Rifleman profession guide
- Automatic damage multiplier
- Weapon styles
- How mind shots work
- How conceal shot works
- Damage modifiers (armour piercing and armour resists)
- (Ranged) damage mitigation
- Sources
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
Style | Damage | Time cost | Mind usage | Comments |
---|---|---|---|---|
Head Shot1 | x1.5 | x1.5 | x4 | |
Head Shot2 | x2.5 | x1.75 | x5 | |
Head Shot3 | x3.0 | x2.0 | x7 | |
Mind Shot1 | x1.5 | x1.8 | x6 | DoT Bleed attack - (6 bleeds, 20 second tick) |
Mind Shot2 | x2.0 | x2.0 | x5 | DoT Bleed attack - (9 bleeds, 20 second tick) |
Conceal Shot | x2.5 | x3.0 | x5 | |
Flushing Shot1 | x2.0 | x2.1 | x5 | Stun + Raises posture |
Flushing Shot2 | x4.0 | x2.6 | x6 | (AE) Stun + Raises posture |
Flurry Shot1 | x2.5 | x2.0 | x5 | Dizzy |
Flurry Shot2 | x2.0 | x2.3 | x6 | (AE) Dizzy |
Strafe Shot1 | x2.0 | x2.0 | x5 | |
Strafe Shot2 | x5.0 | x3.5 | x6 | (AE) Clears cover + delay |
Startle Shot1 | x2.0 | x2.1 | x5 | |
Startle Shot2 | x4.0 | x2.6 | x6 | (AE) Raises posture (Broken?) |
Surprise Shot | x3.0 | x3.0 | x5 |
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-AR | 0% | 10% | 20% | 30% | 40% | 50% | 60% | 70% | 80% | 90% | 100% |
-3 | 25 | 23 | 20 | 18 | 15 | 13 | 10 | 8 | 5 | 3 | 0 |
-2 | 50 | 45 | 40 | 35 | 30 | 25 | 20 | 15 | 10 | 5 | 0 |
-1 | 100 | 90 | 80 | 70 | 60 | 50 | 40 | 30 | 20 | 10 | 0 |
0 | 200 | 180 | 160 | 140 | 120 | 100 | 80 | 60 | 40 | 20 | 0 |
1 | 250 | 220 | 200 | 175 | 150 | 125 | 100 | 75 | 50 | 25 | 0 |
2 | 313 | 281 | 250 | 219 | 188 | 156 | 125 | 94 | 63 | 31 | 0 |
3 | 391 | 352 | 313 | 273 | 234 | 195 | 156 | 117 | 78 | 39 | 0 |
(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
- Weapon Styles and Other Important Information
- What a Rifleman is - Strengths and Weaknesses 101
- Keldarin is reviewing AP
- Damage Mitigation/Damage Ranges
- A Discussion of Armor Piercing, with 3-part Harmony and Full Orchestration
- Advanced Armour Guide