I'm currently doing some math on the Hand-Crafted Scope Tactic.
http://waronlinebuilder.org/#career=eng ... 7:;0:0:0:0:
The Text of it is a little difficult for me to understand.
"Increase Atack speed by 50%."
Does that mean that a 3 sec cooldown gun fires every 1.5 seconds or every 2 seconds?
I would assume the later one. And my tests also come to the conclussion that it is an increase of autoattack of 33%.
I used a handgun that had exactly a cooldown of 3 secs. The autoattack hit most of the time every two seconds, sometimes the timestamp sais every second in between. But overall the combat log only goes to seconds and not below.
Anyway. Assuming +33% is the increase then you have the following increase in Damage.
Assuming you have one of the 3.4 sec T4 Weapons.
Instead of:
2 shots in 6.8secs you have 3 in 6.7secs
My Autoattack damage is at 467 at Balsitick skill 412.
Meaning + 69,7 damage each second.
For example if you use the Balistic skill Tactic Masterfull aim, you increase your Gunblast from 639 to 703.
That is +64 Damge in 2 seconds. +32 Damage in 1 second.
That is quite a boost for the Master-Crafted Scope. And it is not bound to an ability.
Compared to Hollow Points:
At my Setup Hollow points do 470 Damage in 5 secs.
Meaning +94 damage each second. Therefore it beats Master-Crafted Scope. BUT it is bound to Gunblast and Snipe.
The drawback of the scope is, that it is bound to your gun. So if youare jumped by an WE or in close combat you will switch to your melee Hammer or Spanner and it wont proc.
Also a drawback is, that it is not activated when you cast something. So if you are in a gunblast cast, then for two seconds it is not activated until you finish your cast.
So what are your thoughts on this Tactic?
[Engie] Hand Crafted Scope - The underrated Tactic
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[Engie] Hand Crafted Scope - The underrated Tactic

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
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Re: [Engie] Hand Crafted Scope - The underrated Tactic
50% attack speed means 50% more attacks i believe. It was changed to be like that after the silly aa haste stacking that went on.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-


Re: [Engie] Hand Crafted Scope - The underrated Tactic
Please confirm. You mean on pistols?peterthepan3 wrote:Useless on a 1h rifle. Better options.
I tested it on a pistol and there was a measurable difference.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
Full Gallery of Dwarf Weapons and where to find them.
Howto - Reduce Lag, Crashes, Disconects.
- peterthepan3
- Posts: 6509
Re: [Engie] Hand Crafted Scope - The underrated Tactic
Glorian wrote:Please confirm. You mean on pistols?peterthepan3 wrote:Useless on a 1h rifle. Better options.
I tested it on a pistol and there was a measurable difference.
As in rifles have 1h stats, do they not? Also you have to stand still for the AA to get off, and the range isn't up there with Snipe (iirc), making it even less valuable.

