Pistoleer Archive

Thread: Concept Thread : Burst Shot Stunned State

Darth_Spike
Thu Jun 30, 2005 8:49 am
#53






GarronDarkweaver wrote:

Recovery moves require action to execute. If stun stops action regen and u apply it just as someone empties their action they will never be able to attack again untill it wears off or they find a doctor. That would TOTALLY un-balance pvp. And not every template has the ability to recover it. Cm/bh is very popular at the moment and they cant recover from it at all.


50% action regen reduction is too high in my opinion, 25% would be sufficient enough to make it worth appying and healing but not essential to heal if you dont posess the ability to do so.







I'm sure this is an unpopular opinion, but in a skill-based game, we ALL mack choices on what skills we want and don't want. Will EVERY opponent you run across have the state recovery skill - No. Will every opponent you run across not have it -also No. Not every profession will have a Stun Move, and not every profession will have a Stun Recovery. This forces the Player to CHOOSE. Do you want Stun Recovery? Do you want a Stun Move?


Using the argument thateveryone will HAVE to get Stun Recovery to survie in PvP, at least to me, seems silly. Lots of opponents will have it, andStun will be ineffective against them. Not every opponent will chose to have it, so Stun Moves will be very effective aginst those people.


Now on the issue of having Stun Recovery, getting hit with a Stun when you are low on Action (Action management is now part of the game), and not being able to use the ability becasue you dont have enough Action, and won't get it while stunned......the solution is simple. Change Stun Recovery to use Mind instead of Action. I don't think I've noticed any Rifleman, Pistoleer, Carbineer abilitiesuseMind anymore in combat, and I didn't notice any moves on BH that drew Mind. In fact, make ALL RECOVERY SKILLS USE MIND. Then, make one of the State effects (maybe Dizzy) stop Mind Regeneration like Stun stops Action.


What you would end up with is someone getting hit with Stun, using Stun Recovery andexpending some Mind. Someone else slaps on another state effect, and another Recovery is used, using up more mind. The Player actually has to MANAGE both Action and Mind pools, becasue a Stun/Dizzy would stop all regen on those pools. So to survive in PvP, you will actually have to FEAR STATES. You get hit with a Stun, you better run away a bit and get out of range before you Recover or you risk getting hit with another state. Making someone NOTruntowards you is Crowd Control.


So give Stun a timer and have it stop all Action Regen. Give another State the ability to halt Mind Regen (if there already isn't one) and it is on a timer. Set all Recevery Skills to use Mind. Thesemay be the ONLY skills in a template that use Mind. More powerful Shots have longer timers. Watch your Action and Mind bars, and don't put yourself in a vulnerable position by using up an entire pool.



BadgerSmaker
Thu Jun 30, 2005 9:23 am
#54






Darth_Spike wrote:


Change Stun Recovery to use Mind instead of Action. I don't think I've noticed any Rifleman, Pistoleer, Carbineer abilitiesuseMind anymore in combat, and I didn't notice any moves on BH that drew Mind. In fact, make ALL RECOVERY SKILLS USE MIND. Then, make one of the State effects (maybe Dizzy) stop Mind Regeneration like Stun stops Action.




Nah, Doc state heal uses mind... should be action really.


Mind is the key thing for elite medics, CM's and Doc would be slaughtered if you had it stop mind regen.

Message Edited by BadgerSmaker on 06-30-2005 05:24 PM



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Darth_Spike
Thu Jun 30, 2005 9:37 am
#55






BadgerSmaker wrote:






Darth_Spike wrote:


Change Stun Recovery to use Mind instead of Action. I don't think I've noticed any Rifleman, Pistoleer, Carbineer abilitiesuseMind anymore in combat, and I didn't notice any moves on BH that drew Mind. In fact, make ALL RECOVERY SKILLS USE MIND. Then, make one of the State effects (maybe Dizzy) stop Mind Regeneration like Stun stops Action.




Nah, Doc state heal uses mind... should be action really.


Mind is the key thing for elite medics, CM's and Doc would be slaughtered if you had it stop mind regen.

Message Edited by BadgerSmaker on 06-30-2005 05:24 PM



You mean the same way someone would get slaughterd if their Action pool didn't regen. All I am saying is If there is a state that effectsActionregen, then let there be a state that effects Mind regen. I'm also saying that each profession should have some need for both pools, and getting hit with the state effects that stop/reduce regen of those pools should be feared. The result of which being that Players would have to play smarter and not spam specials until their Action and Mind pools are depleted.


