Pistoleer Archive

Thread: stopping-shot doesnt work

VolvoSsixtyTsix
Tue Jan 11, 2005 12:31 am
#14

With DE10 its devastating, my best shot so far was 967 point of damage.



\|/
. -*-Hi my name isCaesarus
/ /|\
_L_I am Rebel Bothan
," ".
(\/ O O \ /)watch me blow up ur sw00pz!

\|_ |/
\ (_) /
_/.___,\_
(_/ \_)

RenKesson
Thu Jan 13, 2005 9:26 am
#15






JayWind wrote:
Stopping Shot is actually one of the special attacks that works, although it doesn't "stop" things in the sense of making it stop moving, unless you count shooting it to death as making it stop moving

Stopping Stop has a high delay modifier (3.0x) and one of the highest damage modifers for a pistol attacks (4.0x). Don't forget to add in the 1.5x damage multiplyer applied to all weapons as well, making the damage modifier 6.0x. Numbers listed below for other special attacks will not have this applied so add it in accordingly.

HealthShot2 has a lower delay modifier and only a 3.0x damage modifier, but it adds a health bleed. Stack this with HealthShot1 and you'll have an effective health bleed going.

Until you get enough speed to fire Stopping Shot once per second, Double Tap (2.0x delay, 3.2x damage) will give you a better result since it fires faster than Stopping Shot (it's as fast as HealthShot2) and it does more damage than HealthShot2. Master Pistoleer requires an extremely fast pistol or one with a speed powerup to even try Stopping Shot once per second.

Master Pistoleer (Pistol Speed +74) requires a pistol with a speed of 1.3 to use Stopping Shot once per second. This is available only with a speed powerup or with some pre-nerf weapons (Krayt-enhanced Scout Blaster with 1.0 speed)

Once you pick up enough speed to effectively use Stopping Shot, you will notice the results. My DE-10 with 462 max damage does Stopping Shot for over 2700 damage. If I use a powerup, I can exceed 3500 damage. I am a master Pistoleer with the FS Ranged Speed line for that extra speed to help me hit the cap on Stopping Shot.

Your sig says you are an aspiring Bounty Hunter. Master Pistoleer plus the speed bonuses from Bounty Hunter will help you hit the speed cap alot easier.

Stopping Shot is a wonderful attack if you get the speed to use it. Double Tap will give better results until then.

Most Pistoleers stick with HealthShot1/2 to stack bleeds, then spam HealthShot2, which is very effective because the damage is directed at the health pool. Double Tap/Stopping Shot have equal chances to hit any of the three stat pools, so the results are different but in group PvP when people are usually targetting the mind pool, having the ability to have a 1/3 chance to score a 3500 damage hit to the mind (before PvP and resistance reductions lower it) is a wonderful thing





Stopping Shot actually has a x5.0 damage multiplier. Fan Shot is x4.0.

Message Edited by RenKesson on 01-13-2005 08:26 AM



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
Nifty
Thu Jan 13, 2005 12:58 pm
#16

Maxx, please tell us that renaming the specials is part of the CURB.



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Jaim_Darkstryder
Thu Jan 13, 2005 6:01 pm
#17



Nifty wrote:
Maxx, please tell us that renaming the specials is part of the CURB.





LOL one day perhaps our specials will not only work, but be named appropriately.



# I support people who don’t pirate the ribbon symbol and plaster all over irrelavent "causes" YARR, matey!
RenKesson
Fri Jan 14, 2005 8:08 am
#18

I think Stopping Shot is appropriately named. It's called a stopping shot because it's powerful enough to one-shot-one-kill someone (supposedly), not because it actually freezes them in their tracks or knocks them over. Actually, it is powerful enough to bring down most mobs that you could solo unbuffed (which is when it was designed, remember... before buffs, before we were all soloing Dark Troopers and Rancors) in one or two shots.


Double-tap (as another example)is actually a common term among gunmen today. Two quick shots fired in succession, and because of the short interval between shots, they both land very close to the same mark, doing extra damage to that area. But a double tap isn't actually a "tap" of any kind (like tapping on someone's shoulder, or tap dancing, :smileywink You have to use your imagination and consider the context in which Stopping Shot was named, and then I think you can agree that it is appropriately name. At least in my thinking.



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
Nifty
Fri Jan 14, 2005 9:03 am
#19

Supposedly, master elite combat professions, such as Master Pistoleer are the equivalent of a CL 25. I don't know of any CL 25 that has a small enough pool to allow one Stopping Shot to drop it. You're right in that it usually can take out a CL 10 or lower with one stopping shot.


Without armor, buffs and the 75% PvP reduction, Stopping Shot could probably stop another player. So in that respect, it's probably appropriately named.


I agree that double tap is well named though. It's a2 for 1.



