Pistoleer Archive
Thread: Rough Draft for Pistoleer Special attacks and testing/FAQ
Yes, +100 pistol speed looks to be a hard cap based on the 1 second floor, given my data.I was thinking of this in the car ride home hoping you guys didn't bust me before I returned ![]()
The other test was on:
4.0 CDEF
+20 Pistol speed.
Normal shot was 3.2 seconds per shot, which jives as well.
I don't know though, I watched some more eyeshot in action last night, two shots in a row for 650 on mind pool in 2 seconds with a blind is just evil, regardless of lost speed bonuses. Targeted pool shots are a sure win, random pool can really drag the fight out. Actually, if bodyshot3 is improved, maybe it will be on-par, although, of course, on a healable pool. With the changes on the testserver, I think PvP will drastically change in many ways, I can't wait to see what shakes out. If dodge worked vs ranged attacks, then factoring in dodge and random pool vs targeted heal pool and no dodge, simplified, might stack up a little better. I suspect the pistoleer/BH pistol will still be tops in pure pistol offense, but not as much so now...which is a step in the right direction.
This is anotherreason I think we can take a deep breath and relax about BH vs pistoleer...we just have so much to do/learn before PvP balance can even be looked at.
I just parsed another move to add to my chart:
Special Move (Combat window name): Dmg multiplier, Range, Notes
Pistol Melee Defense 2 (Pistol Smash): 4.0, Range ~8m
Excellent work Jaegen.
I'm a doctor who just has a few points to spend in Pistoleer, so I've been trying all the categories to see what works best.
Your data confirms what I've been suspecting for some time. BodyShot2 outperforms absolutely everything except for the raw damage pornography of StoppingShot. I've been working with DoubleTap and StoppingShot for a bit now and have already found SS to be a waste outside of just impressing people or one shotting Durnis. In dealing with anything over 1500 HAM, you're better off just settling for a basic Marksman skill.
Hoping they take these numbers to heart and try to make BS3 at least as compelling as BS2, or more appropriately, better.
This is an outstanding start.
I've learned:
speed >100 is a waste ofresources (possibly). Question is, would anything beyond 100 help with a very slow gun? Meaning, if your working with a high damage gun, it may not matter what the speed is.
accuracy >100 is (potentially) a waste of resources
Thanks YetiIronfist, As it is now, I run out hunting with a scout blaster, FWG5, and a DX2 (a bit slow and really weak but it's the only thing that the Rogue Fambaa can't resist). I was curious because I tried my hand with a humanoid mob the other day with 2k health, AR1, resist to all I think was 20%, but couldn't see anything about AR1 on those three pistol's. I barely survived, thinking that disarm shot actually disarms and that suppression fire will give me a chance to gain some distance which it doesn't because it doesn't bring them down to their knee's/prone like the description say's. What do you do in order beat these humanoid mobs if these shots do not work? I've seen some up to 10K health and I can't barely handle a 1500 to 2k one. Also, shouldn't Stoping Shot be health pool like Body Shot is? I thought that was our version of the rifleman's hard hitting shot, which yesterday I just happen to see one do mind damage for 1400 and then again for 1000 before I ran off to find something to kill before he wiped the area out, LOL. (and no, I'm not trying to compare rifle to pistol, I just thought that rifle, carbine, pistol have the same style of attack, just different to suite their class, know what I mean?) Sorry for the silly questions and thanks again for your answer ![]()
Well... in general these days to solo anything that doesn't die in a couple shots I just run up and beat them with my pistol over and over (pistol whip - Randed Melee Defense 1).
After KD is nerfed this week, I'll probably have to go back to what I used to do:
Stick to targets white or lower unless I'm using a pet / droid too, Go prone at long distance, get in a bleed and as many BS2s as possible till they finally locate me and come running, then if they're non-humanoid, use warning shot, and either way, finish them off with more BS2s.
