Weaponsmith Archive

Thread: DPS vs. SAC ?

Muzz
Thu May 12, 2005 12:43 pm
#14

I think the 'smarter' (for want of a better phrase) players in certain profs are now starting to realise that SAC can be more important. I had a /t the other day from a player who needed a low SAC T-21. He had bought one with SAC 135 and found that, in his words, 'it was virtually unuseable with specials'. I crafted him one with only 10dps less but SAC of 105. It makes a big difference in longer fights, infact with the extra specials he can use the low SAC T-21 is, in reality, doing higher DPS.

Message Edited by Muzz on 05-12-2005 08:44 AM



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boceifus2000
Thu May 12, 2005 6:53 pm
#15






bobbybear wrote:





boceifus2000 wrote:

Specials in the CU arent ment to be "spammed" they are meant for tatical decisions on when to use them. Some cost more, some cost less, depending on the ability. Specils are designed to be use at different intervals in a fight. People are still trying to fight the old way under the new system and are finding themselves out of action a lot because they are spamming.


I am finding that my sales of very accurate weapons are doing REAL well. My advanced weapons have accuracy bonuses of +19 with my current scopes. On my server I have not seen many others do this, everything right now is so focused on DPS and overall damage, but I think people will come around to more accuracy.


What good is all that DPS and over all dmg if you can't hit your traget worth a crap?





I am not sure that the part about some specials costing more and some less is correct. I might be very wrong but isnt that the point of the sac? the sac is the cost for any special and it only changes based on the weapon and not on the special?? And we are not spamming the same special over and over, its one special on one timer, then a different special on another timer, etc. and of course you are going to spam them or else you are just standing there waiting while you could be shooting.





I have noticed that critical shot uses a lot more action than disarming shot, same with other shots, i don't know if this is a bug or intended.


You are correct to a certian point. You need to set up a low cost special as your auto attack, then chose what attacks you want to do from there. Your auto attack is continously causing damage while you choose your next move. Spamming them down to 0 action is kinda dumb because your not going to kill the mob that fast anyway, and what if you get an add? You've got nothing left to fight with and have no action to burst run. Your still trying to play the old system on buffs.





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bobbybear
Thu May 12, 2005 7:31 pm
#16

is there any way to determine how much a particular special will cost then?





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CorenLanra
Thu May 12, 2005 9:38 pm
#17



Sidalo wrote:

I have tended to Max out Speed first on Sucomponents, then leftover on AC

Then making the weapon Maxing out Damage first, then leftover on AC

This gives me a good mixture or Speed from the Subcomponents, Damage from the Weapon and AC from both.
I have found that the damage experimentation doesnt have as much effect as the speed experimentation on components





I have been doing this as well, but when a customer is wanting DPS on a custom weapon I put extra on speed after damage is maxxed on the final combine.



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jason67
Fri May 13, 2005 12:06 am
#18

I mainly do custom crafting. but let me share my thoughts on a few areas here.



1 - if your selling via a vendor for mass market, then I would suggest DPS as your key feature as most players are still looking for high DPS.


2 - for personal use it's all about the SAC for me. I use a DL44 XT pistol that is 260dps / 66 SAC / +17 accuracy. I can easily outdamage most other players who are using 90+ SAC weapons even at 300+ DPS because they get very few specials before they are out of action. In fact I crafted a scatter that was 347 DPS and like 92 SAC, and sold it because my action drained too fast while using it.


3 - I haven't done any official testing but it would appear to me that certain specials use more SAC than others, so I imagine there is a multiplier in there somewhere.





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fabkins
Mon May 16, 2005 10:51 pm
#19

Here is what I wrote in another post:


Ok, here we go, I will throw a spanner in the works.


Ive just made a weapon with what is close to the Max base DPS for its class as a guess. A DL44 XT with Base DPS of 360. Damage is just about Maxed at 942 and speed is need at 1.79. But......you will all ask.... what about the Action cost ?


Well, its high, at 117. If you were to use it you will never get the benefit of the DPS because 1) action will drain so you wont be firing that quick 2) You speed probably doesnt make that much difference.


But that actually ok!!! - READ ON


How, why ??? Because, it is designed to be used with a powerup. The power ups add %29 damage but slow the thing down by 17%.


So I think the weapon will balance itself out to give true gain in DPS by transfering the speed into pure damage. Without a decrease in speed the action hit wont be so profound and probably sustainable with chemicals/buffs.




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Rabenschwinge
Tue May 17, 2005 3:52 am
#20

I haven't tried high end combat yet (level 90 and above) but in all fields of combat I have fought yet it really didn't matter how much action I draw. Simply because the enemy is dead before action action runs out. That might be different in solo combat, but, while I hardly ever soloed before cu, I never solo now.
The same goes for PvP... you might need low action cost in a duel but not in a battle.




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