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Friday Feature : Art of Combat

Lantern
(@lantern)
Illustrious Member Admin

The Art of Combat
Credited to Ackehece, Treena_Daal, and Auraboron
Auto Attack:

ctrl+click special to select an attack
once in combat that attack should cycle after you use it once
Auto Assist in Combat :

Target a group member who is currently engaged in combat
fire a special - it will hit your targeted group members target
Ending Combat:

Hit the [Escape Key] once to clear the combat queue, then hit the [Escape Key] a second time to end combat
Phases of action in an attack

Queued - Yellow outline around action in toolbar.

warm-up - yellow status bar below the toolbar, filling from left to right. Does not exist in all attacks. This is the phase that is supposed to be interruptable.

Execution - White outline around action in toolbar. No other actions can be executed.

Cool-down - Icon is grey and returning to normal state in a clockwise direction. This action cannot be used again until it has fully returned to normal color, all other actions can be executed.

Recovery and cooldown are instantaneous if the attack failed due to LOS/range/invalid target/etc.
Considering NPCs and Creatures :
Colors:
Grey - Too low - Minimal experience , not worth fighting
Green - A small amount of experience, will definitely be an easy fight
Blue - Ideal target, decent experience 1 on 1, but could be tough if there are 2 or more opponents.
White - Even Target 1 on 1; good fight.
Yellow - Dangerous fight; stronger than you, but you might win. Good luck!
Red - This opponent will easily smite you.
Purple - Certain death.
Target Icons:
Pointing Up - Higher con than you
Circle - Even con
Pointing Down - Lower con than you
Target Chevrons
One set of silver chevrons (angled brackets ) around a target's name means that the target is harder than usual and will usually require a group.
Two sets of gold chevrons around a target's name means that the target is much harder than usual and will require a large, well-balanced group.

DPS in the examine window:

The DPS listed in any of the weapon descriptions is just an estimate of the raw average damage divided by the weapon speed.

The modified DPS stat on a weapon only shows when you equip it, and it takes the base DPS, and adds the skill mods from your profession(s) as well as any attachments you may have.

The final DPS output of any player will be determined by a much wider variety of factors such as special move multipliers, accuracy & skill mods, etc, etc.

The actual damage being done will also be modified by the skill mods and armor ratings of the opponent.
Range Modifiers:

Since we no longer have min/mid/max range bonuses (because we no longer have min/mid/max range accuracy differences), we moved to one "general accuracy" value.

The "Accuracy" on a weapon should stack with your other accuracy modifiers (from skill mods, etc).

You will also notice we got rid of the "mid distance" stat all together. Weapons now only have min/max distances.

Pistols Range: 0 - 35m

Carbines General Range: 0 - 50m

Rifles General Range: 0 - 64m

Cybernetic arms can be attained that extend range for all weapons. One will give you +5, and the other will give you +10, together combined for a +15 increase in range on all of the above listed max range values.
How does accuracy work in the new system?

Accuracy does the following:

Determines probability of hitting the target.
If your accuracy is greater than defensive skills of your target, you do additional damage.
If your targets defense is greater than your accuracy, you will do less damage.

Level difference between the player and the PvE target also has an effect on hitting and damage done.
Weapon Certs

Weapon certs can now be tied to a combat level + a specific skill box + a specific race

So, all three of these scenarios could happen:

Weapon is certed to anyone with a combat level of at least X

Weapon is certed to anyone with a combat level of at least X AND have achieved Skill Box N

Weapon is certed to anyone with a combat level of at least X AND have achieved Skill Box N AND is of race K.

Most weapons currently fall into "1", some fall into "2" (mostly iconic and profression defining weapons) and very few (currently only bowcasters) fall into "3".

