Squad Leader Archive
Thread: Organized Testing
Page 4 of 4
_scout_
Fri Oct 21, 2005 7:14 pm
#40
Spatial Spam
More Test Data related to further stacking of abilities.
Tests Setup:
1: Ungrouped, un buffed autoattack legshot - Scout Trooper
2: Ungrouped, volleyfire autoattack legshot - 2nd Lieutenant - "bypass opponents armor"
3: Ungrouped, steadyaim autoattack legshot - Scout trooper - "increase accuracy"
4: Grouped with pet, volleyfire, painttarget, calledshot, autoattack legshot
5: Grouped with pet, steadyaim, painttarget, calledshot, autoattack legshot - 2nd Lieutenant - stacking
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.
- 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
_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
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
_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
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