Pistoleer Archive
Thread: Here are some questions for you all
There are many, many combination we can try for.
high damge (for an AOE attack)
MTPSA: AOE Cone Health Targeted
MTPSB: AOE Cone Random HAM
MTPSC: 32m AOE radius Random HAM
MTPSD: 64m range, attacks anyone attacking you
Disarming Shot (1/2) We think this will stay at, intimidate or panic, medium damage AOE CONE random HAM. Disarm 1 will be just single shot version.
Fan ShotA: Stays the same
Fan ShotB: Cone effect, medium damage AOE
Stopping ShotA: Lower Delay to make it similar to fan shot (probably best paired with fan shotB, since we lose the single damage high HAM attack)
Stopping Shot B: Increase damage so that it's between fan/double tap
Double Tap: dunno, this one needs some love. Maybe drop delay to 1.6 so it's "slightly" better than kip up shot, and perfoms even better at cap speed. I think that's "fair". Raise action cost of kip/roll shot to boot? I know, nerf, but it's maybe in the realm of making more sense. if you cannot spam kip shot so easily, it makes it work out a little better overall.
===================
Mix and match those bad boys. That's at least what I have to work with for suggestion to the pistoleer designer.
I don't like MTPS targetting only mobs or people targeting me. In PVE I travel with CH and we stick pets on agro mobs. MTPS would become a very limited situation special. I prefer the cone Health targeted attack.
As for fanshot and stopping shot. If we keep fan the same and up the damage then the progression on my quickbar is Double Tap F9. Then Stopping Shot F9. Then Fanshot F9. It will just be a game of replacing an earlier ability. Why not name them BigDamageRandomHAM1 2 and 3? Giving SS the superior dmg and making Fanshot a cone gives us two useful specials. I know the Masters may likely replace fan with MTPS, as it should be, butthose who climb up the tree for Fanshot only will have two useful specials in fan and SS.
And my vote on DS1 and 2 is intimidate.
And this all, once again, is based on the assumption we get more speed. (for Fan and SS at least.)
Can we choose where we hit as master pistoleer ? or do we aim like noob ?
I WANT TO HIT IN HEALTH, ACTION, MIND DEPENDING ON MY CHOICE !!! NOT A $$ù$=)ing RANDOMIZER !
I WANT TO HIT IN HEALTH, ACTION, MIND DEPENDING ON MY CHOICE !!! NOT A $$ù$=)ing RANDOMIZER !
I WANT TO HIT IN HEALTH, ACTION, MIND DEPENDING ON MY CHOICE !!! NOT A $$ù$=)ing RANDOMIZER !
CLEAR ENOUGH ????
I like your idea AwesomeMomfo regardingthe 'Pistol Aiming' mods being calculated in the pistol speeds mods.
I still don't see anything about a specific pool attack :/ Can we choose where we hit as master pistoleer ? or do we aim like noob ? I WANT TO HIT IN HEALTH, ACTION, MIND DEPENDING ON MY CHOICE !!! NOT A $$ù$=)ing RANDOMIZER ! I WANT TO HIT IN HEALTH, ACTION, MIND DEPENDING ON MY CHOICE !!! NOT A $$ù$=)ing RANDOMIZER ! I WANT TO HIT IN HEALTH, ACTION, MIND DEPENDING ON MY CHOICE !!! NOT A $$ù$=)ing RANDOMIZER ! CLEAR ENOUGH ????
I have to agree with uuu here. We need to make sure we get TARGETED HAM attacks! Either BS3 with bleed for DOT or Stopping shot with a state affect that actually stops/slows opponents need to be TARGETED. How many RANDOM HAM attacks do we need? LESS THAN WE HAVE NOW FOLKS!
We also need at least 1 TARGETED HAM attack for those of us who will spend MONTHS trying to become masters. Should we have to wait from BS2 till we reach BS3 or SS (proposed new targeted ham attacks) before we get another TARGETED HAM attack? H e l l N o!
I hear much talk about Master, and that’s swell, when we get there it should be worth all the work, but us novices need some lovin! If we can spread out the speed mods and maybe increase the amount of those mods (Dan the Dev was talking about a .5 cap for us!!) coupled with a good low end TARGETED HAM attack (better than BS2 and not as good as SS or BS3) the novices will have something to hold us over during the months it takes to get to Master!
-Mourf
uuu wrote:
I still don't see anything about a specific pool attack :/
Can we choose where we hit as master pistoleer ? or do we aim like noob ?
I WANT TO HIT IN HEALTH, ACTION, MIND DEPENDING ON MY CHOICE !!! NOT A $$ù$=)ing RANDOMIZER !
I WANT TO HIT IN HEALTH, ACTION, MIND DEPENDING ON MY CHOICE !!! NOT A $$ù$=)ing RANDOMIZER !
I WANT TO HIT IN HEALTH, ACTION, MIND DEPENDING ON MY CHOICE !!! NOT A $$ù$=)ing RANDOMIZER !
CLEAR ENOUGH ????
Ummmmmmmm, then what would be the point in Rifle or Carbineer if Pistol could CHOOSE to hit all three pools?
Pistols hit health
Carbines hit action
Rifles hit mind
It's how it works.
I like FanShot the way it is, make MTS in Master a Cone. Increase BodyShot3, Fix PoinBlankArea and what is Melee2 supposed to do?
It seems that most pistoleer skills just do random damage at different speeds, how about some utilities asise from a Knockdown and Bleed?
