Bounty Hunter Archive

Thread: state of the states

StarSiderShadrach
Fri Aug 20, 2004 12:40 am
#14

Nova:

Another possible explanation of why the "Correct" answers conflict with what people "observe" is the correct answers provided by the devs may be wrong.

I am 100% sure that the stun state affects your defenses. This is most easy to observe with a high melee/ranged defender (125). With the stun state applied, you will hit at least twice as often as without the state applied.

Intimidate I would also say does more than "slightly" lowering defense modifiers, it in fact totally elimates all possibility of "counterattack/dodge/block". This is easiest to test with +125 counterattack/dodge template such as pistoleer or swordsman. With initimidate state applied the target will *NOT* dodge or counterattack.

I think the devs actually got the attributes right for blind, as I do notice that it also lowers defense, and pretty sure it lowers attack as well.

Regards,
Shadrach
jalexu
Fri Aug 20, 2004 10:05 am
#15

Nova, since you're BH maybe it would be good to know (if you didn't already) that stun drops saber block to about 25-30%. It's not theory, this was testedby some veteran pvp'ers on our server





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Envoy3113
Fri Aug 20, 2004 10:35 am
#16

For awhile I was unsure about blind untill re-grinding carbs. Hunting PvE that applies the blind state made a noticable difference vs. my low carbine accuracy. Hunting the same mobs a little further on down the road ie 1304 carb/x3xxBH the blind state did not effect me nearly as much.


I can't speak for a defensive modifier. But your accuracy gets signifigantly reduced, still, as you gain higher accuracy the state makes much less of an effect. So blind is seems to be a set value as opposed to a percentage. Given that intimidate seems to cut a percentage off a targets damage output it certainly carrys more weight in the upper end of things, or targets with probable high accuracy. It could be however in a heavy weapon scenario when blind could be more effective in providing a miss, as opposed to reduced damage. Or a blind pikeman for that matter, rifleman in close quarters, pistoleer from afar etc...



There comes a time in every mans life when 86 years is just too damn long...
sidlicious
Thu Sep 29, 2005 10:46 am
#17

As a newly ground out non re-spec Master Bounty hunter, Master smuggler and x4xx pistoleer, I have a buffet line of state inducing attacks, however it is hard for me to discern at this point which bounty hunter applied states are effective, which are decent and which should be put on the shelf in regards to PVP. Ideas for any good combos would be appreciated as well.

If this is redundant stick your flamethrower back in your pocket and refer me to said reference as search gave me nothing.



Thx



Busted down to E1

Lord Grudge Doomwhistler
sidlicious
Thu Sep 29, 2005 10:48 am
#18

As a newly ground out Master smuggler, Master bounty hunter and x4xx pistoleer, I have a buffet line of state inducing attacks, however it is hard for me to discern at this point which smuggler applied states are effective, which are decent and which should be put on the shelf in regards to PVP. Ideas for any good combos would be appreciated as well.
If this is redundant stick your flamethrower back in your pocket and refer me to said reference as search gave me nothing.



Thx



Busted down to E1

Lord Grudge Doomwhistler
Xoreshear
Thu Sep 29, 2005 11:34 am
#19

























Use yourpanic shot or concussion shot after a KD(Imp underhand). They will not be able to recover. Keep low blow and blind on them as much as possible(especially ranged foes)save when it would break a daze at a bad time. Imp panic shot should be used before concussion as you can go over to concussion with noimmunity delay. If fairness doesn't concern you, you may overwrite one concussion shot with another if the first has not dropped. I always remind folks panic shot does NOT root like concussion shot, so you may want to couple it with a KD first so they are down and immobile. Some say use imp overwhelming shot to reduce state resists and keep it on them. I never found I really needed it as MS or that it made a big difference. Of course Adv crit is your bread and butter. Use your dazes with KD when ever you need time to regen action or heal, and to control proximity.


If you really want to be a cheap PoS you can Last ditch while healthy,which will drop your HAM and not do a lot of damage, then imp concussion shot to wait for LD to recycle. It should recycle by the time imp concussion shot drops. If it does not you will still have enough action to KD imp panic shot and wait further. The main thing is to not give them time to heal before you pop off LD 2. (BTW this tactic is also a very tricky thing to pull off correctly) In an ideal world, if you are very low life, you would imp underhand, imp panic shot,last ditch. Make sure to try your confusion shot from time to time to land dizzy|stun. When using it for the heck of it, I would use imp overwhelming just incase it does help. I haven't found it worth firing, YMMV.


