Difference between revisions of "Accuracy 8 (Source)"

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(New page: #1 Encounter Distance Stage: Less than 64 Meters #2 Initiative Stage: Real time System (RTS) 1. Fastest Mouse Clicker 2. Faster Computer. Measured in ns (nanoseconds) from Mouse to proc...)
 
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Latest revision as of 15:53, 9 March 2009

  1. 1 Encounter Distance Stage: Less than 64 Meters
  1. 2 Initiative Stage: Real time System (RTS)

1. Fastest Mouse Clicker

2. Faster Computer. Measured in ns (nanoseconds) from Mouse to processor to NIC or modem. Should not matter unless you are really on a slow computer. Is this possible?

3. Faster Net Speed. Measured in ms (milliseconds). This should not matter unless Clicks were logged at same exact moment in time.

4. Faster Weapon. Measured in tenths of a second.

5. Faster Attack Maneuver. Measured in delay.


  1. 3 Chance to Hit Stage(A.K.A. Accuracy):


1. Variables


AccMod = Accuracy Modifiers based modifiers from Attachments and Skills.


DefMod = Defense Modifiers based on Ranged Defense or Melee Defense Attachments and Skills. This is primary defense.


AtkPosMod = Attackers Posture Modifiers based on Standing +0, Crouching +16, Prone +50, and Running -50


DefPosMod = Defenders Posture Modifiers based on Standing +0, Crouching -16 vs. ranged or +16 vs. melee, Prone -25 vs. Ranged or +25 vs. melee, Hmm, Running -25 Maybe


AtkStateMod = Attackers modifiers for being dizzy, stunned or blind. *


DefStateMod= Defenders modifiers for being dizzy, stunned, or blind. *


  • NOTE: Currently the numbers are not known at this time so I use -25 to Hit if Attacker has states applied and +25 if defender has states applied


RngAcc = Weapon Accuracy at a specified Range.


AimShot = Bonus from General Ranged Aiming Modifier


CovMod = Defense Modifiier for cover ability given to riflemen


AbilMod = Ability modifier depending on attack special ability chosen to perform**


    • NOTE: Currently these numbers are unknown


2. RngAcc Formula


@ Star Wars Wiki

RngAcc =

PointBlank(PB)Mod+[(Current-PB)/(Long-PB)] x (LongRangeMod – PBMod)


3. Current Formula from Star Wars Wiki


ToHit=[66+(AccMod-DefMod+RngAcc-DefPosMod+AimShot-CovMod***)/2

+AtkPosMod+AbilMod+AtkStateMod****+DefStateMod]


      • NOTE: I added cover modifiers into the formula where I felt they were appropriate
        • NOTE: I added Atk State Modifiers to this since it does seem to effect the to hit chance.


  1. 4 Secondary Defense Stage


% Chance to Dodge, Block, or Counterattack (Parry)


1. Type of 2nd defense depends on Weapon Held


a. Dodge: Pistols and Fencer Weapons


b. Block: Rifles and Pikemen Weapons


c. Parry: Carbines and Swordsmen Weapons


2. All characters start with 0.1% chance to dodge, block or parry


3. Each point of dodge, block, or parry adds 1% chance to perform these are increased by skills and attachments.


4. Dodge stacks with dodge, block stacks with block, and parry stacks with parry


  1. 5 Damage Determination Stage


1.Variables


DPS = Damage per Second


WepMin = Weapons minimum damage


WepMax = Weapons maximum damage


DamMod = Damage modifer based on special ability used


WepSpd = Speed of weapon


PlaySpd = Players Speed using type of weapon skills and skill. Each point is equal to 0.1 speed increase


Delay = Delay modifier of weapon used


2. Formulas


Speed= (WepSpd x Delay) x (100-PlaySpd)/100


Speed cannot be less than 1.0 seconds


DPS = [DamMod x (WepMin+WepMax)/2]/Speed


  1. 6 Damage Increase/Reduction Stage


Armor Piercing (AP) & Armor Factor


Normally


Not AP = 0

Light = 0.25 x DPS

Medium = 0.25 x DPS x 2

Heavy = 0.25 x DPS x 3


Light Armor Worn by Defender


Not AP = -(0.25 x DPS)