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
RenKesson
Fri Jan 14, 2005 9:49 am
#20

It'd be nice to have specials that were more than just more powerful versions of the others. Like, it'd be nice to know that Double-Tap is more than just a watered-down Stopping Shot, and that Stopping Shot is more than just a souped-up Double-Tap. Like maybe Stopping Shot did knock someone down, or maybe Double-Tap dealt damage as if your weapon had an Armor Piercing rating one level higher than its normal? Because you're dealing two shots to the same area (within 10 centimeters of each other), the first shot damage the armor enough for the second shot to ignore the armor resistance. If that was so, then we'd have a reason to use it, since in some cases (when the mob had a Medium or Heavy Armor rating), the damage dealt by Double-Tap would outdo Stopping Shot.


Such changes would really cause you to analyze your opponent, evaluate your tactics, and spice up combat by making each encounter unique, and force us to think over our strategies again.



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
Uthyr
Fri Jan 14, 2005 4:39 pm
#21






Nifty wrote:



Who actually uses bodyshot anymore when healthshot does the same thing with a bleed? In fact, most just spam healthshot to concentrate on the health pool. Given the high variance in damage mixed with the randomness of the pools being hit by stopping shot, I do far better with pure healthshots





I couldn't agree with you more.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Nifty
Sat Jan 15, 2005 1:35 am
#22






RenKesson wrote:

It'd be nice to have specials that were more than just more powerful versions of the others. Like, it'd be nice to know that Double-Tap is more than just a watered-down Stopping Shot, and that Stopping Shot is more than just a souped-up Double-Tap. Like maybe Stopping Shot did knock someone down, or maybe Double-Tap dealt damage as if your weapon had an Armor Piercing rating one level higher than its normal? Because you're dealing two shots to the same area (within 10 centimeters of each other), the first shot damage the armor enough for the second shot to ignore the armor resistance. If that was so, then we'd have a reason to use it, since in some cases (when the mob had a Medium or Heavy Armor rating), the damage dealt by Double-Tap would outdo Stopping Shot.


Such changes would really cause you to analyze your opponent, evaluate your tactics, and spice up combat by making each encounter unique, and force us to think over our strategies again.







Ren, you know these ideas will never be implemented. They make far too much sense to be included in this game. Seriously, you're right. Who actually uses bodyshot anymore when healthshot does the same thing with a bleed? In fact, most just spam healthshot to concentrate on the health pool. Given the high variance in damage mixed with the randomness of the pools being hit by stopping shot, I do far better with pure healthshots (granted, I'm just a 4243 pistoleer at the moment, with no BH or smuggler skills.) Same goes for double tap vs stopping shot. based on my skills, they probably end up being the same over time. The only time stopping shot really comes in handy for me is when I knock down something with PMD1 and actually land a stopping shot on the prone target. It's absolutely amazing how often a creature that's been knocked down will evade or block my shot, or even better yet, I just flat out miss.


The only strategy right now is deciding which pistol to use against the target based on the resists/vulnerabilities and armor rating.


Just imagine if Stopping Shot worked asa delay action. We'd have a knockdown (albeit a melee ranged one) and a delay action... kinda removes the need to unlock the smuggler profession just to get the dirty fighting tree to enhance using pistols.




Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
RenKesson
Sat Jan 15, 2005 1:49 am
#23

Agree with you about the HealtShot/BodyShot3 thing.


DOT attacks should have low initial damage, but that low damage at hit should be supplemented with damage over time, as we all know.


Actually, if you're not Speed-capped, BodyShot3 usually has a higher DPS than HS2, I believe.... But I don't think the Devs expected as many of us to make such a big deal out of speed-capping as we have. Then again, if their speed formula didn't allow a Master Rifleman with a 6.0 spd rifle to cap before a Pistoleer with a 2.2 spd rifle, we might not be having this discussion.



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
Kevie
Sat Jan 15, 2005 3:48 pm
#24

i'm capped with speed with bh pistols i use stopping shot ALL the time

at 74 speed (or far less for that matter) many attacks do more damage because of the delay
stopping shot atm is a 5x dmg attack with a 4x delay...... pretty big ifya ask me
if you can pick up any smuggly specials, last ditch has the same delay, but has a 6x dmg multiplier and has a chance to stun the target

so... in rare cases, but it can be a very powerful attack




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

Osryri
Sat Jan 15, 2005 9:38 pm
#25

It works as far as its damage output goes but not as it is described. As with most of out skills.



Oeligra's mall New Dawn City Naboo, WP 1868 , 5595 11point weapon smith, resource's, and deeds.
OS musuem New Dawn City, Naboo, WP 1833 5675







(gnn[[[[[[[[[[]nnnWXgggggggggggggggggg)






TESTing
Nifty
Sun Jan 16, 2005 9:18 am
#26






Kevie wrote:
i'm capped with speed with bh pistols i use stopping shot ALL the time

at 74 speed (or far less for that matter) many attacks do more damage because of the delay
stopping shot atm is a 5x dmg attack with a 4x delay...... pretty big ifya ask me
if you can pick up any smuggly specials, last ditch has the same delay, but has a 6x dmg multiplier and has a chance to stun the target

so... in rare cases, but it can be a very powerful attack




And as you see in my plain signature, being a Master Entertainer/Musician kind of eliminates the possibility of doing anything extra to master pistoleer. So I'm stuck with 74 speed when I master (of course, I could find tapes to increase the speed) and I'm not picking up the Smuggler moves.




Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Page 2 of 3