Weaponsmith Archive
Thread: Weapon Accuracy
I see Speed reduction power-ups becoming very big sellers soon!!!!
Summerflame wrote:
C (this is actually Pistol B with a -21 accuracy -30.53% Speed powerup)
Speed 1.32
Damage 276-779
Accuracy Bonus -9
Wound 10.35%
DPS 436.97
SAC 117
Xiao-an wrote:
It's the opposite with me. I miss more with my higher acc weapon. So ya, I believe it's not even working.
I have noticed this also, but I might be just thinking that I SHOULD NEVER MISS with high accuracy and there is always a chance to miss I believe. And when you see that "MISS" above the target it seems even more noticable when maybe it isn't.
Message Edited by T-Y on 10-06-2005 06:54 AM
T-Y wrote:
I see Speed reduction power-ups becoming very big sellers soon!!!!
Summerflame wrote:
C (this is actually Pistol B with a -21 accuracy -30.53% Speed powerup)
Speed 1.32
Damage 276-779
Accuracy Bonus -9
Wound 10.35%
DPS 436.97
SAC 117
speed reduction powerup? lolz why would anyone buy one of those?
lol keefer are you kidding?
do you have any clue how much you can increase your damage output with a speed pup (and preferably a doc buff)
KeeferKman wrote:
T-Y wrote:
I see Speed reduction power-ups becoming very big sellers soon!!!!
Summerflame wrote:
C (this is actually Pistol B with a -21 accuracy -30.53% Speed powerup)
Speed 1.32
Damage 276-779
Accuracy Bonus -9
Wound 10.35%
DPS 436.97
SAC 117
speed reduction powerup? lolz why would anyone buy one of those?
T-Y wrote:
KeeferKman wrote:
T-Y wrote:
I see Speed reduction power-ups becoming very big sellers soon!!!!
Summerflame wrote:
C (this is actually Pistol B with a -21 accuracy -30.53% Speed powerup)
Speed 1.32
Damage 276-779
Accuracy Bonus -9
Wound 10.35%
DPS 436.97
SAC 117
speed reduction powerup? lolz why would anyone buy one of those?
Well, I consider that since it's a negativepercentage on the power-upsit is reducing the attack speed number. Whichwhen youadd it to a gun. Hey, guess what? The attack speed goes down!
So, when I add a -34.74% attack speed power-up on a -12% speed sliced gun my carbine is 882.26 dps and 0.83 spd carbine.
And if accuracy isn't working then the -46 accuracy from the power-up doesn't mean anything, although my gun as +51 accuracy so it's all good!
Ok, There has been a lengthy discussion on ranged and melee defenses last month or so. Basically to sum it up, ranged defense only works when the person being attacked is holding a ranged weapon and melee defense is used when the person being attacked is holding a melee weapon. In both cases, it was found that whichever weapon the person being attacked is holding, that defense will be used vs both ranged and melee attacks they take.
For example. Player A has 150 RD and 100 MD. When holding a pistol, Player A's defense against ranged attacks and melee attacks will be 150 (the 150 RD value). if Player A switches to a melee weapon, then Player A's defense against both ranged and melee attacks would be 100 (the 100 MD value).
With this being found out, it not only would affect the damage being given and taken, but the accuracy would also be affected also. Therefore, all the test need to be done over again taking this info into account. The hit to miss ratio should come out better now that you would know that difference in how the defense mods are currently working.
On a side note, in general, one thing that i have noticed since the start of this game. If a mod don't add to your skill sheet orto an already existing stat on the skill sheetthat you get from profession boxes,it don't work (terrain negotiation doesn't seem to follow this rule though, you can have no TN and put on TN BE clothes and get the bonus). If the skill sheet doesn't change when you equipped a stat (in this case accuracy), then you are not recieving the benefit from the equipped stat mod.
My guess why this is happening is from a programming point of view, the numbers displayed on the skill sheet are the exact numbers being calculated in their respective formulas. This means if your accuracy says 100 on the skill sheet, that number is nothing more than a temporary value that can be modified and because it can be modified at any point and time, it is placed in a variable, which is then placed in the accuracy formula and spits out a final result. The final result is then compared to the final result of the opponents final defense result and then another formula is yet again being calculated to give the true final result which in the end would determine how much damage you take or if you get hit at all.