Re: [Engie] Hand Crafted Scope - The underrated Tactic
I remember Karast once saying that it worked with the short casts in grenadier if you had the right speed gun. Although I think grenadier AP consumption might be a factor.
Would be interesting to know if he ever tested the idea further.
Would be interesting to know if he ever tested the idea further.
Re: [Engie] Hand Crafted Scope - The underrated Tactic
Haste was changed to increase the number of attacks by X % since stacking AA + proc was op as hell.Glorian wrote: "Increase Atack speed by 50%."
Does that mean that a 3 sec cooldown gun fires every 1.5 seconds or every 2 seconds?
So in your case you will attack 50% more under 3s or have a "swing speed" of 2s
Hasted swing speed = Swing speed / (1 + AA haste)
Also note only channels affect AA (prevent AA from firing until the channel stops). The AA hit itself still counts down which means you get a nice damage spike at the end tick (last tick + queued AA). Even more so on 2h.
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Re: [Engie] Hand Crafted Scope - The underrated Tactic
This tactic is both a + and - for me.
It is powerful but it is also very weak.
The problem is that it is hard to take advantage of it. AA won't trigger while casting or channeling which kills it in rifle specs. If you go snipe / gb you don't gain much from it since you should always have AA off cool-down following a snipe, and hollow points is a must which really limits your tactics.
In a grenade spec with a fast rifle it can work. Get a 2.0 and then pop an AA between firebombs. It kind of works but to run grenade and a firebomb build you need a lot of tactics like throwing arm, and an AP tactic is a must so often it gets cut.
The biggest issue is that you can't AA while moving and it doesn't apply to melee AA so if you are moving or if an enemy closes into melee you lose it.
This makes it a very situational tactic. Not a bad tactic, and certainly it would see more use if we had a little bit of tactic freedom. But with 4 slots and 2 taken for MA / WoM you just can't squeeze it in, and it is hard to say if it works out to be better dps than pierce defense, coordinate fire, or something like extra ammo / bandoleer.
It is powerful but it is also very weak.
The problem is that it is hard to take advantage of it. AA won't trigger while casting or channeling which kills it in rifle specs. If you go snipe / gb you don't gain much from it since you should always have AA off cool-down following a snipe, and hollow points is a must which really limits your tactics.
In a grenade spec with a fast rifle it can work. Get a 2.0 and then pop an AA between firebombs. It kind of works but to run grenade and a firebomb build you need a lot of tactics like throwing arm, and an AP tactic is a must so often it gets cut.
The biggest issue is that you can't AA while moving and it doesn't apply to melee AA so if you are moving or if an enemy closes into melee you lose it.
This makes it a very situational tactic. Not a bad tactic, and certainly it would see more use if we had a little bit of tactic freedom. But with 4 slots and 2 taken for MA / WoM you just can't squeeze it in, and it is hard to say if it works out to be better dps than pierce defense, coordinate fire, or something like extra ammo / bandoleer.
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- Specialpatrol
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Re: [Engie] Hand Crafted Scope - The underrated Tactic
Can you elaborate on this? Didn't AA haste tactics always increase the number of AA hits by 50%?Bozzax wrote:Haste was changed to increase the number of attacks by X % since stacking AA + proc was op as hell.Glorian wrote: "Increase Atack speed by 50%."
Does that mean that a 3 sec cooldown gun fires every 1.5 seconds or every 2 seconds?
So in your case you will attack 50% more under 3s or have a "swing speed" of 2s
Hasted swing speed = Swing speed / (1 + AA haste)
Also note only channels affect AA (prevent AA from firing until the channel stops). The AA hit itself still counts down which means you get a nice damage spike at the end tick (last tick + queued AA). Even more so on 2h.
And if nerfed/changed, how does the tactics work with AA gear, like the Oathstones jewelry set (+15% AA) etc? Has the change made those useless?
APONYMOUS l WP l R40 l RR8X
BRAKEDOWN l KOTBS l R40 l RR8X
BOILING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
RHYTHM l AM l R40 l RR8X
EEWULL l DOK l R3X l RR4X
BRAKEDOWN l KOTBS l R40 l RR8X
BOILING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
RHYTHM l AM l R40 l RR8X
EEWULL l DOK l R3X l RR4X
Re: [Engie] Hand Crafted Scope - The underrated Tactic
Was in 1.3.5 and AA is additive (to my knowledge) so no problem with jewelry, tactics or Git Stuck In.Specialpatrol wrote:
Can you elaborate on this? Didn't AA haste tactics always increase the number of AA hits by 50%?
And if nerfed/changed, how does the tactics work with AA gear, like the Oathstones jewelry set (+15% AA) etc? Has the change made those useless?
Also seems like casting also "queues" AA just like channeling so my bad.
There’s been some heightened concern regarding Autoattack Speed modifiers recently, so we’d like to share one of the changes which will be in patch 1.3.5. We’re adjusting the manner in which these modifiers are calculated to bring them back in line, while still ensuring that they remain useful and valuable.
Currently, Autoattack Speed bonuses are a direct modifier to your swing time; for example, a 50% bonus would literally reduce your swing time by 50%, resulting in twice as many attacks (or “100% more attacks”). Instead, these modifiers are being changed to affect the number of attacks – in other words, a 50% bonus will now give you 50% more attacks. By the same token, please be aware that the numerical values of Autoattack Speed -debuffs- have been reduced as a part of this change, but this simply ensures that their overall effectiveness remains unchanged. As an example, a “50% debuff” would previously have resulted in the victim getting 33% fewer attacks, so it will now simply be displayed as a “33% debuff”.
I know that this is a “math-y” change and can be a bit unclear, so let me provide a quick example which may make it more understandable. Let’s say you had a weapon with a 3.0s swing time, and you had a 50% Autoattack Speed bonus. Previously, this would have given you a 50% reduction in your attack speed, reducing that 3.0s to 1.5s (or twice as many attacks). After this change in 1.3.5, that same 50% bonus to your 3.0s weapon will give you 50% more attacks, which will reduce your swing time to 2.0s. Likewise, a 75% bonus would previously had reduced a 3.0s speed down to 0.75s, whereas after the change, it will give you 75% more attacks (or a 1.7s swing time). As you see, this isn’t a -huge- change, but rather a very targeted adjustment which brings this bonus back to a level that we’re more comfortable with.
Going forward in the future, we plan to individually review all abilities, tactics, items, etc. which grant Autoattack Speed bonuses, and determine whether their specific values are appropriate. This change is a necessary first step before we drill down to that level of detail, since all the spot changes in the world wouldn’t help until the underlying system itself was fixed.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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