We overlook, that all ours spetcial attacks are directed either in random pull or in health which it is easy to heal. From here very small probability of that we can win in duel. At the same time, BH has DOT (/torsoshot), making wounds in two pools at once. Except for that there is an attack in not treated pool. To increase our chances in PvP, it is reasonable to give us attack, makin, except for usual damages also wounds:
BS3 - Damage in health pool (as BS2) + 1/2damage wounds health pool.
Stopping Shot - add posture down effect and slow delay will be good. (not knockdown!!!)
Concerning to спецатак: it Is necessary to impose the penalty to accuracy for their use. For example:
/eyeshot-40 % accurat
/healtshot1-10 % acc
/healthshot2-20 %
/healthshot3-30 %
or, may be make /eyeshot only point blank range attack ?
Sorry for bad English.
And some more. I think, MD1 and MD2 must be smuggler attacks. Because it some sort of unarmed movies. And smugglers have all preconditions on these movements (unarmed and marksmen pistole). Give us instead of it movies as TKM in 4 line (legshot and headshot, ranged).
Ok boys and girls, here's a few numbers iv'e made upon several tests with a friend of mine ,you judge by yourself
PS (This was made with My Dx2 149-266 , 2.3 speed) Iv'e shot 3X with different specials to test em out, here are the results:
Fan shot - 264/321/304 = total of 889 damage on 3 hits
Stopping shot- 425/345/279= total of 1049 damage on 3 hits
Disarming shot2 (Master level)- 269-209-224= total of 702 damage on 3 hits
Multi target person shoot (Master level)- 39-64-79= total of 182 damage on 3 hits
Double tap - 230/260/275 = total of 765 damage on 3 hits
Kick-up shot - 150/163/143= total of 456 damage on 3 hits
Point blank area 2 - 244/221/212= total of 677 damage on 3 hits
Body shot 2-192/179/188 = total of 559 damage on 3 hits
Body shot 3- 231/221/189 = total of 641 damage on 3 hits
Now those stats talk by themselves. If we analyze this we can already from start see some problems. Obviously a Stopping shot is more powerfull than a fan shot if we compare skill levels in which each are obtained. Stopping shot was a tid bit slower than fan shot but still did 160 damage additional over 3 hits. Now the biggest problem that really bothers me here is double tap. Double tap is a level 2 skill, if we compare the damage made over 3 shots which is 765 damage for a double tap versus 889 for a fan shot level 4 we get a 124 damage difference and that on 3 shots which makes 41 damage per shot bonus for a level 4 skill. Either Double tap is too powerfull (which i dont personally think at this point) either fan shot is seriously under-rated.
The second concern that really bothered me upon the tests was the master pistoleer skills. If we look at the disarming shot 2 total damage (702 on 3 hits) compared to a double tap level 2which made 789 damage on 3 hits, we're wondering now what's up with this. I can clearly see that there is indeed a problem in the binary calculation of the pistoleer branch. A double tap level 2 presently beats a Disarming shot 2 (master pistoleer) as i can see in our current situation.
My third concern was based upon multi-target person shoot. On 3 hits , Multi-target person gave me a result of 182 damage total , that means that ifi had3 targets in front of me, id target em all 3 for 182 damage on 3 hits. Now let me get this straight... How can a master pistoleer can even survive against PVP or PVE doing 182 damage on 3 targets that would obviously be aggroed on you. Of course, we could kill 3 kreetles in 1 hit with a multi-target shot. But on a larger scale in PVP this skill is totally useless and would make any master pistoleers lose badly against 3 opponents in PVP or even 3 creatures with 2k ham+. For a Master pistoleer skill , the multi-target person shoot is as good as a body shot 1 on several different targets as it is now.
Body shot 3 did a little bit more damage than body 2 upon testing ,tho the difference is really a tid bit for a level 2 vs 3 (but we already know about this issue)
We've talked about Fan shot, Disarming shot2 and Multi-target shot, lots of talks about putting fan shot as an AOE ranged attack. The biggest problem IMO at the moment is if we are going into the Fan shot AOE direction, Disarming 2 and Multi target shot will have definitly no meaning since they will be all very similar.
I think we need to find the root problems here , and basicly the problems are directly linked to the numbers vs the skill level.
If any of you made also some testing , please let me know i'd love to compare and check out the stats based on different kind of pistols.
Oh, i just wanted to point out that basicly there was a serious disbalance over the fact that some level 2 skills make about or more damage than some level 4 or master skills.
My whole point was that the numbers were somehow borked and that even before changing anything i think that the basic should be fixed that is readjusting the damage level to the appropriate skill levels.
Yes ive heard several issues concerning Dis2 - Mut2 , just hoping that there will be indeed something very important attached to those 2 specific master skills.
Fanshot, well i dont see any inconvenient in adding it a AOE. To be honest i like it how it is now .... The only thing that bothers me is that some lower level specials make actually more damage than higher ones. This was mainly my concern upon testing this.
Very true, the higher specials should do more damge than the lower specials (you should try out SL for a while, that's a class riddled with tier I abilities at higher levels.) But SS should remain more damaging than DT, and if Fanshot is a cone then it could do less damage than DT (lets hope it doesn't) but would do more damage overall.
Did you see that the carbineer ability Legshot 3 is supposed to be a cone attack? I don't think we would be out of line getting MTPS to do BS3 damage in its cone attack (all other DPS issues aside.)