So if the onscreen variable is not being modified by a stat (from clothing or a weapon), it's quite possible that the value you would expect to be used is not being used at all.
So if your skill sheet says 100 accuracy, that 100 value is what will be used in the accuracy formula. Now if youthenequip a rifle with an accuracy bonus of 50.....checking the skill sheet shows that the 50 accuracy did not get added to the 100 accuracy. Without knowing the above method the formula and how it may work, you would expect to have 150 accuracy at this point, but yet the skill sheet only shows 100 even though you have a weapon with 50 accuracy on it.
So what the end result will be is that accuracy don't work because it isn't even being registered in the formula.
my reason for believing this is how it works is because when you have an accuracy bonus of 50 on a weapon with no other mods, equip it and it makes absolutely no difference (or little if at all) difference. Yet when you equip a Feather FWG5, you'll get a 15 point accuracy bonus added to your skill sheet. The final result in combat will show a slight difference in hit/miss ratio and damage. The value will be so small though, that you'd have to probably do a test run around 200 - 500 shots or so to get the most accurate results.
Then in the end, the diminishing returns formula may or may not be affecting accuracy. If it is, then the better way to test accuracy would be with a CDEF pistol and both participants in the test should be low level (possible minimal or no skills at all, like mid level marksman or brawler).
Anyway, I have a pistol with -43 accuracy (from power up) and I hit my target the same amount of times and for the same damage as I do when it has +50 accuracy. So it is my conclussion, the bonus accuracy stat is either not working at all or is on it's own separate formula which is not affected by profession or normal weapon mod accuracy values.
THis is no surprise to me, Swg is full of non-working things or /bugs. speed, cooldowns, accuracy, crafting buffs, overloading sabers...etc.Where dothe devs even start the fixing? LOL
Message Edited by HardwiredXMan on 10-10-2005 04:17 PM
Message Edited by HardwiredXMan on 10-10-2005 04:19 PM
Actually the test I conducted was done with this knowledge in mind and the defenses show are the ones that would apply to the weapon carried, so the test is valied
HardwiredXMan wrote:
Ok, There has been a lengthy discussion on ranged and melee defenses last month or so. Basically to sum it up, ranged defense only works when the person being attacked is holding a ranged weapon and melee defense is used when the person being attacked is holding a melee weapon. In both cases, it was found that whichever weapon the person being attacked is holding, that defense will be used vs both ranged and melee attacks they take.
For example. Player A has 150 RD and 100 MD. When holding a pistol, Player A's defense against ranged attacks and melee attacks will be 150 (the 150 RD value). if Player A switches to a melee weapon, then Player A's defense against both ranged and melee attacks would be 100 (the 100 MD value).
With this being found out, it not only would affect the damage being given and taken, but the accuracy would also be affected also. Therefore, all the test need to be done over again taking this info into account. The hit to miss ratio should come out better now that you would know that difference in how the defense mods are currently working.
--cut--
which is why god gave us food/doc buffs. so long as your net action regen with ranged shot (repeated)> 0 you're gonna end up with a much higher damage output. as it is now i frequently use a -30% speed pup for a spd of .71 on my pistol, and without any buffs i still get positive regen.
Jeremiaya wrote:
T-Y wrote:
KeeferKman wrote:
T-Y wrote:
I see Speed reduction power-ups becoming very big sellers soon!!!!
Summerflame wrote:
C (this is actually Pistol B with a -21 accuracy -30.53% Speed powerup)
Speed 1.32
Damage 276-779
Accuracy Bonus -9
Wound 10.35%
DPS 436.97
SAC 117
speed reduction powerup? lolz why would anyone buy one of those?
Well, I consider that since it's a negativepercentage on the power-upsit is reducing the attack speed number. Whichwhen youadd it to a gun. Hey, guess what? The attack speed goes down!
So, when I add a -34.74% attack speed power-up on a -12% speed sliced gun my carbine is 882.26 dps and 0.83 spd carbine.
And if accuracy isn't working then the -46 accuracy from the power-up doesn't mean anything, although my gun as +51 accuracy so it's all good!
This is true on paper... but said as a true crafter...![]()
Speed power ups are a no-go due to the diminishing returns on action regen.
A weapon with 0.50 speed might give you a dps of 2000 but you're not going to hit for much with zero action.