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Thread: Some aimed shot testing.

  1. #1

    Some aimed shot testing.

    I got bored, and decided to do some testing with aimed shot multipliers, since that question comes up a lot.

    Weapon used was:

    Over-tuned Timmy Gun
    Dmg: 100-100(100)

    I modified my equipment to make crits from the Timmy gun do exactly 1000 damage. Regular hits were 556, so no confusing regular hits with crits when adding multipliers. Test subjects were bartenders ranging from level 180 to 200. I chose bartenders over backyard mobs, because I wanted to see how much aimed shot skill affected crits, and it did to a surprising extent:

    Out of 206 aimed shots, 200 were crits. (Stopped at 200 to get pretty percentages.). When firing regular shots at a level 200 bartender around 25% were critical hits.

    Anyway, the results:

    3000 25.5%
    4000 20%
    5000 12%
    6000 6%
    7000 7.5%
    8000 5.5%
    9000 2%
    10000 3.5%
    10500 4%
    11000 2%
    11500 0.5%
    11750 0.5%
    12000 1.5%
    12250 1.5%
    12500 1%
    12750 2%
    13000 5%

    First column is aimed shot damage, and the second is the percentage of total aimed shots with this damage. 200 aimed shots isn't really enough to get statistical significance I suppose, but a few things I can read out of this are:

    - Aimed shot damage seems to be halved between 10000 and 11500, and 1/4 between 11500 and 13000. Can't say this for sure, but I'm not willing to keep trying to get a 10250, 10750 or 11250 aimed shot to see if I'm wrong.

    - My lowest multiplier (x3) was the most frequent followed by x4 and x5. The distribution seems to go flat towards the higher multipliers, though, so your chance of getting x20 if that is unlocked, might be almost as high as getting x10.

    My aimed shot skill during these tests was 2226 and my level 216. With this I could probably get more than a x19 multiplier, which would explain the amount of 13k aimed shots. Oh, and no mocking the AS skill, please, I had to take off a lot of equipment to get exatly 1k crits
    Last edited by Sikozu; May 11th, 2006 at 17:18:41.

  2. #2
    thanks for the effort! nice statistic you did there! i think 200 is okay to draw some conclusions

    ...just fed exel with it:

    once with predefined ranges:
    http://img19.imageshack.us/img19/846...agramm10zw.jpg

    once with absolute numbers, although i think it's not...right to do it this way.
    http://img101.imageshack.us/img101/6...agramm27en.jpg

    black line is a tendency line.
    Last edited by Slyth; May 11th, 2006 at 16:13:00.

  3. #3
    Wow! This is one to save and upload to my new ao info site when its done.. And i say when its been down for 5 months now
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  4. #4
    Thank you Slyth. Don't have Excel or similar installed here, so I couldn't do much with the numbers. By the way, the distribution of multipliers is more interesting, in my opinion, than distribution of damage since most of the higher ones will be 13k anyway with a decent weapon... so the damage should be replaced by:

    3000 = x3
    4000 = x4
    5000 = x5
    6000 = x6
    7000 = x7
    8000 = x8
    9000 = x9
    10000=x10
    10500=x11
    11000=x12
    11500=x13
    11750=x14
    12000=x15
    12250=x16
    12500=x17
    12725=x18
    13000=x19+

    ...assuming of course that I'm right about damage being 1/2 from 10k-11.5k and 1/4 from 11.5k-13k.

  5. #5
    http://img19.imageshack.us/img19/732...agramm32sz.jpg

    the one that definetly doesn't fit into the picture is the last spot. i think what you say is plausible, that you get higher multipliers that end up capped. again...good work

    although of course that would mean that eg. your x11 multiplier is x10.5. so the multipliers would go:
    3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 10.5 - 11 - 11.5 - 11.75 - 12 - 12.25 - 12.5 - 12.75 - 13 - ....with exponential decrease in probablity...
    so conclusion would be:

    - as multiplier probably increases as noted above (although you just had 1 as with for 11750, so 1/4 increase might start before 11500...oh well)
    - probabilty of hitting higher multipliers follows an exponential decrease
    - as is critting way more than normal hits would suggest a crit bonus similar to the one known for backstab

    what we don't know:

    - which skill unlocks which multiplier or if higher skills just shift the probabilities
    - we can't say anything about multipliers greater 13. i would speculate that the steps will decrease further from 1/4 to 1/8 and so on...
    Last edited by Slyth; May 11th, 2006 at 19:03:48.

