Pistoleer Archive
Thread: stopping-shot doesnt work
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Magner
Sun Jan 09, 2005 12:30 pm
#1
I recently aquired Pistols Tech III and wanted to try out stopping shot on some unassuming pickets.
Well, i fire of some shots and suprise surprise, this crappy thing does pretty much the same damage as a regular attack(compared
to that Healthshot 2 does about 3 Times the Damage if im right).
what's wrong, a bugged special or what ?
Well, i fire of some shots and suprise surprise, this crappy thing does pretty much the same damage as a regular attack(compared
to that Healthshot 2 does about 3 Times the Damage if im right).
what's wrong, a bugged special or what ?
Reicine
Sun Jan 09, 2005 2:46 pm
#2
im pretty sure its bugged. when i use it, all it seems to do is quite alot of dmg, + long re-fire time. If you're looking for a special that you can spam away with, use healthshot2 - fast re-fire time, adequate dmg and a nice DoT doesnt go too badly either 
Uthyr
Sun Jan 09, 2005 3:07 pm
#3
Once you approach the speed cap (you need Master Pistoleer + Bounty Hunter pistols or some good speed tapes for that), Stopping Shot becomes a rather powerful attack, especially when you can fire it at one per second. Even so, I prefer Health Shot 2, because the latter is a more focused attack, and should on average kill targets faster than Stopping Shot (unless they have the ability to heal or have an especially strong Health pool). I demonstrated this mathematically in an earlier post, which I would be happy to look up if anybody's interested (I don't have it handy at the moment). You never know which pool Stopping Shot is going to hit.
Other pistoleers here will swear by Stopping Shot though, so to each his own.
JayWind
Sun Jan 09, 2005 3:07 pm
#4
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 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
JayWind
Sun Jan 09, 2005 3:15 pm
#5
Uthyr wrote:Other pistoleers here will swear by Stopping Shot though, so to each his own.
This is very true as well. It depends on what you're doing. In PvE, I usually use HealthShot1/2, then use Stopping Shot on the lair. In PvP, I start with HealthShot 1/2 to stack bleeds, then as I'm usually in a group with Swordsmen, I use Stopping Shot and wait for those wonderful words, "Head Hit" followed by a really high number
Your milage may vary, as the saying goes. Experiment with things, try things out and develop your own tactics and methods for doing things. I've been a Pistoleer for well over a year so I know many little tricks about some of the attacks that are nice, but in the end it usually comes down to HealthShot 1/2 and Stopping Shot.
I'm only a Pistoleer, no longer a BH, so I don't have the extra pistol attacks from BH anymore, but Pistoleer by itself is a very capable profession capable of both PvE and PvP.
We get the fast firing rate, excellent damage output and a variety of damage types (energy, acid, heat, stun, kinetic) that make us versatile and alot of fun
Uthyr
Sun Jan 09, 2005 3:20 pm
#6
JayWind wrote:
I am a master Pistoleer with the FS Ranged Speed line for that extra speed to help me hit the cap on Stopping Shot.
I hate to tell people this after they have gone through all the trouble of grinding the FS Ranged Speed branch, but both that branch and Ranged Accuracy are currently broken. As far as I know, they have never worked. You're better off putting the points into something like FS Melee Defense or Ranged Defense.
I agree with everything else you said though.
Good point about the group PvP advantage for Stopping Shot.
JayWind
Sun Jan 09, 2005 3:54 pm
#7
Uthyr wrote:
JayWind wrote:
I am a master Pistoleer with the FS Ranged Speed line for that extra speed to help me hit the cap on Stopping Shot.I hate to tell people this after they have gone through all the trouble of grinding the FS Ranged Speed branch, but both that branch and Ranged Accuracy are currently broken. As far as I know, they have never worked. You're better off putting the points into something like FS Melee Defense or Ranged Defense.I agree with everything else you said though.Good point about the group PvP advantage for Stopping Shot.
