[an error occurred while processing this directive]

Rifleman profession guide

Automatic damage multiplier

The formula for damage is:
base_shot_damage * 1.5 * style_damage_multiplier

For some reason, when you execute any shot, the damage that comes out of your weapon is automatically increased by 50%.

Notice that all weapons have an "Armor Piercing" (AP) value and all targets have an "Armor Resist" (AR) value. The actual damage above is modified (either UP or DOWN) depending on:

  • The AP of your weapon: Is it more or less than the AR of the target?
  • The AR of the target
  • The Vulnerabilities of the target

The Combat Window shows the raw unadjusted number before AR and resists.

Example: Laser Rifle with Minimum damage 60 and Maximum damage 460

Firing FlushingShot2s, which have a damage multiplier of 4.0:
Minimum enhanced damage would be:  60  * 1.5  *  4.0  = 360
Average enhanced damage would be:  260 * 1.5  *  4.0  = 1560
Maximum enhanced damage would be:  460 * 1.5  *  4.0  = 2760

How to determine your rifle's Current Rate of Fire

The formula for speed is:
(weapon_speed * shotpenalty * ((100 - your_rifle_speed_modifier) * .01)

Currently, the time cap (lowest possible speed) is 1.0 seconds. So if your calculated rifle speed is less than one second, it should fire at one second intervals and no faster.

Example: Laser rifle with speed 5.2

Normal Attack Speed (without firing any specials):
If your speed modifier is +40, then actual speed =  5.2  *  ((100 - 40) * .01) = 3.12 seconds
If your speed modifier is +65, then actual speed =  5.2  *  ((100 - 65) * .01) = 1.82 seconds

Firing HeadShot2s, which have a time penalty of 1.75:
If your speed modifier is +40, then actual speed  =  5.2  *  1.75  * ((100 - 40) * .01) = 5.46
If your speed modifier is +65, then actual speed  =  5.2  *  1.75  * ((100 - 65) * .01) = 3.1

Weapon styles

Note: DoT = "Damage over Time", AE = "Area of Effect" (multiple targets), DoT attacks ignore armour and resists

StyleDamageTime costMind usageComments
Head Shot1x1.5x1.5x4
Head Shot2x2.5x1.75x5
Head Shot3x3.0x2.0x7
Mind Shot1x1.5x1.8x6DoT Bleed attack - (6 bleeds, 20 second tick)
Mind Shot2x2.0x2.0x5DoT Bleed attack - (9 bleeds, 20 second tick)
Conceal Shotx2.5x3.0x5
Flushing Shot1x2.0x2.1x5Stun + Raises posture
Flushing Shot2x4.0x2.6x6(AE) Stun + Raises posture
Flurry Shot1x2.5x2.0x5Dizzy
Flurry Shot2x2.0x2.3x6(AE) Dizzy
Strafe Shot1x2.0x2.0x5
Strafe Shot2x5.0x3.5x6(AE) Clears cover + delay
Startle Shot1x2.0x2.1x5
Startle Shot2x4.0x2.6x6(AE) Raises posture (Broken?)
Surprise Shotx3.0x3.0x5

How Mindshots Work

Here is how Mindshots work. This is an imaginary sequence of events that should accurately reflect what will happen in SWG. In this example, the following rules apply:

00 seconds: you fire first MS2 and hit for 900 pts.
NO DAMAGE OCCURS ON THIS SHOT. Creatures HAM bars do not change.
04 seconds: you fire first MS1 and hit for 522 pts.
NO DAMAGE OCCURS ON THIS SHOT. Creatures HAM bars do not change.
20 seconds: first bleed (or "tick") of your MS2 occurs
Creature loses -900 Mind.
24 seconds: first bleed (or "tick") of your MS1 occurs
Creature loses -522 Mind.
30 seconds: you fire a second MS2, hit for 855 pts.
This shot is IGNORED because new value is LESS than original MS2 of 900.
35 seconds: you fire a second MS1 and hit for 711 pts.
This shot REPLACES the first MS1 because the damage is greater than 522.
NO damage occurs to creature with this new shot.
40 seconds: second bleed from original MS2 occurs
Creature loses another -900 mind.
55 seconds: first bleed from SECOND MS1 occurs.
Creature loses -711 pts. mind.

How Conceal shot works

Normally, if a target is unaware of you, you can shoot it 2 or 3 times, depending on your posture) before it automatically responds to your attack. If it is aware of you, it will usually immediately respond on your first attack.

All Concealshot does (and that is a big "All" actually) is prevent the target from becoming aware of you because of the attack. Thus, it will not autorespond to your attack unless it detects you by some other means. For instance, if you miss twice, the target will become aware of you and attack. If it wanders closer than 40 meters to you and you fire, it will likely detect you and attack. If it had previously aggroed on you or is already in combat with you, it the shot will not prevent a response.

Thus, you will typically, get into range or just outside of range, go prone and do whatever distance adjustments that are necessary (i.e., crawl to where you want to attack from), then start firing with Concealshot. If the target was not previously aware of you (i.e., had attacked you before) and it does not wander too close or you do not miss twice, you can keep firing until the target is dead and never have it enter into combat with you.

In addition the above possible problems, the target can also wander out of range, because even though it does not become aware of you, it will stir a bit more than if you were not shooting it. So sometimes you have to go peace then move back into range. This can be minimized by finding a firing point that is perpendicular to its line of movement so that it is moving right to left (left to right) instead of towards and away from you.

Note that this does not work well against players as players will be aware that they are being hit and can determine where the attack is coming from with the combat log.

Damage modifiers (armour piercing and armour resists)

Base Damage of 200.
Armour Resistance
AP-AR0%10%20%30%40%50%60%70%80%90%100%
-3252320181513108530
-250454035302520151050
-11009080706050403020100
0200180160140120100806040200
12502202001751501251007550250
23132812502191881561259463310
339135231327323419515611778390

(Ranged) damage mitigation

Damage mitigation doesn't reduce the TOTAL damage done to you -- it reduces the RANGE of damage that can be done to you. Here's the breakdown:

  • Level 1 damage mitigation limits damage to 80% of the range (20% reduction)
  • Level 2 damage mitigation limits damage to 60% of the range (40% reduction)
  • Level 3 damage mitigation limits damage to 40% of the range (60% reduction)

Damage mitigation works in both PvE and PvP, and it's a passive ability -- you don't have to activate it.

Example: SR Combat: 80-140 damage range

The SR's range is 60 (140 minus 80 = 60)
Ranged Damage Mitigation 3 reduces this by 60%, to 24.  
The minimum damage is NOT effected, just the range, so the range is now 80-104.

Example: Uber Krayt FWG5: 45-425 damage range

The Krayt's range is 380 (425 minus 45 = 380)
Ranged Damage Mitigation 3 reduces this by 60%, to 142.
The minimum damage is NOT effected, just the range, so the range is now 45-197.

Sources