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#16 Report | Quote[en] 

I am currently working on a test of the theory that getting *inside* a mob's preferred range reduces it's hitting probability. (i.e. with a najab -- getting into the 1-2 m range by ducking to the side and running underneath it and staying there.)

The difficulty is in staying inside the 5-6m "preferred range" so that there is a valid comparison to what happens if you just lay into them without using movement.

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Remembering Tyneetryk
Phaedreas Tears - 13 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#17 Report | Quote[en] 

((If you do melee, you can go on follow to the mob))

#18 Report | Quote[en] 

That won't give me the 1-2 meter range I want to maintain.

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Remembering Tyneetryk
Phaedreas Tears - 13 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#19 Report | Quote[en] 

Hm and some mobs tend to keep distance, some just try to have you in reach, some are more aggressive...

#20 Report | Quote[en] 

You might try with someone using root on the najab, it could work this way

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#21 Report | Quote[en] 

May I add a myth for busting? =D

Speed on bullets, some say they do not affect, but I never saw much of difference. Does anyone know better?

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#22 Report | Quote[en] 

True that the speed attribute on range ammo has no impact in range fight, at least according to my experience and everything I heard.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#23 Report | Quote[en] 

To the best of my knowledge, the only stats on ammo that have any noticeable effect are Damage and Weight. I have yet to see Speed or Range affected by different ammo recipes, but using a decent Ammo Jacket can reduce your encumbrance considerably.

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#24 Report | Quote[en] 

If ya look at the Crafting Ranges Module in Bunny Tools you can see what characteristics / numbers exist as a basis for all calculations related to ammo.

Durability: 0% Precraft = 100
Durability: 100% Precraft = 200

Lightness (Launcher): 0% Precraft = 20
Lightness (Launcher): 100% Precraft = 10

Damage (Launcher): 0% Precraft = 828
Damage (Launcher): 100% Precraft = 1,656

Speed (Launcher): 0% Precraft = 0
Speed (Launcher): 100% Precraft = 0

Range (Launcher): 0% Precraft = 0
Range (Launcher): 100% Precraft = 0

Game Data - These are the base numbers to which craft formulae are applied as well as my understanding as to how or if they apply.

Durability - I have pondered what possible effect might have but as yet nothing comes to mind. I mean it's not as if the bullet or shell might "wear out" traveling up to 60 meters. All ammo has a base Durability of 100.

Lightness - 100% precraft gives you minimum weight so these are inversely proportional. Autolauncher has min of 4.8 and a max of 9.6 . Launcher is 10.0 & 20.0. There's also data for Harpoons and Grenades which we haven't seen .... yet :)

Sap Load - Again, like Durability, not sure how this could possibly have any real effect in game but range is 0 - 2,500 for all ammo.

Speed - The Damage per Minute formula is based upon the Damage of the Ammo x the Speed of the Weapon.

Damage - Base Damage numbers for each weapon which serve as the variable in the formulae are

Pistol / Bowpistol = 0.625 / 1.250
Rifle / Bowrifle = 0.833 / 1.667
Autolauncher = 2.000 / 4.000
Launcher = 3.000 6.000
Harpoon = 1.000 / 2.000
Grenade = 1.000 / 2.000

Last edited by Fyrosfreddy (2 weeks ago)

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