Weaponsmith Archive

Thread: Rifle SAC DOES NOT need to be below 95!!!

Puttley
Wed Jul 20, 2005 7:53 am
#27

i stopped at 60 sec so there was a set time both types could be tested against - the fewer variables the better, also it jsut happened that the creature (kimo) retreated at exactly 60 sec of running after me. it also happened to be close to but not quite the limit of my action pool for using head/critical (think i lasted about 90 -100 sec when i checked it before running out of action properly).

the speed multipliers for each attach havn't appeared as yet...as i've seen - hence why i tried this test really. as i've said before theres no point using an attack that takes twice as long that does less than double the damage, especially when it usedtriple the action(its been found that ranged shotis always used as a base for combat)

Message Edited by Puttley on 07-20-2005 03:55 PM

Brainplay
Thu Jul 21, 2005 8:34 am
#28





now i see no reason why using ranged/placed over advanced/head is different for pvp, the attacks work the same, NPCs have the same access to attacks as players do now, the calculations are teh same to work out damage (apart from NPCs have no melee/range defence). to beat someone in pvp you have to do more damage to the opposition than they can heal for, while they do the same to you. so doing more damage during the time of the fight is a good thing, using less action whilst doing that increased damage is a good thing - more action to use for KDs or root?




The key to PvP is doing more damage in as short an amount of time possible to overwhelm their health pool in general and/or their healing resources available. Healing resources are both stims and their healing skills or those of their dedicated healer. The longer it takes to do damage the less often they have to heal and use up MIND pool points which regen slowly and the more often the timer to use stims resets. It also lets them do more damage you to instead of keeping them tied up with healing or just worrying in general.


Healing warm up and cool downs aren't as fast as you think and massing firepower on someone can make for a very deadly situation if they mess up.


I think everyone can related when I describe how much some hate having to multitask a ruby biel and stim in the middle of a fight.







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Puttley
Thu Jul 21, 2005 1:48 pm
#29

can't say this is the same for every type of attack - i only have access for testing of BH and rifleman attacks.
Bermag
Fri Jul 22, 2005 12:29 pm
#30







Brainplay wrote:




now i see no reason why using ranged/placed over advanced/head is different for pvp, the attacks work the same, NPCs have the same access to attacks as players do now, the calculations are teh same to work out damage (apart from NPCs have no melee/range defence). to beat someone in pvp you have to do more damage to the opposition than they can heal for, while they do the same to you. so doing more damage during the time of the fight is a good thing, using less action whilst doing that increased damage is a good thing - more action to use for KDs or root?




The key to PvP is doing more damage in as short an amount of time possible to overwhelm their health pool in general and/or their healing resources available. Healing resources are both stims and their healing skills or those of their dedicated healer. The longer it takes to do damage the less often they have to heal and use up MIND pool points which regen slowly and the more often the timer to use stims resets. It also lets them do more damage you to instead of keeping them tied up with healing or just worrying in general.


Healing warm up and cool downs aren't as fast as you think and massing firepower on someone can make for a very deadly situation if they mess up.


I think everyone can related when I describe how much some hate having to multitask a ruby biel and stim in the middle of a fight.








Yes, but if you do the same amount of damage or more in the same time (by doing more low damage attacks) then there is no advantage using the higher level specials. If Puttlley's tests are correct (if he for example had hit critical hits twice instead of cycling or any lag issues causing attacks not go off that can change the test result a lot). However when target get low on damage a harder hitting special might finish him off before he is able to heal. Also if you mix in other specials like KD etc that will affect the timers so you might not be able to continue ranged/placed shot with same frequency (might need to wait longer for cool down etc).


But there might be other things which cause these results.For example:


Ranged/placed shot might benefit more from a fast weapon speed than adv crit/headshot. There might be a delay on higher end specials that is less affected by weapon speed so a fast speed is not improved that much with those specials. By using a speed pup you would loose the benefits of increased damage from a damage pup (or lowered sac if using that pup).


Message Edited by Bermag on 07-22-2005 03:41 AM



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Nakahs
Sat Jul 23, 2005 7:57 am
#31

Im a MBH MRM and id say low sac is important if u use a high end (dam /speed capped) weapon, cause u can choose then to use a sac pup or a speed / dam one. If u have a weapon wih sac above 95 u will always need a sac pup just to use ure specials and not ranged placed all the time.

It is unlogical that when u have by tissues and exp pts a dam capped weapon and a speed slice of 12% (more speed doesnt take a real effect) that u dont want the weapon sac capped too by a low sac stock. then u always have the choise to use whatever pup u want...otherwise u will have a fixed high end weapon u always need sac pups if u not want to fire ranged/placed all the time.

But for people who dont have access to the good tissues it is anyway a chance to be competive against who have.



First Mandalorian on Infinity
Anarchicgorilla
Sat Jul 23, 2005 8:01 am
#32

Before you confuse everyone here is the very basic math using a 1000 (for easy math) max damage rifle.


ranged shot - 1x dmg/ 1 speed =1000 / 1 = 1000 dps for that shot


A.Critical(not counting a critical bonus)- 1.9x dmg/ 1.7 spd = 1900/ 1.7 = 1117.6 dps for that shot


I. Head - 1.8x dmg / 1.6 spd = 1800/1.6 = 1125 dps for that shot


No need to do the math with your modifiedspeed factor because it effects all them is same way, and as a constant it cancels out and can be ignored. (ie multipys by same # whether it is: 1 modified speed x 1 ranged or 1 modified speed x 1.7 critical, your speed still uses X 1 modified speed (assuming capped) to mulitply each special).


Parsimony - simplest explantation is the best explaination .biwan:


(exception is Advanced quick draw because it allows back to back shot with other special on a macro... however,not important for most rifleman)



" Wealth is the slave of a wise man. The master of a fool. "
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