Weaponsmith Archive

Thread: could i handle a 126 SAC rilfe with ranged/placed shot?

Puttley
Wed Sep 28, 2005 5:36 am
#1


i've been making decent..ish rifles for my guild for a while - with only krayt enhancers and no buffi cap at about 333 dps (damage and SAC cap). i've collected enough peices - power cells, adv stock, scope and a couple of new slightly better materials. i could basically re-make the same method i used before - cap sac, then speed on components then damage/speed on the rifle, but recently on my rifleman i've tended to use a speed pup and only ranged/placed shot along with my self administered doc buff i fire at a tiny bit more than 1 shot a sec. soo.....


if i change my tack slightly and make a completely damage and speed capped rifle and let my sac be whatever it ends up whats my chances of being able to fight efficently?


from a little educated estimation i'll be getting a rifle, after speed slice with:

2.1 speed (after 12%speed slice)

517-1185 damage

60 accuracy

126 SAC


after a 34% speed pup would push the DPS to over 1050!! with my rifleman


as far as i can tell ranged shot takes only 2% action (with a 100 sac rifle) and placed is supposed to be 10% i think. so i'm wondering if at these lower sac costs (as apposed to about 18% at headshot/critical etc) will i really see the effect of a 126 SAC weapon?

Message Edited by Puttley on 09-28-2005 01:37 PM

SEAkridge
Wed Sep 28, 2005 6:15 am
#2


I am not sure about that because:
A)I am not a rifleman and
B) I would hate to waste good enhancements on something that didn't work out.


Try making one without the enhancements and see how long your SAC lasts in a test.





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Puttley
Wed Sep 28, 2005 6:20 am
#3

lol, good call
Asir_SWG
Wed Sep 28, 2005 6:23 am
#4

Try it out.... you may even want to replace the placed shot with a critical shot (so ranged / critical / ranged / critical etc) if you have enough SAC left... There are lots of simple food buffs out there that may help with keeping the action at full strength.



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jason67
Wed Sep 28, 2005 11:12 am
#5

Won't work well...


Give me a second and I'll put another post in explaining the positives and negatives of crafting like this.







HostageH
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Arisa
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jason67
Thu Sep 29, 2005 12:36 am
#6


Lets run a few quick calculations... (keep in mind these are fictional numbers though should be close to real numbers


Weapon1(ALR) 2.55
speed 400-1165 max
82 SAC


Weapon2(ALR)
2.30 speed
450-1184 max
126 SAC


Lets calculate out DPS(((max+min)/2)/speed)) first


Weapon1 = 307dps((1165+400/2)/2.55)
Weapon2 = 355dps((1184+450/2)/2.3)


Based on pure DPS weapon2 looks like the clear winner. Now lets take into consideration the SAC. No one really knows what the max Action a player has is so lets assume it is 1000 for the sake of this comparison.


Weapon1 = 82 SAC = 12 shots(984 action)
Weapon2 = 126 SAC = 7 shots(882 action)/8 shots(1008)

Weapon1 = 12shots x782(average damage on weapon) = 9384 damage before you run out of action not counting the regen.
Weapon2 = 7shots x817(average damage on weapon) = 5719 damage before you run out of action not counting the regen.


Lets just assume for the sake of argument that your modded speed would reduce your overall speed by 1.0. That means that...


Weapon1 = 12 shots x 1.55speed = 18.6 seconds till your useless (9384 damage)
Weapon2 = 7 shots x 1.30 speed = 9.1 seconds till your useless (5719 damage)


So to sum it all up. using weapon 1 will give you a much more consistant damage over time, and ultimately more damage for the time period. 18 seconds to do 9k+ damage vs weapon2 which would be 9 seconds to do 5k+ damage. Assuming you didn't have to wait for your action to regen then you could do slightly more damage in the same time period using weapon2, but considering it would take several seconds to regen your full action bar. You would leave your opponent with free time to do damage, forcing you to heal. or even worse it gives them an opportunity to KD you while your action is low and lay on the damage since you have to wait for your action to regenerate in order to use KD recovery. It's really a question of preferring the stop'n'go type fighting that weapon2 would offer, vs the constant battle you would get with Weapon1. It's certainly a usable tactic but I think you will find that most people prefer weapon1 because it takes to long to wait on action constantly while you can do nothing but heal. Also keep in mind all of the states/roots/snares etc that would take up action and not give any damage output.


To make a much clearer picture lets just assume that it takes you roughly 15 seconds to regenerate a full action bar from empty. Now lets assume your battle lasts for 5minutes (pretty common these days).
Weapon1 = 18 seconds till action is empty then a 15 second recharge period = 33 seconds total for a full round = 9384 damage
Weapon2 = 9 seconds till action is empty then a 15 second recharge period = 24 seconds total for a full round = 5719 damage


This means that in 5minutes time you would get the following results...


