Squad Leader Archive

Thread: Test Results From Test Center For Squad Leader Changes

Black-Sun
Mon Sep 05, 2005 11:48 am
#1


Ok i have some hard testing numbers here now. The test subjects was a TKM and a MBH/MSL/4000CM. The weapons being used on the tkm was a 509-895 kinetic dmg kateran knuckler with 120 cold damage and the bh/sl was useing a proton rifle thats 428-855energy dmg and 90 cold dmg.


The testing i performed went over the effectiveness of the armor effictiveness buffs, the damage buffs, and the accuracy buff.


Armor Resist Buffs - BH shooting the TKM with a PSG 2095 resist. (will be listing resists as %'s) This was tested by useing advanced critical shot on my TKM.


This is wearing a PSG Useing the Proton Rifle (energy+cold dmg)


No Buffs - 68.9% Damage Resist Call To Arms Buff - 74.1% Damage Resist


Toughen - 76.3% Damage ResistToughen + Call To Arms Buffs - 80.3% Damage Resist


Summary - basicly this ammount of armor resist is off the charts and way above the 10k resist cap thats been estimated. Basicly both of the resist buffs stacked together will = 80% resist armor on a tkm just like it was pre cu, is roughly a 11.5% increse in armor resist persentage.


This is wearing a PSG Useing a ALR (all energy dmg)


No Buffs - 69.5%


Call To Arms - 74.3%


Toughen - 76.4%


Call To Arms + Toughen - 80.3%


This is not wearing a PSG useing a ALR (463-927 Dmg)


No Buffs - 48.5% Resist


Toughen Buff - 55.3% Resist


Toughen + Call to Arms - 59.3% Resist


Damage Increse Buffs - TKM hitting the BH wearing no armor.


No Buffs - 930 Damage Taken High Yeild Buff - 1132 Damage Taken


High Yeild + Blaze Of Glory - 1132 Damage Taken, note this was not a critical hit.


High Yeild + Steady Aim (+150 acc) - 1190 Damage Taken


Summary - With the high yeild buff it incresed the damage by 202 damage. This translates out to a 21.7% increse in damage output (202 / 930 = .217) (930 x 1.217 = 1131.81 damage)


Damage Reduction Buff - BH shooting the TKM.


Without Volly Fire Buff - 68.9% Damage Resist


With Volly Fire Buff - 59.6% Damage Resist


Summary - With this buff basicly your targets armor is reduced by ~10%




~ Zasm Nist ~
Talus eXpeditionary Force
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Ackehece
Mon Sep 05, 2005 5:09 pm
#2

hmm some of that seems seriously unbalanced....




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




MailekEOC
Mon Sep 05, 2005 5:20 pm
#3






Ackehece wrote:

hmm some of that seems seriously unbalanced....






If they allow max 8 sl in a group yes this would be unbalanced. If it remains max 2 sls in a group this will not be unbalanced. Now with the SL help you can actually have a small counter to armor break which we all know is the most unbalancing skill in this game post CU.



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


MasterTexiria
Mon Sep 05, 2005 5:35 pm
#4

A two per group would be a good compromise and would keep the nerf bat away, and make the decision as to which group buff and single buff a tatical decision.



-Anishor
Big Furry B-wing Pilot
RSPA
Ternque01
Mon Sep 05, 2005 7:04 pm
#5






Ackehece wrote:

hmm some of that seems seriously unbalanced....







I disagree. These buffs do not show anything over about 20% difference. Well, maybe a 15% difference max is more appropriate.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ackehece
Mon Sep 05, 2005 7:17 pm
#6






Ternque01 wrote:





Ackehece wrote:

hmm some of that seems seriously unbalanced....







I disagree. These buffs do not show anything over about 20% difference. Well, maybe a 15% difference max is more appropriate.







The difference between a 60% resist and a 80% resist is pretty major in combat. Think precu armor. 60% meant you died 80% meant you could own everything in the game.... why do you think that a 1% increase in armor value over the competition was worth millions and people would slice 10-20 suits to get the resists that they wanted on each piece?

1000* .6 = 600 damage stoppedso 400 gets through

1000* .8 = 800 damage stopped so 200 gets through






"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




MailekEOC
Mon Sep 05, 2005 9:06 pm
#7






Ackehece wrote:





Ternque01 wrote:





Ackehece wrote:

hmm some of that seems seriously unbalanced....







I disagree. These buffs do not show anything over about 20% difference. Well, maybe a 15% difference max is more appropriate.







The difference between a 60% resist and a 80% resist is pretty major in combat. Think precu armor. 60% meant you died 80% meant you could own everything in the game.... why do you think that a 1% increase in armor value over the competition was worth millions and people would slice 10-20 suits to get the resists that they wanted on each piece?