Light = 0

Medium = 0.25 x DPS

Heavy = 0.25 x DPS x 2


Medium Armor Worn by Defender


Not AP =-(0.25 x DPS x 2)

Light = -(0.25 x DPS)

Medium = 0

Heavy = 0.25 x DPS


Heavy Armor Worn by Defender


Not AP =-(0.25 x DPS x 3)

Light = -(0.25 x DPS x 2)

Medium = -(0.25 x DPS)

Heavy = 0


Damage Done this second = DPS + APArmorFactor


  1. 7 Armor Reduction Stage


Damage Applied to Armors Condition = Damage Done this second x % effectiveness for damage type


  1. 8 Applied Damage Stage


Damage Applied to Character = Damage Done this second – Damage Applied to Armor


The Specific HAM Bar that damage is applied is normally random unless the attacker uses a specific special ability


  1. 9 Damage Mitgation Stage


Total Damage Applied to Character =

Damage Applied to Character – (Damage Mitigation Point x 0.25 x Damage Applied)


  1. 10 Change of State Chance Stage


Stage that determines chance of chance of Bleeding, chance of Blind, chance of Delay, chance of Disease, chance of Dizzy, chance of Intimidate, chance of Knockdown, chance of Poison, and chance of Stun

These only take effects when certain special abilities are used


Chance = AtkStateMod-DefStateMod


The chance of applying state effects is determined by taking Attackers State Modifier +1% for each point of Skill in state effect or Skill Attachment minus Defenders defense versus state modifier the particular state effect -1% for each point of defenders skill or skill attachments



So Who has the advantage in each Step?


Step #1

Rifleman

Carbineer/BH/Commando

Pistoleer/Smuggler

Pikeman

Swordsmen

Fencer

TK


Step #2

Mouse Speed and maneuver Speed Dependent


Step #3

Weapon +

Attackers Posture compared to Defenders Posture+

Attackers State compared to Defenders State+

Attackers Accuracy with weapon type compared to Defenders Defense Modifier versus weapon type


Elite Combat Professions in Accuracy Order


Ranged


Riflemen

Carbineer

Bounty Hunter

Pistoleer

Commando

Smuggler


Melee


TK

Fencer

Pikemen

Swordsmen

Commando & Smuggler


Elite Combat Professions in Aiming Order


Ranged


Riflemen

Bounty Hunter

Carbineer

Commando


Elite Combat Professions in Defense Order


Ranged


Riflemen

Carbineer

Bounty Hunter

Commando

Pistoleer

Smuggler


Melee


Fencer

TK

Pikemen

Swordsmen

Commando

Smuggler


Step #4


Best Chance to get 2nd chance to avoid damage by professio

Pikeman with Pike Weapon equipped blocks

Fencers with Fence Weapon equipped & Pistoleers with Pistol equipped dodge

Carbineer with Carbine counters

Swordsman with sword counters

Rifleman with rifle blocks

TK Avoids


Step #5


Advantage goes to weapon with higher Armor Piercing Rating & DPS


Step #6


Advantage goes to Heavier Armor


Step #7


Advantage goes to Armor with highest protection versus the damage type


Step #8 None


Step #9


Character with higher mitigation toward the weapon type


Ranged Professions except smuggler reach +3 on ranged mitigation, Melee professions reach +3 on melee mitigation


Step #10


Dependent on special abilities of professions



So what does this tell me and maybe tell you?

That profession wise overall ability for ranged professions should be in the order of Riflemen, Bounty Hunter or Carbineer, Commando, Pistoleer, and then Smuggler. For melee professions the order should be Fencer, Teras Kasi, Pikemen, Swordmen, and then Commando & Smuggler.

Weapon speeds are normally in the order of TK, Fencer Weapons, Swords, Pikes for melee and Pistols, Carbines, Rifles, Heavy, Special Heavy and Grenades for ranged. Therefore to benefit by profession and weapon it would almost seem necessary to be a Carbineer or Bounty Hunter for ranged capability and a Teras Kasi or Fencer for melee ability.


Emperor_JD

A.K.A

Jo-vian Solaris of Ahazi

(Dirty Fighting Master Commndo, Bounty Hunter & Slicer)