Swordsman Archive
Thread: Test results: Damage & time factors on Swordsman specials
JhonBanner wrote:
but if you look, the normal 2h-hit 1 and 2 would to moee dmg over time than 2h hit 3, bc of the shorter delay.
Sotaudi wrote:
JhonBanner wrote:
so this means at master, i will do more dmg with 2h-hit 1 than with 2h-hit 3?Bear in mind two things. First, Hit3 has a chance for Dizzy. Hit1 does not. Second, Hit3 will average 2x the damage per hit over Hit1. For instance, I frequently go to the Tusken Fort and wander through two-hit killing many Mobs there by doing a Lunge2 (of course Master Brawler) followed by a Hit3. Doing that, I often watch a +8300 floaty drift over their dead bodies from the Hit3. That same hit from a Hit1 would produce something like +4150, often requiring a second Hit1.
Also, if you do the calculations, I think you will find that HeadHit3 has the highest DPS. And because its hits are not being spread out between 3 pools, you are actually going to kill things faster with it.
i know the headhit is by far the most effective wand efficient attakc vs single or few opponents, by you hit a specific pool, and in d/t also, according to this charts.
but if you look, the normal 2h-hit 1 and 2 would to moee dmg over time than 2h hit 3, bc of the shorter delay.
Syzygy-Gorath wrote:
veegen wrote:
Hmm, I wonder why area2 is same damage but faster than area3 ?
And maybe spin2 is the one to use, I always thought that area3 was better.
Thx for the info, good testing.
Keep in mind this chart doesn't show state/posture effects of attacks. That could explain some of the discrepencies between speed/damage that would seem to make certain relationships (Area2/Area3/Spin2) not make much sense.
I would doubt that state effects are in place to compensate for redundant specials. If you remember back at publish 7, carbineers finally got their much needed love because the profession was infested with situations like that. St. Gab should be able to take this data to the devs and getit tweaked a bit for us, maybe even in the not to distant future. I'd highly recommend talking to NovaMarine over in carbineer land about how he went about getting the fix completed. (after all, he got almost an entire publish dedicated to his prof
)
The scary part is Gab has to take the data to the devs, because for some reason they can't just swing a hammer, do the math, and verify it against a list of damage modifiers.
My question is this: At master, how much speed do i need to spam a 4.5 speed PH at the 1 second cap. And is it possibe to spam a head hit 3 with a 5.4 at max speed?
Kharne
KozakMamalyga wrote:Nobody tells that it is impossible to kill tuskens in 2 hits.
Actually, there are some tuskens that I can kill in 1 hit.....
Nagabacca wrote:
Put your pen and paper away: http://www.ukwm.com/swg/swordsman.php
That is these figures used inside a little script i wrote.
Naga
Very, very nice. 5 stars
Iasked Rem to add this info to hise Web DPS Calc and he did it !!!
Thanks to DueceAlucardand to Rem ![]()
http://killyourpc.org/swg/swg_dps.php
now it featured for Rifle, Unarmer, Pistoler and Swordsman ![]()
Gorrr wrote:
Iasked Rem to add this info to his Web DPS Calc and he did it !!!
Thanks to DueceAlucardand to Rem
http://killyourpc.org/swg/swg_dps.php
now it featured for Rifle, Unarmer, Pistoler and Swordsman
Actualy he have Carabin, Fencer and Polearm too
revisoHT wrote:
Syzygy-Gorath wrote:
veegen wrote:
Hmm, I wonder why area2 is same damage but faster than area3 ?
And maybe spin2 is the one to use, I always thought that area3 was better.
Thx for the info, good testing.
Keep in mind this chart doesn't show state/posture effects of attacks. That could explain some of the discrepencies between speed/damage that would seem to make certain relationships (Area2/Area3/Spin2) not make much sense.
I would doubt that state effects are in place to compensate for redundant specials. If you remember back at publish 7, carbineers finally got their much needed love because the profession was infested with situations like that. St. Gab should be able to take this data to the devs and getit tweaked a bit for us, maybe even in the not to distant future. I'd highly recommend talking to NovaMarine over in carbineer land about how he went about getting the fix completed. (after all, he got almost an entire publish dedicated to his prof
)
The scary part is Gab has to take the data to the devs, because for some reason they can't just swing a hammer, do the math, and verify it against a list of damage modifiers.
Area2 is a lower posture area attack, Area3 also lowers posture, but it also causes blind. That makes it a lot better in my opinion.