Weapon Certifications | as per Treena_Daal 5/19/05

Pistols:
CL 1 - CDEF Pistol
Cl 1 - CorSec CDEF Pistol
CL 6 - D18 Pistol
CL 7 - DL44 Pistol
CL 10 - Scout Blaster
CL 12 - DL44 Metal Pistol (Master Marksman)
CL 14 - Scatter Pistol (Novice Bounty Hunter)
CL 14 - Striker Pistol
CL 22 - DH17 Pistol
CL 22 - Jawa Ion Pistol
CL 30 - Geonosian Sonic Blaster
CL 30 - Tangle Pistol
CL 40 - Death-Hammer Pistol
CL 40 - Flare Pistol (Squad Leader: Strategy III)
CL 40 - Power5 Pistol
CL 40 - SR Combat Pistol
CL 50 - Flechette Pistol
CL 50 - Ion Stunner
CL 54 - Alliance Distruptor (Master Combat Medic)
CL 54 - DE-10 Pistol
CL 54 - Deathtrain D-50 (Master Pistoleer or Master BH)
CL 54 - DL44 XT Pistol
CL 54 - DX2 Pistol (Master Pistoleer)
CL 54 - FWG5 Pistol
CL 54 - High Capacity Scatter Pistol (Master Bounty Hunter)
CL 54 - Intimidator Pistol (Master Squad Leader)
CL 54 - Kashyyyk Stalker
CL 54 - KYD21 (Master Pistoleer)
CL 54 - Modified Republic Blaster (Master Pistoleer)
CL 54 - Renegade Pistol (Master Smuggler)
CL 54 - Trandoshan Suppressor (Master Pistoleer)
CL 54 - UR-G8

Carbines:
CL 1 - CDEF Carbine
CL 1 - CorSec CDEF Carbine
CL 6 - DH17 Carbine
CL 10 - DH17 Short Carbine
CL 14 - E11 Carbine
CL 22 - EE3 Carbine
CL 30 - Alliance Needler Carbine
CL 30 - Geonosian Sonic Carbine
CL 40 - Bothan Bola Carbine
CL 40 - DXR6 Carbine (Also requires Heavy Incenidary Weapons III)
CL 50 - Czerka Dart Carbine (Bounty Hunter Carbines IV)
CL 50 - Laser Carbine
CL 50 - Nym's Slugthrower Carbine
CL 54 - DC15 Carbine
CL 54 - E5 Carbine (Master Squad Leader)
CL 54 - E11 Mark II Carbine (Master Carbineer)
Cl 54 - Elite Carbine
CL 54 - Proton Carbine (Master Bounty Hunter)

Rifles:
CL 1 - CDEF Rifle
CL 6 - DLT20 Rifle
CL 7 - DLT20a Rifle
CL 10 - SG82 Rifle
CL 14 - Lightning Rifle
CL 14 - Spraystick (Master Rifleman)
CL 22 - E11 Rifle
CL 22 - Heavy Acid Rifle (Heavy Acid Weapons I)
CL 30 - Beam Rifle
CL 30 - Massassi Ink Rifle
CL 40 - Berserker Rifle
CL 40 - Light Laser Rifle
CL 40 - Tenloss DXR-6b Rifle (Novice Rifleman)
CL 40 - Tusken Rifle (Master Commando, reportedly bugged)
CL 50 - Explosive Shell Sniper Rifle
CL 50 - Jawa Ion Rifle
CL 50 - LD-1 Rifle
CL 54 - Advanced Laser Rifle
CL 54 - DC15 Rifle
CL 54 - Proton Rifle
Cl 54 - T21 Rifle

