Weaponsmith Archive

Thread: Weapon Accuracy

Tatbounty
Wed Sep 28, 2005 7:36 pm
#27

i have +61 acc bonus on alr..see absolutely no difference in my hit miss ratio..basically does same against bad guys as an alr with 17 acc bonus..doesn't work and getting a rifle made with them to use now is waste of money...unless it's investment for down the road in case it's fixed....gonna keep my 61 acc rifle..lol



Cypp Darkstar Elder Bounty Hunter
Stryykir Jedi
GrooperNugent
Thu Sep 29, 2005 12:01 am
#28

I tried to get the largest spread of accy i could because I too suspected a larger N would be needed, and I was just kinda using what I had onhand. But Man, you should have seen my MDoc healing trying to keep up with the damage that enhanced ALR was doing with ranged shot. Maybe I'll reposition myself as the guy to go to when you want to kill doctors....wait...that kinda sounds bad...*looks around for the FBI/ATF*



Grooper/LEEROY
*Fishstick* Weapons
-1656, 4483 Babylon, Dantooine Mining Outpost
T-Y
Wed Oct 05, 2005 7:06 pm
#29






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




I see Speed reduction power-ups becoming very big sellers soon!!!!



--------------------------------------------------------
WANDERHOME Server
TYREE - 12-point Weaponsmith
AEGIS Weapons -1050, 2485 Dantooine, MO
--------------------------------------------------------
T-Y
Wed Oct 05, 2005 7:09 pm
#30







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



--------------------------------------------------------
WANDERHOME Server
TYREE - 12-point Weaponsmith
AEGIS Weapons -1050, 2485 Dantooine, MO
--------------------------------------------------------
KeeferKman
Thu Oct 06, 2005 10:33 am
#31

This freakin blows...is there NO QA testing whatsoever coming from the side of the Programmers/Devs/Management?


I just can't understand the extent of the questionable items or even those that have been proven useless...and all the time I personally, as have many others, spent just to IDENTIFY various problems.


Does someone at the "corporate office" care to produce a quality product? Is there not a certain amount of pride and professionalism inherent in the staff andtheir management?


My company, primarily myself in charge of these types of things, would never ignore such feedback as this.. and would immediately put together a task force to compile the key items that are or may be broken. This would get fixed in short order, as I would be ashamed professionally to not do so.


/shrug





No Gaming Enjoyment
KeeferKman
Thu Oct 06, 2005 10:35 am
#32






T-Y wrote:






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




I see Speed reduction power-ups becoming very big sellers soon!!!!





speed reduction powerup? lolz why would anyone buy one of those?










No Gaming Enjoyment
BloodMonk
Thu Oct 06, 2005 11:07 am
#33

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)





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T-Y
Thu Oct 06, 2005 8:34 pm
#34






KeeferKman wrote:





T-Y wrote:






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




I see Speed reduction power-ups becoming very big sellers soon!!!!





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!



--------------------------------------------------------
WANDERHOME Server
TYREE - 12-point Weaponsmith
AEGIS Weapons -1050, 2485 Dantooine, MO
--------------------------------------------------------
Jeremiaya
Fri Oct 07, 2005 2:58 pm
#35






T-Y wrote:





KeeferKman wrote:





T-Y wrote:






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




I see Speed reduction power-ups becoming very big sellers soon!!!!





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.



Jeremaiya Qu'ool | TheRealElvis | Lushious Qu'ool

_______________________
_________


GUARDIANS OF LOK


________________________________

ELVIS
Weapons & Armour- Returning with the Trader Revamp... Soon


HardwiredXMan
Mon Oct 10, 2005 1:12 pm
#36






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

Summerflame
Mon Oct 10, 2005 1:35 pm
#37






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--




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




----------[N*W]Weaponry (+2 and FS)----------
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DiscoChild
Tue Oct 11, 2005 12:25 am
#38






Jeremiaya wrote:





T-Y wrote:





KeeferKman wrote:





T-Y wrote:






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




I see Speed reduction power-ups becoming very big sellers soon!!!!





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.




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.



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ShugFlurry
Tue Oct 11, 2005 12:47 am
#39

I still prefer a 1.03 mod speed w/o doc buff pistol. Damage p/up'd, I hit 4 times in 4 seconds after the p/up wore off, otherwise on the whole I shoot body shot 1 second after crit, and do about 8 shots every 10 seconds.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
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