Weapon1 = 33 seconds per round @ 9384 = 9 rounds(4.95mins) for a total damage of 84,456 damage
Weapon2 = 24 seconds per round @ 5719 = 12 rounds(4.8 mins) for a total damage of 68,628 damage


84456
-68628
----------
15,828 additional damage by using weapon1


I know this is kind of helter skelter but I hope it makes sense. If you could kill your oponnent in the first 7 shots then weapon2 would be a reasonable option, but if you lack the ability to kill in 7 shots or lessthen you should consider weapon1 as your main weapon.






HostageH
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/0044Force Reflexes /Master Force Combat

Arisa
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Vendor Location 2355, -3922 just outside Coronet
jason67
Thu Sep 29, 2005 12:52 am
#7

Any good WS could calculate out what rough estimates would be for the weapon based on how you want it experimented (though it may cost a little for them to run test weapons, well worth it IMO)


Get exact figures or as close as possible to exact for the two different options you are considering then run through the calculation testing that I did above so you can get an accurate comparison.


Also if you took the time to caluclate out exactly how many seconds it takes you to regen a full action bar that would also help in this calculation as I pretty much just pulled a figure out of my -edit-. I have run tests before and high SAC weapons just take too much away from your damage output unless you truely are expecting a short battle. Making a full damage/speed weapon may come in handy as a secondary weapon but I would never consider it for a main weapon. Having low action leaves you very vulnerable and puts you on the defensive very quickly. having high SAC and Low speeds just puts you in that position much faster .


Considering you are looking at Trading speed for SAC it just is not worth the trade. Just look at it this way. If damage is the same or close to it(should be pretty close in this case) then your looking at how quickly your action bar drains. if your increasing your action drain and making it drain faster at the same time, that's just bad all around . If you were trading action cost for damage it might become more reasonable but since you should be hitting pretty darn close with the enhancements today while still getting good speed orSAC then the clear choice is SAC. If you would like you could consider playing around with a variation somewhere in the middle, but I find that it's much better to go for SAC first and then put what's left into speed.





HostageH
Master Lightsaber /3003Enhancer /4100Healer /0044Defender
/0044Force Reflexes /Master Force Combat

Arisa
MasterWeaponsmith(125exp/130assembly/25repair/22weapons repair) /MasterArtisan(14pt) /MasterShipwright /4400Force Crafting
Vendor Location 2355, -3922 just outside Coronet
Puttley
Thu Sep 29, 2005 1:38 am
#8


Fair point, its a tight call and depreciating returns with speed does cause a problem. one element of your calculation is slightly out however i feel. from :http://www.atombender.de/swgwiki/index.php/Ranged_Shot - ranged shot takes 2% action each time and that 2% is multiplied by your SAC - ie 82 = 82% of the SAC for the specific shot. also here:http://www.atombender.de/swgwiki/index.php/Marksman where placed shot is said to take 10% mind multiplied by your action in the same way






Based on pure DPS weapon2 looks like the clear winner. Now lets take into consideration the SAC. No one really knows what the max Action a player has is so lets assume it is 1000 for the sake of this comparison.


Weapon1 = 82 SAC = 12 shots(984 action)
Weapon2 = 126 SAC = 7 shots(882 action)/8 shots(1008)


Weapon1 = 12shots x782(average damage on weapon) = 9384 damage before you run out of action not counting the regen.
Weapon2 = 7shots x817(average damage on weapon) = 5719 damage before you run out of action not counting the regen.


Lets just assume for the sake of argument that your modded speed would reduce your overall speed by 1.0. That means that...





so,


Weapon 1 = 82 SAC = (2% + 10%)/2 = 6% of your sac avarage per shot = 6% x 0.82 = 4.92% = 20 shots


Weapon 2 = 126 SAC = (2% + 10%)/2 = 6% of your sac avarage per shot = 6% x1.26 = 7.56% =13 shots


also as all the time you're re-generating action (i always have a buff, blob candy and booster blue 24/7) at 5% per second (4% with no buffs or food) you're only down on action by 1% or 2% a second, and thats if you can shoot ever second. if your shots are ever 1.5 sec then action will never run out.and damage is then down to the fastest weapon that does the most damage. though get too fast and you drain your action again.



from there my argument is all ifs and buts - if you put a damage pup on and run with a combat speed buff all the time, you may still be shooting at your 'regen' cap, but a 30% damage pup adds 135 damage to weapon 2 and 120 damage to weapon 1. then the question is will, after speed buff, and speed tapes would you notice the difference in firing speed?

Asir_SWG
Thu Sep 29, 2005 2:08 am
#9

Get a damage pup in the baby (find one that's well made with very little speed loss) and you should have an insane damage per second...



