Pistoleer Archive
Thread: Fan Shot Worse Than Stopping?
Fan shot is a skill above stopping shot and it does less damage? Umm... I really can't think of anything Fan shot is special about that makes it worth a 4th skill. Am I missing something here?
FanShot: http://www.swgcenter.com/info/SpecialMove.asp?ID=64
StoppingShot: http://www.swgcenter.com/info/SpecialMove.asp?ID=76
Differences in their descriptions:
Time Modifier: FanShot = 2, StoppingShot = 2.5
Action Cost: FanShot = 1, StoppingShot=1.25
Description: Fanshot = fullautosingle with pistol, StoppingShot = increased damage
Please remember that big damage numbers are meaningless to some degree without delay. Calculating DPS (I'm still working on it this morning...just lost connection to server), initial results showed Fan Shot has a higher damage per second than stopping shot. I wish the graphic on fan shot was a rapid fire burst, it would add a little variety. Huge slow hits can still have their place, just all depends.
Initial testing shows bodyshot3 is the same or less than the damage per second on bodyshot 2. If my longer test case shows this to still hold, I suspect we'll be getting this looked at as soon as possible.
I've also noticed the DPS on Body Shot 3 is lower than Body Shot 2. I think this might be intended since Stopping Shot has the ability to one shot in PvP (although Body Shot 3 doesn't one shot anyone unless you have a very high damage weapon). I'm guessing many higher level skills are made situationally useful so the abilities of a Master aren't so much higher than a non-master that everyone has to master some combat profession to compete.
"initial results showed Fan Shot has a higher damage per second than stopping shot"
this statement is absolutely 100% accurate.
fanshot [for those of you that really have it] is without a doubt the single most damaging move over time that the pistoleer has at any level, period [this is assuming on a per-target basis, and not calculating total damage dealtusingarea effect abilities, of course]. even without parse logs for the physical numbers, it takes all of10 seconds of watching the combat *spam* you generate using fanshot to see the bold-face evidence of which move is indeed the superior one. second tofanshot in damage isstopshot, which does hit harder more often then not on a shot for shot basis, but, in the long haul stopshotreally does fall short of fanshot. runner up to stopshot ispistol melee defense 2 oddly enough [one would think shooting someone with a pistol would yield more damage then smacking them with it].also of course, without saying as most everyone knows, body shot 3 is a total downer and is not even in my hot bar as a well versed [in both pvp and pve] master pistoleer.
i have logged the damage of these moves using several 30 seconds rounds a piece and i can post the parse logs for you guys here if you are interested in seeing actual hard numbers.
to dispel the off base judgment from all the fanshotnaysayers: let there be no mistake my brother and sister pistoleros, fanshot [with an exception to disarming shot 2 & melee defense 1] is *positively* the pistoleers bread and butter.
in my opinion, pistol stances and grips should be your absolute > #1 < pistol exp branch priority when developing your pistoleer!
Has anyone done any parsing comparisons with these specials compared to the Bounty Hunter Pistol Specialization line of skillups?
I'm curious to know where the Torso Shot falls into place with Fan Shot and Stopping Shot. I realize of course that this will be hard to judge because (and I'm guessing here from the description and what I've heard about Torso Shot) Torso Shot as I understand it includes a DOT effect (the fire damage described in the special).
Needless to say, I'm one of those people who has taken on the Bounty Hunter Pistol Specialization line of skillups in order to benefit from both the accuracy and speed increases gained from doing so. Those two features alone I feel make the line well worth the investment. Is there any additional bonus from the gained final special ability as well?
Ransomm McMassters
It's a bit more complicated than that, but they seem to be quite close in overall performance (not good IMO).
Fan shot was slightly higher in damage per second than stopping shot.
Fan shot is faster, slightly lower damage per shot, stopping shot is higher damage per shot, higher delay.
Fan shot costs less action "per shot" (31 in my case), stopping shot costing (35).
However, if you look at "action cost per point of damage", then stopping shot was superior.
I will test these more, I spent last night and this morning finishing up body shot 3 testing and dodge testing, both of which I saw immediately as being in need of attention. If anyone else has testing, feel free to trump me.
Jaegen,
Have you been able to look at or produce any data for the BH Pistol line though (Torso Shot in particular)?
Ransom,
No, I suspect until PvP becomes more than 1-2 shot kills for most combat professions, knockdown resist is implemented, that balance issues just won't be useful. I have seen that BHs say torso shot = BS3 + fire DOT, and that eyeshot is better than any other PvP damage shot period (for mind pool and good damage + blind), but that's just from reading. Not that it matters, everything is often still 1-2 shots= dead, or whoever knockdowns first wins.