Heavy Weapons:
CL 1 - C12 Fragmentation Grenade
CL 14 - Fragmentation Grenade (Novice Commando)
CL 14 - Laucher Pistol (Novice Commando)
CL 22 - Cryoban Grenade (Commando: Explosives I)
CL 22 - Rocket Launcher (Commando: Heavy Incenidary Weapons I)
CL 30 - Glop Grenade (Commando: Explosives II)
CL 30 - Heavy Particle Beam Cannon (Commando: Heavy Beam Weapons II)
CL 30 - Light Lightning Canon (Novice Bounty Hunter)
CL 30 - Zicx Bug Bomb (Commando: Explosives II)
CL 40 - Acid Stream Launcher (Commando: Heavy Acid Weapons III)
CL 40 - Flame Thrower (Commando: Heavy Incenidary Weapons III)
CL 40 - Imperial Detonator (Commando: Explosives III)
CL 50 - Lightning Beam Cannon (Commando: Heavy Weapons IV)
CL 50 - Thermal Detonator (Commando: Explosives IV)
CL 54 - Plasma Flame Thrower (Master Commando)

Bowcasters (Wookiees only):
CL 1 - Light Bowcaster
CL 10 - Recon Bowcaster
CL 54 - Assault Bowcaster

Melee Weapons:
CL 1 - Axe
CL 1 - Donkuwa Knife
CL 1 - Junta Knife
CL 1 - Stone Knife
CL 1 - Survival Knife
CL 1 - Wood Staff
CL 6 - Gammorean Battleaxe
CL 6 - Janta Staff
CL 6 - Reinforced Combat Staff
CL 6 - Sword
CL 6 - Two-Handed Axe
CL 7 - Metal Staff
CL 10 - Two-Handed Cleaver
CL 10 - Jagged Vibroblade
CL 10 - Vibroblade
CL 12 - Grooved Two-Handed Sword
CL 12 - Two-Handed Curved Sword
CL 14 - Curved Sword
CL 14 - Gaderffi Baton
CL 14 - Lance
CL 14 - Massassi Knuckler
CL 14 - Vibro Knuckler (Teras Kasi Novice)
CL 22 - Kaminoan Lance
CL 22 - Nyax Sword
CL 22 - Rantok Sword
CL 22 - Two-Handed Kashyyyk Sword
CL 30 - Black Sun Executioner's Hack
CL 30 - Cryo Lance
CL 30 - Junti Mace Sword
CL 30 - Marauder Sword
CL 30 - Nightsister Lance
CL 30 - Shock Lance
CL 40 - Blaster Fist
CL 40 - Electric Polearm
CL 40 - Curved Nyax Sword
CL 40 - Long Vibro Axe
CL 40 - Razor Fist (Teras Kasi Master)
CL 50 - Kashyyyk Bladestick
CL 50 - Massassi Sword
CL 50 - Scythe Blade (Swordsman: Sword Finesse IV)
CL 50 - Two-Handed Sith Sword
CL 54 - Acid Sword
CL 54 - Massassi Lance (ALSO requires Master Pikeman) b>
CL 54 - Power Hammer (Master Swordsman)
CL 54 - Stun Baton (Master Fencer)
CL 54 - Vibro Lance
Weapon Speed

On average...

0->25 speed -- 2s -> 1.7s (-15%, -.6%/speed )
25->50 speed -- 1.7s -> 1.5s (-25%, -.4%/speed)
50->75 speed -- 1.5s -> 1.35s (-32.5%, -.3%/speed)
75->100 speed -- 1.35s -> 1.25s (-37.5%, -.2%/speed)
100->125 speed -- 1.25s -> 1.2s (-40%, -.1%/speed)

(this means that a +25 speed tape adds approximately 4% to your over all speed)

Warmups and cool downs also effect total speed and weapon speed does as well. Basically the new formula is well complex and this chart simplifies it. It is not entirely accurate and should be used only as a basic guide line.

actual formula - accurate for all weapons

y = weapon speed
x = player speed mod
y = {- 6.91935E-08x^3 + 3.71633E-05x^2 - 6.75155E-03x +1} *original weapon speed
Armor Values | as per Brutus_Krylop

armor value / actual percent damage reduction

1000 = 10.5%
2000 = 20.0%
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0%
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60%

Specifically 60 * (AR/10000) + (((10000-AR)/10000) * (AR/200))

Have Fun

Quote
Topic starter Posted : 04/07/2005 8:58 pm