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Puttley
Thu Sep 29, 2005 4:23 am
#10

made it last night:


525 -1184 damage (693-1152 after a dam pup)


2.16 speed (2.37 after a dam pup) - 1.39 speed with my rifleman


126 sac


i tested it on a jedi with aura and 30 innate armor i was hitting ranged shot for 481 damage and 529 with placed at only a little over 1 shot a second. and it took more thana reasonable time to drain my action completely. i'll see if i cant get some info from my combat logs soon......question is is this a better way than using a nice dam/sac capped rifle with an variety of pup on it and spamming head/critical? or any other high damage/high sac shot.
Puttley
Thu Sep 29, 2005 4:31 am
#11

just found some old tests i did with a dam/sac cappedALR - vs same target in similar conditions but with a speed pup- buffs, etc - with head/critical shot 694 or 732 dam every 2 sec (approx) = 340 damage/sec.


witha a damage pup i was firing a little slower (but not much- doc buff helps) head/critical hit for 832/879 respectivly at about 2.2 sec/shot = 388 damage


however this is more a comparison between shot types and is somewhat disputed from other tests i've seen.


Asir_SWG
Thu Sep 29, 2005 11:11 am
#12






Puttley wrote:

made it last night:


525 -1184 damage (693-1152 after a dam pup)


2.16 speed (2.37 after a dam pup) - 1.39 speed with my rifleman


126 sac


i tested it on a jedi with aura and 30 innate armor i was hitting ranged shot for 481 damage and 529 with placed at only a little over 1 shot a second. and it took more thana reasonable time to drain my action completely. i'll see if i cant get some info from my combat logs soon......question is is this a better way than using a nice dam/sac capped rifle with an variety of pup on it and spamming head/critical? or any other high damage/high sac shot.





is that sliced.... and have you tried a speed pup... can you beat 1 shot per second?



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KyridIce
Thu Sep 29, 2005 9:11 pm
#13






jason67 wrote:


Lets run a few quick calculations... (keep in mind these are fictional numbers though should be close to real numbers


Weapon1(ALR) 2.55
speed 400-1165 max
82 SAC


Weapon2(ALR)
2.30 speed
450-1184 max
126 SAC


Lets calculate out DPS(((max+min)/2)/speed)) first


Weapon1 = 307dps((1165+400/2)/2.55)
Weapon2 = 355dps((1184+450/2)/2.3)


Based on pure DPS weapon2 looks like the clear winner. Now lets take into consideration the SAC. No one really knows what the max Action a player has is so lets assume it is 1000 for the sake of this comparison.


Weapon1 = 82 SAC = 12 shots(984 action)
Weapon2 = 126 SAC = 7 shots(882 action)/8 shots(1008)

Weapon1 = 12shots x782(average damage on weapon) = 9384 damage before you run out of action not counting the regen.
Weapon2 = 7shots x817(average damage on weapon) = 5719 damage before you run out of action not counting the regen.


Lets just assume for the sake of argument that your modded speed would reduce your overall speed by 1.0. That means that...


Weapon1 = 12 shots x 1.55speed = 18.6 seconds till your useless (9384 damage)
Weapon2 = 7 shots x 1.30 speed = 9.1 seconds till your useless (5719 damage)


So to sum it all up. using weapon 1 will give you a much more consistant damage over time, and ultimately more damage for the time period. 18 seconds to do 9k+ damage vs weapon2 which would be 9 seconds to do 5k+ damage. Assuming you didn't have to wait for your action to regen then you could do slightly more damage in the same time period using weapon2, but considering it would take several seconds to regen your full action bar. You would leave your opponent with free time to do damage, forcing you to heal. or even worse it gives them an opportunity to KD you while your action is low and lay on the damage since you have to wait for your action to regenerate in order to use KD recovery. It's really a question of preferring the stop'n'go type fighting that weapon2 would offer, vs the constant battle you would get with Weapon1. It's certainly a usable tactic but I think you will find that most people prefer weapon1 because it takes to long to wait on action constantly while you can do nothing but heal. Also keep in mind all of the states/roots/snares etc that would take up action and not give any damage output.


To make a much clearer picture lets just assume that it takes you roughly 15 seconds to regenerate a full action bar from empty. Now lets assume your battle lasts for 5minutes (pretty common these days).
Weapon1 = 18 seconds till action is empty then a 15 second recharge period = 33 seconds total for a full round = 9384 damage
Weapon2 = 9 seconds till action is empty then a 15 second recharge period = 24 seconds total for a full round = 5719 damage


This means that in 5minutes time you would get the following results...


Weapon1 = 33 seconds per round @ 9384 = 9 rounds(4.95mins) for a total damage of 84,456 damage
Weapon2 = 24 seconds per round @ 5719 = 12 rounds(4.8 mins) for a total damage of 68,628 damage


84456
-68628
----------
15,828 additional damage by using weapon1


I know this is kind of helter skelter but I hope it makes sense. If you could kill your oponnent in the first 7 shots then weapon2 would be a reasonable option, but if you lack the ability to kill in 7 shots or lessthen you should consider weapon1 as your main weapon.






I would argue that the most efficient weapon is one that brings you down to exactly zero action exactly when the battle finishes. With food and buffs, and using ranged/placed, that might be possible with rifle 2. Can I say this for sure? No... But I think the logic you posted above is a bit off compared with how people actually use the weapons.



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