1000* .6 = 600 damage stoppedso 400 gets through

1000* .8 = 800 damage stopped so 200 gets through








I see this move as somethign the SL would do if say melee or jedi do an armor break. Having this skill active would help some of that out which is what is really needed in pvp right now. Armor break currently has no counter, this can do just that.


None of the skills in SL I see right now as unbalancing if they are used appropriately. Multiple SLs will upset the balance though, which is why there has to be a limit. Only way for the multi thing to work is have an SL leading with full buffs but slowly decrease the buffs of the others.



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


_scout_
Tue Sep 06, 2005 1:49 am
#8

Another thing that makes these high buffs very very unbalancing is the duration they last.

In my personal opinion, as I have stated already in the focus thread, squad leader buffs can be high but should be short term, and go with the flow of the combat situations.

If these buffs wouldnt last so long even overstacking would not be such a problem, since they would only last for a minute or two in the heat of the battle where a small group with a good squad leader ( or two or more) would realy could hold off a larger number of players, because of the high increase of effects.

Although these values are realy dangerous high, I would rather NOT have them lowered but have the duration shortened to something between 30 seconds and 5 minutes depending on their effect.

All abilities that have defensive effects can last some minutes up to a max of 5 (eg retreat, to realy make sure you get away ) and all offensive abilities should last 30 seconds to 1 or two minutes maximum.

Again IF the DEVs and all new ppl here insist in having multiple squad leaders in one group, the duration and the high increase of the buff are VERY unbalancing, especially the effect that Buffs STICK WHILE NOT GROUPED ANYMORE.

The jedi/bh teff has to be taken into concerns too, especially with the sticking of buffs while leaving the group, since they both can easily unleash the nerf bat on these buffs. Two ways to prevent this without having the effects decreased to a point where they dont do anything anymore is decrease the duration and avoid overstacking by to many squadleaders.







- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

_scout_
Tue Sep 06, 2005 7:58 am
#9

Pls read my post regarding the

Called Shot ability

I posted it there since calledshot was mentioned there but it suits here as well though I want to refrain from copy and pasting it here too.

Again here is the link:

My concerns regarding called shot in the TC Squad Leader Skill Trees Thread as well as the bonus it provides.







- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Fordep
Tue Sep 06, 2005 9:40 am
#10

lol, I think this might be the only planned profession love in history that its own profession is asking for it to be nerfed


Better now than later though.
cortez_mantral
Tue Sep 06, 2005 2:05 pm
#11


These tests cant be considered accurate if you were using advanced critical shot remeber it doesnt hit the same every time if your crit or dont crit you need to use leg shot,body shot,ranged shot, etc to get an accurate number. Retry these tests with an attack that always hits the same and I think youll see some differences



Cortez'
Ternque01
Tue Sep 06, 2005 3:58 pm
#12






Ackehece wrote:





Ternque01 wrote:





Ackehece wrote:

hmm some of that seems seriously unbalanced....







I disagree. These buffs do not show anything over about 20% difference. Well, maybe a 15% difference max is more appropriate.







The difference between a 60% resist and a 80% resist is pretty major in combat. Think precu armor. 60% meant you died 80% meant you could own everything in the game.... why do you think that a 1% increase in armor value over the competition was worth millions and people would slice 10-20 suits to get the resists that they wanted on each piece?

1000* .6 = 600 damage stoppedso 400 gets through

1000* .8 = 800 damage stopped so 200 gets through








I hate to burst your claims, but it appears that the defensive bonuses stacked give a little bit over a 10% difference. This is JUST fine.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
_scout_
Tue Sep 06, 2005 4:25 pm
#13


Ternque01 wrote:

...

I hate to burst your claims, but it appears that the defensive bonuses stacked give a little bit over a 10% difference. This is JUST fine.





Do you have any data for your statement ?
Can you post (like the starter of this thread) a test setup? And some numbers?
Do you have a MSL toon on TC?
What is his name so we can get those MSL together and create even more data to back up the current results to investigate the values of these buffs as well as extrapolate their impact on combat?

Although some ppl criticse the test setup it gives us roughly a direction of where the stats will be.

In addition to that, although 10% would be just fine, what arguments do you have to back up your position?
These 10% will last very long in their current forum.

As you are new to the squad leader forum, this is not what the a major part of the squad leader forum wanted.
There were several requests for short term buffs so we can adapte to the ever and fast changing combat situations.

So even when 10% is "just fine" for you (what ever your reasons for that statement may be), it still might not be what the squad leader community wanted.






- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

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