Squad Leader Archive

Thread: Organized Testing

_scout_
Fri Oct 21, 2005 7:14 pm
#40

Spatial Spam
    There seems to be an either 30 or 60 seconds limit on spatial spam for all squad leader abilities.


More Test Data related to further stacking of abilities.
Tests Setup:
    MSL/MCarb/CM4000, in grouped cases grouped with a droid called vincent.
    Target is a lvl 80 imperial NPC.
    Weapon Details:
    Base Speed: 2.19
    Damage: 434 - 1063
    Enlisted is:
    Time Stamp: Damage taken by target - Damage absorbed by armor - Damage dealt

1: Ungrouped, un buffed autoattack legshot - Scout Trooper
    16:09:39 Legshot - 789 - 679 - 1459 Legshot damage multiplier = 1.9 times rangedshot
    16:09:43 Legshot - 789 - 679 - 1459 ~ 2.? seconds cycle
    16:09:45 Legshot - 789 - 679 - 1459 47% Armor reduction
    ...


2: Ungrouped, volleyfire autoattack legshot - 2nd Lieutenant - "bypass opponents armor"
    16:12:20 Legshot - 925 - 543 - 1468 +0.7% damage increase possible due different defenses
    16:12:22 Legshot - 925 - 543 - 1468 36% Armor reduction, thus Volleyfire reduced armor effectiveness about 10%
    16:12:24 Legshot - 925 - 543 - 1468 reduced armor effectiveness resulted in +17% more damage taken by target compared to base legshot
    ...


3: Ungrouped, steadyaim autoattack legshot - Scout trooper - "increase accuracy"
    16:14:43 Legshot - 854 - 734 - 1588 accuracy increase resulted in +8% damage increase compared to the base legshot damage (see test 1)
    16:14:48 Legshot - 854 - 734 - 1588 46% Armor reduction
    16:14:54 Legshot - 854 - 734 - 1588
    ...


4: Grouped with pet, volleyfire, painttarget, calledshot, autoattack legshot
    16:21:18 Painttarget +15% damage taken, 30 seconds from now
    16:21:21 Calledshot +110% damage to next incoming attack
    16:20:25 Legshot - 2261 - 1328 - 3598 + 110 % damage, base is legshot including the 15%damage from paint target, with the reduced armor, this is a +187% damage increase compared to a unmodified legshot (see test 1)
    16:20:28 Legshot - 1064 - 624 - 1688 + 15% damage + 10% reduced armor effectiveness, resulting in +34% more damage taken compared to base legshot (see test 1)
    16:20:31 Legshot - 1064 - 624 - 1688
    16:20:32 Legshot - 1064 - 624 - 1688
    16:20:35 Legshot - 1064 - 624 - 1688
    16:20:40 Legshot - 1064 - 624 - 1688
    16:20:43 Legshot - miss
    16:20:47 Legshot - 925 - 543 - 1468 This takes 7 to 8 seconds to set it up, the calledshot already draws already aggro.
    ...


5: Grouped with pet, steadyaim, painttarget, calledshot, autoattack legshot - 2nd Lieutenant - stacking
    16:36:07 Painttarget +15% damage taken, 30 seconds from now
    16:36:?? Calledshot +110% damage to next incoming attack
    16:36:15 Legshot - 2075 - 1787 - 3862 + 110 % damage, base is steadyaim enhanced legshot (see test 3) including the 15%damage from paint target, resulting in +165% damage from base legshot (see test 1)
    16:36:17 Legshot - 981 - 854 - 1826 + 15% damage, base is steadyaim enhanced legshot
    16:36:20 Legshot - 981 - 854 - 1826
    16:36:24 Legshot - 981 - 854 - 1826
    16:36:27 Legshot - 981 - 854 - 1826
    16:36:31 Legshot - 854 - 734- 1588 steadyaim enhanced legshot



Anybody who knows the duration of the windup of snipershot as well as the damage mutliplier compared to range shot pls send me a PM (at Master Rifleman ). DO NOT CLUTTER THIS THREAD PLS.




Message Edited by _scout_ on 10-22-2005 11:31 AM

Message Edited by _scout_ on 10-22-2005 12:27 PM



- 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_
Mon Oct 24, 2005 4:01 am
#41

Ungrouped blazy of glory buff on a lvl 80 NPC

Further test details see above.
Slight note. I lost about 6points of speed and 5 points of accuracy, since I couldnt wear my boots.

Using "The Fieldcommander", to compare damage: Combat Spam - Total of 11 shots, one crictical, two misses.

Using a looted low level pistol to see the the ratio. The weapon stats are displayed in the second link next to the Combat Spam: Combat Spam Part 1 - Combat Spam Part 2 - Total of 23 shots, two crictical, 4 misses

I ll leave this test uncommented, to lazy for this right now, but I ll try to run a longer test with a player so I he can heal while I shoot.


EDIT:
Why I couldnt wear my boots

Message Edited by _scout_ on 10-24-2005 01:08 PM



- 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_
Wed Oct 26, 2005 5:36 am
#42



SpunkyKuma wrote:
Yup for me, alternating between ranged shot, aimed shot and leg shot I still get 2 crits every 6 shots, 12 total shots gave me 4 criticals. I spammed legshot on one target and got 2 criticals out of 15, but if you use multiple attacks the number of critical is higher. I did this on level 80 assasins using a 533-1046 pre-CU E11 Mk2.




I want this one here so I know whats to look at next. When I got time and patient I ll put the test data in here





- 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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