It doesn't appear broken too me. I needed to get that fourth box to hit the cap though. I went from Stopping Shot once every two seconds to once per second using weapons with the same speed, or in one case worse speed. Other Pistoleers in my guild without that speed are jealous of me for using Stopping Shot that fast
Accuracy may be broken though, as I don't really notice much change outside optimal range, and Jedi still block just about every shot like normal.
Uthyr
Sun Jan 09, 2005 4:49 pm
#8
Jaywind, do you by any chance also have the FS Melee Speed branch? If so, that could account for your apparent speed increase because FS Melee Speed is also currently broken, giving ranged speed mods in addition to melee speed. In any case, I can't confirm that these branches are broken from personal experience, but it is common knowledge on the Force Sensitive forum (specifically noted by the Jedi Correspondent as recently as 3 weeks ago). I have no explanation for why you are showing aspeed increase, but am wondering if something else is causing it, or if there is something about your character that bypasses the bug. There has been no mention of this issue being fixed as far as I am aware, and I would be interested in hearing if anybody else has noted a speed increase after completing this branch. Here are a couple of threads where the issue is mentioned:
Message Edited by Uthyr on 01-09-2005 06:59 PM
LordMaxx
Sun Jan 09, 2005 6:25 pm
#9
stopping shot is working as intended...unfortunately its not intended for much except a high delay high damage special that hits a random pool. Our best shot by far is HealthShot2... sorry you were misled by the specials title hehe
Uthyr
Sun Jan 09, 2005 11:06 pm
#10
LordMaxx wrote:
stopping shot is working as intended...unfortunately its not intended for much except a high delay high damage special that hits a random pool. Our best shot by far is HealthShot2
/agreeShot2
Magner
Mon Jan 10, 2005 4:24 am
#11
hey guys, thanks to all of ya', have been very helpfull.
I guess i will finish Master Pistoleer(BH Pistols Tree is allready done) and then see what this baby can do.
I guess i will finish Master Pistoleer(BH Pistols Tree is allready done) and then see what this baby can do.
Salebow
Mon Jan 10, 2005 6:13 am
#12
Stoppin Shot does in fact work. I've used it in our tempest imps vs rebs war that has been going on lately. There was a couple individuals that wouldnt hold still and wouldn't die so while all the melee guys were running around after him, i used stopping shot on him, and it deathblowed him and the nearest melee guy wasnt anywhere near him.
On saturday morning, i went out to my fav rebel vs imp base and found a fellow imp there grinding away, well we grouped up and some reb showed up, found a 1st lt, proceeded to attack my newly grouped buddy so i chased him down using stopping shot, and after a couple hits (the guy was unbuffed) stopping shot death blowed him.
so yeah its working quite effectively, at least in pvp.
trajen2
Mon Jan 10, 2005 6:33 am
#13
Salebow wrote:
Stoppin Shot does in fact work. I've used it in our tempest imps vs rebs war that has been going on lately. There was a couple individuals that wouldnt hold still and wouldn't die so while all the melee guys were running around after him, i used stopping shot on him, and it deathblowed him and the nearest melee guy wasnt anywhere near him.
On saturday morning, i went out to my fav rebel vs imp base and found a fellow imp there grinding away, well we grouped up and some reb showed up, found a 1st lt, proceeded to attack my newly grouped buddy so i chased him down using stopping shot, and after a couple hits (the guy was unbuffed) stopping shot death blowed him.
so yeah its working quite effectively, at least in pvp.
i use stopping shot A LOT (after a couple /torsoshot, /bleedingshot, /HS1, /HS2) and it does grand! I've been testing it versus HS2 and I get better, quicker results with stoppingshot. Although HS2 is focused on the health pool, stopping shot just seems to dole out more damage. As a previous poster stated, you jsut gotta find what works for you and use it.
As for the above "quote" I have never, ever seen stopping shot deathblow anyone or anything. . .
inat
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