course that since the SL bonus is rolled up with other bonuses it's impossible (in current calc) to tell in battle what bonus/modexactly was responsible for a -miss- on any given shot.
Now for instance, if indeed accuracy is not capped at +100 (which your posts seem to show), and chance-to-hit is capped at 95% (everyone seems to agree on this). I think there could be high level mobs, or even Master Players with uber attachements that could have accuracy so high (say accuracy +125 or better,allposture/range modsbeing zero) that they will more than compensate for a Master Squad Leader's bonuses and the uber player/mob would enjoy a 95% to-hit against SL groups and non-SL groups alike.
So maybe the problem percieved as "Ranged defenseNOT working" is really that the enemy's accuracy and other mods are so high that they neutralize any bonus confered by a SL? Either that or the 15% more misses just go by unnoticed.
Hope I made sense there. Oh well, anyway, great post Noules, thanks for the info!
-Psquire
Hmmm, just got to thinking, and maybe this has been posted elsewhere, but I wonder what part of that equasion /rally effects. If it's a straight +0.10 chance to hit, or if it's added to accuracy (which after dividing by 2 only provides a +0.05 chance to hit)?Also, does it add to group's +def as billed, and where does that fit in?
So many questions, so little devs
-Psquire
Psquire wrote:Hmmm, just got to thinking, and maybe this has been posted elsewhere, but I wonder what part of that equasion /rally effects. If it's a straight +0.10 chance to hit, or if it's added to accuracy (which after dividing by 2 only provides a +0.05 chance to hit)?Also, does it add to group's +def as billed, and where does that fit in?
So many questions, so little devs
-Psquire
It would be nice to know, but this would be fairly tough to test (well, not -tough- so much as time consuming) because of all the fails, and rally not lasting all that long. It's also gotten harder for me to find volunteers to take hits because of all the wounds and BF it results in. I really wish we could copy over to the test server for checking results like this.
Palitrine wrote:
As a TKA it's very easy for me to see my to-hit mod in melee fights because neither of us tend to move. I've never seen rally change that number at all. So it's either in decimals, doesn't display, doesn't affect melee, or doesn't work =P
The to-hit display next to your bar isn't reflective of all the defensive mods. This is pretty clear from my testing. It's actually not even internally consistent (e.g. a -25 mod due to one circumstance isn't the same as -25 mod due to other circumstances).
Well, my commando/SL with acid rifle...
At range of 40 meters, standing, the to hit modifier on the icon is -50
Kneel and hit modifier drops to -25
use AIM ability, hit modifier becomes +15 (thats a big boost)
use Steady Aim, Kneel, to hit modifier on icon goes from -50 to -45. Use AIM plus Steady aim while kneeling, to-hit modifier is around +20.
Its a minimal boost but it seems to work. Of course, I was expecting something like +40 for it, after all, it is an elite profession ability that is not ADDING damage but just ensuring that damage arrives.
An interesting ide, using Aim + Steady aim. T'would make a good macro you could call it Steadier Aim.However, it seems thatthe firing delay would probably be pretty high but if you do 5000 points of damage per hit, it's probably only important that you land your shots. I gotta tell my commando friend about this.
as for the rest.....Noules, great and astounding work, though I fear more experimentation and control would need to be done in order to getbetter results. I highly applaud your effort and analysis.
Occamz
Skunk, tell your commando friend that if he is acid rifle spec, this will be the only way to make his acid rifle work as a ranged weapon, not a 'lite' flamethrower.
I have my acid rifle sliced for speed, so it fires every 4.0 seconds. I can target things out to 50m and out of 10 shots, land 7 by using the AIM command only. Steady aim plus Aim lands 8 to 9 out of 10. its pretty darn good for a weapon that can potentially do 2800 damage in 1 shot.
The delay isnt that bad either. Steady Aim is something I put up every 10 seconds (or every 3 acid rifle shots using aim), it helps my group and helps me.
Ive had positive results with it, will be turning it into a macro soon.
In a baz group, I can now stand away from the action, not get hit, hit bazs with about 8 shots before my group shoots them down, get about 2 to 3k worth of heavy weapons and 2.5k worth of squad leader xp. all from out to 50m away.
Since acid rifle special attacks are laughable, this makes the acid rifle our true 'ranged' non-charged weapon.