Pistoleer Archive
Thread: stopping-shot doesnt work
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
Message Edited by RenKesson on 01-13-2005 08:26 AM
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.
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
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.
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
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.