Nifty
Thu Jun 30, 2005 10:50 am
#56






BadgerSmaker wrote:





Nifty wrote:





GarronDarkweaver wrote:

Recovery moves require action to execute. If stun stops action regen and u apply it just as someone empties their action they will never be able to attack again untill it wears off or they find a doctor. That would TOTALLY un-balance pvp. And not every template has the ability to recover it. Cm/bh is very popular at the moment and they cant recover from it at all.


50% action regen reduction is too high in my opinion, 25% would be sufficient enough to make it worth appying and healing but not essential to heal if you dont posess the ability to do so.







umm, Stun does wear off on its own. It is not a permanent effect.





The thing is, it tends to be. NPC's spam it like crazy, so would Pistoleers, Pikeman, BH and Jedi if it completely stopped regen.





that could be fixed with the immunity timer that seems to becoming so popular with the devs.





Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Kodpese
Fri Jul 01, 2005 6:57 am
#57






Orima wrote:

The devs need to look at the roles of all the normal states..


but in a nut shell imo


Dizzy = less defense

Blind = less accuracy


and


Stun = less speed. which translates to less dmg output.






Now that makes sense to me I take it you just mean weapon speed?


Just as a crazy idea... Stun = Target completely unable to do anything for about 2seconds (including move, attack, regen, heal etc etc). Guess this would be open to a lot of abuse though and thinking about it would give riflemen dabblers an I Win button unless you stuck it on Master Pistols. Give it a longish warm-up and cool down though and it might not be too overpowered.






Zokra Losse - Elder Bounty Hunter
Oloi Oubraki - Master Structures Trader
Please drop off all auction winsto Loot Vendor,Tatooine -3067 1383 just outside Mos Espa.
BadgerSmaker
Fri Jul 01, 2005 7:20 am
#58





A few guildies and I did a couple of Corvette runns after pub 19, you are basically in a continual state of stun from the NPC's that spam burst shot.


Other dungeons have similar Burst happy NPC's so bearing that in mind, we have to come up for realistic ideas, especially as in a fight Pistoleers and PIkeman can pretty much keep a target stunned for the entire duration.


Combat Speed Reduction might be a good idea, but may be pretty horrific when combined with CM Thyroid Rupture.


This is what the state effects do now:

Intimidate: reduce opponent damage output by 20%
Stun : reduce accuracy and defense (-10)

Dizzy: reduce accuracy and defense by ?
Blind: greatly reduce accuracy by 20%?



So maybe the realistic option is 10% accuracy and defence reduction? That way we get the ability to reduce attack by 30% and defence by %10, then further reduce defence with warning shot's -80 mod.


I need to find more data on Dizzy and Blind. Will update this post when I find it.

It seems only Intimidate works properly at the moment... anyway, my model would be as follows then:

Intimidate: reduce damage 20%
Stun : reduce damage by 10%and defense by 15%

Dizzy: reduce accuracy by 10% and defense by 15%
Blind: reduce accuracy by 20%


So when you are blind/stun/intimidated/dizzy you get


30% to damage reduction

30% to defence reduction

30% to accuracy reduction


That would be pretty nasty and well worth healing/recovering.

I have also asked Gunman21, the PIkeman correspondant what he thinks should happen as Pikemen are pretty much the melee version of Pistoleers where Attack Control is concerned.

Message Edited by BadgerSmaker on 07-01-2005 03:48 PM



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Nifty
Fri Jul 01, 2005 9:19 am
#59


Badger, I did those tests, remember? I'll try to dig up the thread.


for damage done to you reduction. (accuracy reduction) These numbers might not be correct, because I'm not sure if it is an actual accuracy reduction or a damage mitigation. You'd have to test in PvP against different accuracies to see if it is a straight percentage of damage or a straight percentage of accuracy affected. (devs should just come out and tell us the formulae!!!)


Intimidate - 20%
Blind - 20%
Stun - 10%
Dizzy - 6.5%


for damage done to a mob (defense reduction basically)
812 - reference damage on CL 80 creatures (for my CL 80 character), damage numbers are pre-armor absorbtion
699 - CL 82 Bol with no states applied
790 - Warning Shot
722 - Intimidate (yeah, it raised it, I dunno why it did, but it did!)
710 - Stunned
784 - Dizzy (Confusion Shot from BH, only Dizzy stuck)
727 - Blind (Improved Eye Shot from BH)
795 - Dizzy and Stun (Confusion Shot from BH, both stuck)
750 - Intimidate and Blind
812 - Warning Shot plus anything (not sure if Stunned + Warning Shot is good enough, I don't remember getting that combo, but I'm pretty sure Blind + Warning Shot was 812, and I know Warning Shot + 2 or more states was definitely 812)

Message Edited by Nifty on 07-01-2005 11:28 AM



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
BadgerSmaker
Fri Jul 01, 2005 9:41 am
#60

Thanks for digging that up Nifty,


Blixtev confirmed for me that Stun does -10 to accuracy and defence.


