Weaponsmith Archive
Thread: Well after a lot of testing. Base DPS means nothing. Read inside.
Ipseck wrote:
I haven't really had any time to do any hard testing on accuracy, I just know what the tendancies are - those being the higher the accuracy, the higher the damage. There's a direct correlation.
And with reguards to weaponsmithing - The short answer is: you shouldn't be looking at any one thing in particular. You should be looking at the big picture. If you ignore any one aspect of your weapon it'll relegate it to a 2nd rate piece of equipment. Accurcay, Speed, Damage and Special Action Cost are all extremely important, and the art is finding how to maximize weapon use through higher damage with a longer use potential.
Message Edited by Ipseck on 05-23-2005 04:17 PM
I think most WS know that. It's just that as far as customers are concerned the DPS statis a good indicator when it comes to buying factory produced weapons. It's therefor marketing purposes. And due to most factory run weapons being crafted by maxing speed on components and damage on the final weapon it's a pretty good guide for them.
I think we'll see Accuracy being requested more when crafting custom orders after respec has finished and people are settled (or stuck) in the prof they ended up with and they get to know the intricacies.
Also, don't forget with the gates out the window I was actually able to experiment my Featherweight FWG5s higher than my normal FWG5s
Ipseck wrote:And with reguards to weaponsmithing - The short answer is: you shouldn't be looking at any one thing in particular. You should be looking at the big picture. If you ignore any one aspect of your weapon it'll relegate it to a 2nd rate piece of equipment. Accurcay, Speed, Damage and Special Action Cost are all extremely important, and the art is finding how to maximize weapon use through higher damage with a longer use potential.
Agreed.
The problem is that each customer is different and has different needs. When I make a custom weapon, I rely on their input to make what they want. In the absence of that input, I make the best balanced weapon that I can. While one customer might view my balancing as second-rate, another might disagree due to his character template.
In any case, experimentation is a lot more challanging now than it was before the CU.
Ok using that Bloodfin.org template builder, I have come to a conclusion. Everything that we have been talking about matters. How it affects weaponsmiths is dependant on how our customers template is built. It all depends on their skill mods/tapes/clothing as to how they may want a weapon built.
I think the biggest thing that we need to know is when those diminishing returns kick in as to avoid sticking points in there. I was messing around with a MBH/MPistols/MMarksman/Accuracy Tree for Carbines and came out with general ranged accuracy of 215. Not including mods or weapons.
I think the big old deal here is that it is beneficial to get two Elite melee or ranged professions with the corrensponding basic profession to max out skills. This stacking is how it works. So, depending on what you want to stack, or may be deficient in, you get the weapon for what you need. So if you don't need general ranged accuracy but need speed, put points into speed. This is how weapons benefit the customer.
Ballzonya
-Flurry-
GhostInAShell wrote:
[quote]there is no hard speed cap - its a diminishing returns formula - meaning the more you get, the less you'll notice the change. Take a look at one of my first posts - 1.86 speed pistol mbh/msmugg template (1.3 modified speed w/o skillmod clothes/1.1 speed w/ skill mod clothes). There was a real difference in how often I was attacking, but it didn't become evident till analyzing samples of around 10 or more.[/quote]
Try it with some combat speed foods some time, and throw on a speed Pup for good measure. You'll see what I'm talking about. No matter how fast your recharge timer on your specials goes, they WILL NOT fire faster than a certain speed. I don't know how to timestamp it yet, but I've noticed that at that point, creatures always hit at a set rate vs. my attacks in the combat damage report. Furthermore, there is a very noticable delay between the Special Action timer and it actually firing of the next command when you hit that speed.
That is interesting. This will save at least 1 point to experiment elsewhere. Someone said that 2.0 speed is the metric and you cannot fire any quicker? Well, what if you experimented your subs to make a weapon that hit 2.0taking all of yourskill mods into effect? Then if you are at the point of diminishing returns, you can put your points elsewhere. And ultimately choose your foods/spices/buffs based upon your weapon and be more efficient.
Hard data on this would be good.
Vade_WS wrote:
I don't have any hard data to share right now, but I've noticed that trying to experiment over 90% on any stat (except maybe SAC) has limited gains.
Apologies for beating a dead horse (though I’m just following the lead) if you all haven’t already please take time to carefully read the link below then re-evaluate all that you have been discussing. Accuracy Does modify damage done, min does always get taken into account and there is a max and min damage capbefore multipliers based on your weapon – ie vs layers – hitting max damage
After the excel sheet by staveeno lays all your issues to rest about the labelling issue of DPS I think all you need look at for checking if a weapon is good or notis the predicted damage from a basic ranged or melee hit. that then can be used along with your weapons estimated modified speed (whether its a problem itsbelow 2s or not is now the only issue)
The only issue still to resolve is the problem of warm-up and cooldown with relation to your modified speed of your weapon. So far through this post there has been no sign of testing of speed (from lack of info – that this excel sheet now fills). All we can do is devise a way to test the speed of each attack in terms of warm up/cooldown. We still may find that below 2s mod weapon speed is no help but in all the data and testing I’ve seen the numbers have rarely if ever just “capped”. I feel its all in terms of investment – 3 pts of exp in crafting put to speed might lower the warmup and cooldowns by a few second ever 20 shots? But this extra shot evey 20 might be the one that pushes your action use over the limit (but gives you the extra 2000pts to finish off your target
http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=295071
Message Edited by Puttley on 07-13-2005 05:04 PM
i had 3 speeds from different powerups:
1) 0.93 modified weapon speed
hit 38 times in 61 sec
= 1.61 seconds/shot
2) 1.37 modified weapon speed
hit 35 times in 61 sec
= 1.74 seconds/shot
3) 1.52 modified weapon speed
hit 32 times iun 62 sec
= 1.94 seconds/shot
these figures are an avarage of several runs for each different speed. the only difference beween each different speed was the powerup used (or lack of).
note also that there was a noticable difference between cooldown timers with test 1) compaired to test 3) in ALL attacks.
conclusion:
DPS does matter. (as tests above show, but not in a direct way to the DPS listed on the weapon)
action does matter. (the fun one here is wheather shots like advanced critical do more damage/sec than ranged. adv. crit high dam but long cooldown. ranged shot low damage but short cooldown....ps tested ranged & placed VS adv crit & headshot and ranged/placed is better to use for damage output overtime!!!!)
max damage does matter. (Check the guide linked above)
min damage does matter. (Check the guide linked above)
accuracy does matter. (Check the guide linked above)
sac does matter (this test was difficult to do for high sac draining attacks)
When I was fighting Level 289 DJM's with my rifle, the only stat I cared about was minimum damage because of the MIN-MAX caps in relations to accuracy and CL levels.
Speed really didn't matter much, My rifle speed is +182, (MRifle, MPistol, MMarksman, FS General Ranged Speed)
ok, little bit of testing with some attacks - timing lenght of combat and then the number of attacks done in that time - i have a rough forumula for a "real - time" dps.
Message Edited by Puttley on 07-15-2005 01:52 PM