Swordsman Archive

Thread: Test results: Damage & time factors on Swordsman specials

raider7734
Fri Apr 30, 2004 8:25 am
#27









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.




That is correct. Hit3 has a brutal delay, so if you have just speed +75 or +80, you will do betterdamage over time using Hit2.


The crossover point with a 2.5s weapon (scythe, 2h curved) is 84. Once you reach speed +84, you can do better damage over time using hit3, because the speed limit gateshit2 to once a second, whilethe hit3 delay is progressively reduced,thus improving damage over time.


Headhit3 is still the most effective Swordsman move:best damage over time and pool targeted, as well... no wonder we're headhunters.




----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
JhonBanner
Fri Apr 30, 2004 12:21 pm
#28


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.



Ryki
revisoHT
Fri May 07, 2004 1:18 am
#29






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.




Rev-iso, Rebel Medic
"I just wanted to touch it. I was so dizzy from the beer. I don't remember much."

HarleyD
Fri May 07, 2004 7:51 am
#30

very good job man thanks for the info
Yotes5
Fri May 14, 2004 5:51 pm
#31

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





Are you threatening me, Master Jedi?
CAZ
Noble


How do you mess up Star Wars? I mean come on
Cabes
Sat May 15, 2004 9:44 am
#32


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.....



Mooch

Living Legends

Dark_Jedi_Knight_11
Mon May 17, 2004 8:28 pm
#33

nice post





Andronicus Vorador
Imperial A$$hole
Slicer/ Teras kasi/ Swordsman
---------------------------------------

Vando Nomashi - Dark Jedi Padawan
rgrocott
Tue May 25, 2004 3:58 pm
#34






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



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Nagabacca
Wed May 26, 2004 12:36 am
#35

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



Account cancelled 17th July 2004.

Vote with your feet: cancel your account; protest at SOE/LucasArts pushing an expansion pack before the combat revamp
Gorrr
Wed May 26, 2004 5:36 am
#36

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








Perpetum Mobile [SH]
-= Perp's Loot and Resources@Gromada MART, 900m from Bestine (-1520, -4550) =-
[Looted weapon, DoT weapon, Rare components,Creature Resources,Swoops(PVP crated too), Crated packs]
Gorrr
Wed May 26, 2004 5:39 am
#37






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




Perpetum Mobile [SH]
-= Perp's Loot and Resources@Gromada MART, 900m from Bestine (-1520, -4550) =-
[Looted weapon, DoT weapon, Rare components,Creature Resources,Swoops(PVP crated too), Crated packs]
NinjasLovePirates
Sun May 30, 2004 1:48 pm
#38






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.



Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


IamDaniel
Thu Jun 03, 2004 6:02 am
#39

It's common knowledge that the damage shown in the combat screen is the raw damage output of a special, when only weapon damage and the damage modifier of a special are taken into account. In this case, after reviewing your chart, I can safely say any Master Swordsman that's been paying attention to his combat screen will tell you that the damage modifier you've shown for 2handedhit3 is a bit off, if not way off. I've used 2handedhit3 a lot myself, especially on lairs. My hammer is 550 damage, and my average damage(on the combat screen) is over 2500. Now if the damage modifier for 2handedhit3 is really 4x as you've shown in your chart, how the hell can I hit for more than 2.2k with my hammer? Heck, I've also done some simple testing with my 377 damage scythe, and my average damage(once again, as shown in the combat screen) is over 2000. How do you explain something like that?
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