If they're humanoids with a ranged attack, they can be pretty tough. One thing you can try to do is to get a bleed in and run and stay out of range... Come back later when they're almost dead and finish them. This can work with non-humanoids too. Bleed, warning shot, peace. Get near them later when they're lower in health and finish them.
Jaegen88,
Great testing data! /props.
Not to be nit picky but your formula reads as:
(WeaponSpeed * SpecialDelayMod) - (WeaponSpeed * SpecialDelayMod) * (PistolSpeed/100)
And if result < 1.0s , result = 1.0s
(WeaponSpeed * SpecialDelayMod) - [(WeaponSpeed * SpecialDelayMod) * (PistolSpeed/100)]
And if result < 1.0s , result = 1.0s
Your math works out that way. Sorry my algebra teacher would have killed me for this kind an error. ![]()
Jaegen, This might not be the right thread to post this, but not sure. I have two questions for you. First, disarm shot doesn't disarm, it's just a random pool shot? Second, Suppression fire is suppose to force the person who is standing to kneel, and if kneeling to prone. I have tested this and I have spamed this like mad, I have not seen it work once. Is this a PvP only effect since I only do PvE? Or is this a bug that hasn't been fixed yet?
Ok, I lied, one more question. If DX2 is acid, the FWG5 is heat, and the Scout Blaster is the normal kind, which one is armor piercing? Or we do not get an armor piercing weapon?
Right - Disarm shot just hits a random pool, as do the other specials in that line (stopping shot, fan shot, is there a third?).
Suppression Fire - bugged as far as I know, but I don't play with it at all after initially checking it a while ago and finding it useless.
Yes - DX2 = acid, FWG5 = heat, Scout = energy. "Armor piercing" refers to having an AR above 0 such that it does 25% more damage against a target with AR0 armor, and does full damage against an AR1 opponent (AR0 pistol would do 50% less damage against an AR1 target). SR Combat pistol is AR1, but usually (always?) has crappy stats. The DX2 is thought to be AR1 as well, although I don't believe that has been confirmed? You can get around this limitation by using an appropriate weapon for your target. Check (if you have high hunting ability), or have a scout friend tell you, what damage types a target is vulnerable to. If they're vulnerable to what you're using, they won't take any damage at all. Scenario:
Target is one of those many endor critters with high heat resistance. Hyphothetically:
AR1, 40% effectiveness vs heat, vulnerable to acid.
So with an FWG5 (heat) you're doing 50% less damage (AR0 pistol vs AR1 armor), and then that value is reduced by an additional 40% (40% of the 50% that gets through, so minus another 20%), meaning that you're only doing 30% of your max damage.
Switch from your FWG5 to your DX2 (acid) and suddenly you're doing full damage because the target is vulnerable to acid. 100% vs 30% is a BIG difference.
And did I mention those witches on Danthomir that are 100% resistant vs Heat, but only 10% vs energy? You really want to make sure you've got the right weapon out there!
Great stuff here, I currently have the Full BH branch and Master Pistoleer. Basically I can use any shot on any weapoin for the 1 speed range. I've used weapons with a 4.2 speed to a 2.1 speed there is no difference other than the simple fact that every single shot is at 1.0 speed. This allows me to use any pistol and just do a tremendous amount of dmg with stopping shot over time. (I know this from watching the combat log and number of attacks with my frequent combat partner who is a master TKA) And his speed is 1.0 on his normal attacks and my specials meet that shot for shot. Personally I like the mind pool dmg that the BH gives me but more importantly I get to stack the bleeding and fire shots on the health pool doing a tremendous amount of dmg over time. This allows me to really take down my opponents quickly.
As for the DX2, I'd like to thank the muggers located throught the galaxy for this. It's a 25% dmg increase from AR0 to AR1. Comparing the dmg in my combat log to the numbers that appear over their heads, there is a 25% increase in dmg to numbers over the heads of the targets. (gotta love 1 shotting them
)
So yes the DX2 is a AP1 rated weapon, so too is the scatter pistol.
Hope this helps people.