  6. #6
    although of course that would mean that eg. your x11 multiplier is x10.5.
    Not quite what I meant. Damage is reduced after you apply the multiplier... So, if I had used a weapon with 100 crit, there would have been no reduction. E.g. the aimed shot that became 12000 with a x15 multiplier here would have become 1500, not 1200. That's why I said that you should disregard the actual damage since that will differ with the weapon and +damage. The distribution of multipliers (probably) just rely on AS skill.

  7. #7
    i think i know what you mean...what makes you think the damage is reduced when near to the cap, and not the multiplier? i find it more probable that the only probablility besides critting is the as multiplier and not a damge reduction.
    i guess we'll never know whats the "truth"...so don't want to say what you say ain't true ;-P

    to my mind what you found out is:

    the order of multipliers goes like this, probably decreasing further on:

    http://img318.imageshack.us/img318/1...gramm212fh.jpg

    and the probability for each decreases as already seen in the post above:

    http://img519.imageshack.us/img519/8...gramm228rg.jpg

    enough playing around...thanks again for the numbers...do some more if you find the time

  8. #8
    Crappiest weapon I could find in a basic store with aimed shot:
    Crit damage against 0 ac: 220

    You hit Bartender for 2420 points of Aimed Shot damage. x11
    You hit Bartender for 3080 points of Aimed Shot damage. x14
    You hit Bartender for 3300 points of Aimed Shot damage. x15
    You hit Bartender for 3520 points of Aimed Shot damage. x16
    You hit Bartender for 4400 points of Aimed Shot damage. x20

    Could probably have kept going for a while to see if I got it even higher, but this should be enough to show that it's not the multiplier being reduced

  9. #9
    okay...you're right but seems you're hitting alot more high mulipliers that time

  10. #10
    Quote Originally Posted by Slyth
    okay...you're right but seems you're hitting alot more high mulipliers that time
    No, not at all. Just picked out those that were higher than x10.

    You hit Bartender for 4840 points of Aimed Shot damage.

    ...was the highest I got before I got bored. Most aimed shots were 660 or 880 as expected.

  11. #11
    okay. so the multiplier goes linear...and what you suggest is that up to 10k damage the multiplier multiplies (oO^^) the regular crit dmg. above 10k multiplies half the crit dmg (eg. with the timmy x12 = 10 x 1000 + 2 x 500 = 11k), and around 11,5k starts zu add a fourth?

  12. #12
    Yes, exactly. What I'd heard before, though, is that damage is 1/4 above 10k... which might be true. It's not *that* unlikely that it happened to skip 10250, 10750 and 11250 for me. ;p

  13. #13
    yeah i thought of that too...only thing that helps would be more dead barkeepers i guess :P

  14. #14
    What about in pvp? Still 10k before the damage nerfing begins or does the 50% rule in pvp make it apply already at 5k?
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  15. #15
    I said that AS damage seemed nerfed past 10k, and no one believed me!

  16. #16
    I also said it in another thread, but answer my question pleasemkay
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  17. #17
    I managed to get several 13K AS's with the startup rifle (being 1-24(24)). I dont know what kind of multiplier it is but its certainly very high.

    I was also able to hit an 8500 AS in pvp with it, on an enforcer with no reflect. Didnt happen all the time obviously, but the mulitplier on AS can go extremely high
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  18. #18
    Those alien mobs in sector 13 (?), which have 99% reflect, can be fine for testing how high AS can really go. I've been mostly doing 25-30k AS, with highest around 120k.

    So yes, AS damage is probably nerfed somewere around 10-11k, otherwise we'll be doing 13k capped shots 98% of time.

  19. #19
    Quote Originally Posted by Linell
    Those alien mobs in sector 13 (?), which have 99% reflect, can be fine for testing how high AS can really go. I've been mostly doing 25-30k AS, with highest around 120k.

    So yes, AS damage is probably nerfed somewere around 10-11k, otherwise we'll be doing 13k capped shots 98% of time.
    you can do a 120k AS, how?

  20. #20
    with a 99% reflect on the aliens you'll hit for 1% of your actual damage, and as such if you hit for 1,200 AS... 1,200x100=120,000 AS
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