Squad Leader Archive
Thread: does volly fire work?
You know, I think that volley fire is the only SL ability to work with pets? I've experimented with it on a different server and I think it realy amps up a pets damage output! Can anyone confirm this or test it?
In other words... is it just me or does anyone else notice this?
Correct. You replied to a statement where i found a calculating error from a posting further above. If you check in detail, the formula which you included in the quote is the corrected version.
Wait a minute... I thought it was already proven that STeadyaim only applies to a single attack? So it would only apply to the first of the 3, correct?
Message Edited by Sylow on 07-05-2005 01:41 PM
So, just repeating the calculations with smaller differences....
(+5% accuracy, +5% damage)
3*100*(8*x) = 105 * (7*(x+0.05)) + 2*100*(7*(x+0.05))
I dare to correct again. This formula would be true if the SL himself would not get the steadyaim bonus. The actual behaviour is that the team fires 3 times with the SL winding up and then the complete group of 8 people firing the fourth salvo, thus the formula is:
4*100*(8*x) = 105 * (8*(x+0.05)) + 3*100*(7*(x+0.05))
x ~= 0.48
The special is bad enough, don't need to make it look even worse by forgetting that it also gives the bonus to the SL.
So, (I think), that when the accuracy of the group exceeds 40%, steadyaim is actually a cummulative loss of damage output. So, it only seems to apply to a) low-level groups, or b) very high-level baddies..
I did some testing yesterday by leading a few low-level people around. Result was:
- low level people gain almost nothing when lead vs. high level mobs
- low level people gain very well when lead vs. mobs of their level
My current explanation for this would be:
high level mobs have very high defense, which is counter-calculated with the accuracy of the players, resulting in a negative internal modifier. Due to the high difference it stays in the negative even with steady aim applied, resulting in no actual advantage. On low level targets both the players and mobs have low values, so the constant improvement of steadyaim results in a significant gain. (Kinda logical... you'll see more of an increase when you push accuracy from +20 to +35 than when you push it from +250 to +265... )
Using IE leads to the darkside!
Can't be. I am working for justice, law and order and we'll eliminate the rebel threat. *grin*
Anyways, this forum is the only place where i use that thing, for some reasons which i didn't manage to figure out yet, the forums submit button doesn't work with Netscape... *shrug*
Now back to topic, this discussion would fit perfectly here in the Star Wars Wiki as well as that a stand alone copy should go to the DEVs to show them that steady aim is currently worthless.
These mathematical mindgames are something they are (at least it looks like) not capable of, thus hence the always forth and backwards nerfing of various professions to balance them to each other.
As said, i leave this open for discussion and improvement still... at the end of the week, i try to find some time (as weekend is often a bit more busy, it can also take till next week) and put the result into one nice composition. It sure then also can go to the Wiki, unfortunately i have no way to make the Devs read this, that's a Correspondent's job. (*hint, hint*)
Compare this to a knocked down target that takes 20% more damage from everybody that hits it, a volleyfire painted target should take 15% more damage from everybody that hits it (within the limitiation of the group of the SL).
But sorry,
Ive done no testing :/
Don't worry, i did some testing with my droid. When volley fire was active on the target, my droid did increased damage. The increase was a somewhat below the mentioned 15%, but since my droid in both cases did damage way below 100 points, this most likely is a rounding issue.
Still untested is if ralley, steady aim and volley fire improve damage output of lightsaber attacks and force powers.
Message Edited by Sylow on 07-05-2005 01:57 PM
Sylow wrote:
Using IE leads to the darkside!
Can't be. I am working for justice, law and order and we'll eliminate the rebel threat. *grin*
Anyways, this forum is the only place where i use that thing, for some reasons which i didn't manage to figure out yet, the forums submit button doesn't work with Netscape... *shrug*
If I show you how to get your Netscape to work, will you join the rebel alliance for real freedom and justice and law and order for all sentient beings (not for SWG-jedi .. ehhh humans only).
Check your profile, click the reference tab and disable the Use WYSIWYG Message Editor checkbox.
Now join me and together we will rule the galaxy .....!
ups wrong quote ...
Check your profile, click the reference tab and disable the Use WYSIWYG Message Editor checkbox.
Hmm, now takes me directly to the HTML-Editor, doesn't make a difference. (Puh! Barely escaped from becomming a terr... rebel. *grin* ) My Netscape apparently at the moment doesn't execute
function submitPost() { [...] }
so i assume i have my security set a bit too strict. Occasionally i have to take a look into it, but am not in a hurry.
Now join me and together we will rule the galaxy .....!ups wrong quote ...
Against corruption, for justice, for the empire! Welcome to the battle!
Sylow wrote:
So, just repeating the calculations with smaller differences.... (+5% accuracy, +5% damage) 3*100*(8*x) = 105 * (7*(x+0.05)) + 2*100*(7*(x+0.05))
I dare to correct again. This formula would be true if the SL himself would not get the steadyaim bonus. The actual behaviour is that the team fires 3 times with the SL winding up and then the complete group of 8 people firing the fourth salvo, thus the formula is:
4*100*(8*x) = 105 * (8*(x+0.05)) + 3*100*(7*(x+0.05))
x ~= 0.48The special is bad enough, don't need to make it look even worse by forgetting that it also gives the bonus to the SL.
/doh Ya got me there... You're right.. Although, i think both of our formula are wrong, as the Accuracy (the x+0.05) only applies to the first shot, like the damage. I'm not going to redo the math, as it just lowers the percentage again..
Anyway, 48% still is way too low... This is definately something to bring up to the Devs, and I think now we have some good concrete numbers & math to prove it
Message Edited by Yeraze on 07-05-2005 10:53 AM
/doh Ya got me there... You're right.. Although, i think both of our formula are wrong, as the Accuracy (the x+0.05) only applies to the first shot, like the damage. I'm not going to redo the math, as it just lowers the percentage again..
Hehe, yea, you also "got me"... i didn't take a close enough look on the formula when i corrected it. Anyways, the 48% are fine, i just copied the result from my previous post, where it actually reads:
4 * 100 * 8 * x = 105 * 8 * (x+0.15) + 3 * 100 * 7* x
Which results in:
x ~= 0.48
This formula already also includes the fact that both damage and accuracy only apply to one shot of the complete team.
Anyway, 48% still is way too low... This is definately something to bring up to the Devs, and I think now we have some good concrete numbers & math to prove it![]()