In general use a daze or imp disarming shot anytime you expect your foe to heal, especially when they are low life. Dazing right after their buffs or heal over time drop is also a good idea. Ilike the various dazes far better than imp disarming due to duration. Don't neglect to use imp restraining shot, it is not the best snare and still useful if you are caught in a time where you can not KD orDaze. You may imp panic, KD, imp concussion shot too if you really want to be safe. Again don't neglect low blow, it can slow them down enough so even if they get in range briefly you will be able to daze or KD first. If you miss with imp underhand shot don't be afaid to use the lowbie firearm strike to KD if they are in your face, and then daze or snare. I actually like it with pistol, it looks like a pimp slamp. If you have time you could low blow so they can't attack before you KD imp panic shot thento imp concussion.


I would not use torso shot bleed, asit willbreak a daze after it is applied when it ticks.


If you ever decide to invest points elsewhere and lose MS, keep 4xxx.


As always keep foods on you and active like Vasarian Brandy, keep Synthsteak around!etc etc. A great food|drink info post:


http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=55233


These are just a few points off the top of my head. I had MS at the core of my temp for a long time, I had it with, M Carbineer, M Commando, and briefly BH. I still have 4xxx.


Others feel free to add advice. My points are by no means exhaustive.

Message Edited by Xoreshear on 09-29-2005 03:39 PM



Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
Iawo
Thu Sep 29, 2005 6:23 pm
#20

Low blow is very effective, and restraining shot is good for kiting large critters. Other than that, I don't bother with states unless I'm fighting something really, really nasty. In those rare cases sometimes I'll try to land blinds to try and get them to miss more often, but it doesn't really help much to be honest. The normal dizzy / stun / blind states seem pretty much worthless now. Stun *might* be worth more on PvP, but as I'm not an avid PvP'er I wouldn't know.



Iawo Eatevai
Zabrak Rebel Smuggler
Crimson Phoenix Ace

I thought the NGE couldn't be any worse than the CU, but I was wrong.

PlanetSide names: Reeb - Emerald TR, Reebx - Emerald NC
CalArsou
Thu Sep 29, 2005 9:19 pm
#21

Overwhelming Shot makes a world of difference as the BH specials that never land... now land.. a lot.

Your big ones are Low Blow, Eye Shot, Torso Shot and Restraining Shot. The first two really put a dent into their damage production, and the Torso Shot is a nice compliment to your damage (just need to be sparing with it as it will break Concussion Shot). Finally, Restraing Shot is essential to kiting. When it doens't land, toss an Underhand Shot to knock 'em down .

Stun isn't too big, just a bit of a dent into accuracy and defense, and isn't really worth applying compared to doing a damage special or keeping a debuff on someone.



Aen'ene Escaa
g Master Medic // Royal Security Forces Ace

Auctions 101: directions, do's, and don'ts all rolled into one HERE!


sidlicious
Fri Sep 30, 2005 12:46 am
#22

Thx man, great advice



Busted down to E1

Lord Grudge Doomwhistler
Aendracon
Fri Sep 30, 2005 2:21 am
#23







CalArsou wrote:

and the Torso Shot is a nice compliment to your damage (just need to be sparing with it as it will break Concussion Shot).





Which was something I had to learn the hard way.


Me: Erm, shouldn't you be rooted, Mr. Krayt?

Mr. Krayt: *burp*



Ryian Coron - Elder Smuggler
"do not assume your customers are morons. odds are they know a lot more about the situation than you do because they live with it every day. listen to them, actually listen, and take what they say into account. you might save some money, morons."
- Fernas
Iawo
Fri Sep 30, 2005 5:13 am
#24

That's about the time I start spamming /feigndeath, /stand, over and over until it works. Krayts really aren't that bad though. If you have either two seperate snares, or a root, or a knockdown, you can keep them off you for the most part. Gorax are even easier... I rarely even get hit while killing those.



Iawo Eatevai
Zabrak Rebel Smuggler
Crimson Phoenix Ace

I thought the NGE couldn't be any worse than the CU, but I was wrong.

PlanetSide names: Reeb - Emerald TR, Reebx - Emerald NC
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