What do you reckon to that model then?



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Pug
Fri Jul 01, 2005 10:01 am
#61






BadgerSmaker wrote:





A few guildies and I did a couple of Corvette runns after pub 19, you are basically in a continual state of stun from the NPC's that spam burst shot.


Other dungeons have similar Burst happy NPC's so bearing that in mind, we have to come up for realistic ideas, especially as in a fight Pistoleers and PIkeman can pretty much keep a target stunned for the entire duration.


Combat Speed Reduction might be a good idea, but may be pretty horrific when combined with CM Thyroid Rupture.


This is what the state effects do now:

Intimidate: reduce opponent damage output by 20%
Stun : reduce accuracy and defense (-10)

Dizzy: reduce accuracy and defense by ?
Blind: greatly reduce accuracy by 20%?



So maybe the realistic option is 10% accuracy and defence reduction? That way we get the ability to reduce attack by 30% and defence by %10, then further reduce defence with warning shot's -80 mod.


I need to find more data on Dizzy and Blind. Will update this post when I find it.

It seems only Intimidate works properly at the moment... anyway, my model would be as follows then:


Intimidate: reduce damage 20%
Stun : reduce damage by 10%and defense by 15%


Dizzy: reduce accuracy by 10% and defense by 15%
Blind: reduce accuracy by 20%


So when you are blind/stun/intimidated/dizzy you get


30% to damage reduction

30% to defence reduction

30% to accuracy reduction


That would be pretty nasty and well worth healing/recovering.

I have also asked Gunman21, the PIkeman correspondant what he thinks should happen as Pikemen are pretty much the melee version of Pistoleers where Attack Control is concerned.


Message Edited by BadgerSmaker on 07-01-200503:48 PM





I like the 30% damage/defense/accuracy reduction idea. However, I'd like to see the states last longer OR have the advanced/improved versions of the specials have a big increase in their chance to stick the state.



May the Force be with you.

Pug
Bounty Hunter
Vendor in Valley of Shadows, Talus
/way -4307 2627
BadgerSmaker
Fri Jul 01, 2005 10:05 am
#62






Pug wrote:
I like the 30% damage/defense/accuracy reduction idea. However, I'd like to see the states last longer OR have the advanced/improved versions of the specials have a big increase in their chance to stick the state.





I'd like to see them last about two minutes if they are not removed, as for stick rate, I think any change to this impedes on Overwhelming Shot and Shock.


If you want to specialise in state application then it's a good idea to pick up some Smuggler or CM.



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Pug
Fri Jul 01, 2005 10:31 am
#63

I saw a comment on the Bounty Hunter forums that made me laugh. This is extremely silly, but fun to think about if it was implemented.


Blind - Makes your screen go black and then fades-to-normal over5 seconds.


Dizzy - Makes your screen shake and then stabilizes-to-normal over 5 seconds.


Stun- Makes your screen freeze and then speeds-up-to-normal over 5 seconds.


This would be on top of their other states. This would DEFINTELY make State Recovery worth while.




May the Force be with you.

Pug
Bounty Hunter
Vendor in Valley of Shadows, Talus
/way -4307 2627
Serenloth
Tue Jul 12, 2005 7:56 pm
#64


all these ideas are good, but like some ppl are stating: If they add a stop all regen, it will force jedis to go healer 0004. And Im not feeling that. A solution to this would be to add state recoveries on the paddy box or Knight box. Make healer 0004 heal stuff like snares, roots, or a counter toCM debuffs, ect. Something that some1 want but is not required. just my 2 cents

Message Edited by Serenloth on 07-12-2005 07:57 PM



BigBoss
Assassin
I'm Not Stopin', Ya Heard What I'm Sayin'Put The Money In My Hand, And Catch Me If You Can
Pointe Him Out, And I'll Pop Him, Walk Up On Him And Drop Him
I've Been Waitin' And Watchin', To Put The B!tch In A Coffin.
Im Takin' Hits

Xoreshear
Tue Jul 12, 2005 8:37 pm
#65

I'd kind of like it to add the message so and so "looks stupid" when in hits and sticks.



Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
Page 5 of 6