Pistoleer Archive
Thread: What's so great about stopping shot?
Stopping shot does NOT knock the character down. It is a high damage special, nothing more.
Stopping shot is generally used in PvP as a finishing blow. It can rarely ( meaning if you get lucky ) be used as a one shot kill with a good FWG5. One shot kill or not, when you use stopping shot ( in PvP ), you want it to kill your target. This is because if your opponent is incapped, the delay until your next shot doesnt matter.
Fan shot is generally used as the standard bread and butter damage shot.
The problem with stoppingshot is that it's too SLOW ... doubletap is much better for damage over time and fanshot is even better than doubletap ![]()
Also fanshot with a decent Scout Pistol is awesome due to the speed.
Now if stoppingshot really did do knockdown or stun it would be a fantastic opening combo .. along with bleed.
Colby - Eclipse
Scout, CH, Pistoleer
well I haven't advanced far enough to weigh in on the meat of this topic...but I do want to point out that
SIN IS KEY
Quiewa Sandbender
Radiant
Well as far as my experiences with Stopping Shot go...
I only use it in PvP or if im about to get killed in PvE and use it as a last ditch and pray it hits the right HAM pool. Its delay is ssssooooo long and im using a 1.9 FWG5. Even with my 1.2 Scout its llllllllooooonnnnnnggggg. Man I need fan shot =p.
Or we could all jump to the BH bandwagon, get torsoshot, and be better than all pistoleers ever can and will ever be! Hey look they can do more dmg than BS3 with the best bleed effect in the game!
I have gotten FULL health wounds from a torsoshot. And I have an 1100 health pool. The would effect is just too vicious on that shot
sinrakin wrote:
...and does slightly less than twice as much damage. I could be wrong about the last part - maybe it does exactly twice the damage, but even if it did, why would I care.
My parses show SS at 5x normal damage and DT at 3x normal damage, so I would concur that it does not do double the damage of DT.
But how are you measuring HAM cost? The little number that floats off my head when I fire them is 24 for DT and 31 for SS. I'm not sure if that's an accurate way to judge HAM cost, but if it is, then it doesn't cost double HAM.
sinrakin wrote:
To measure HAM costs I just stacked up a bunch of the same shot, then opened my character window that showed the numerical values of my HAM bars and watched them change. Every time I shot they'd go down, and every once in a while they'd go up by 5 as I regenned. As I recall with my scout blaster, doubletap was costing 9 action, and stopping shot 18.
I just did some tests on this myself. The light green number that floats up off your head when you perform a special is the sum of all the costs to H, A and M. It's light green for pistols because most of it is A (green) and a little bit is red and blue which adds some white to it. So you can directly compare the entire cost of a special maneuver by looking at that number. It will vary for every person based on their Strength, Quickness, Focus and weapon HAM cost.
For me SS costs 5H, 21A, 5M and DT costs 5H, 14A, 5M with an 11/23/11 Scout Blaster. So SS uses 31 total and DT uses 24 total. This makes SS cost 1.3x as much as DT total. Just looking at Action, it costs 1.5x as much because the H and M costs are the same for both for me. The damage is 1.6x more for SS than DT so I would say that SS is better from a Dmg per HAM perspective.
In other words if my avg regular shot is 100 dmg. Then 10 DTs would cost me 50H, 140A, 50M (240 total) and would do 3000dmg. 10 SSs would cost me 50H, 210A, 50M (310 total) and would do 5000dmg. That makes DT 12.5 dmg per HAM and SS 16.1 dmg per HAM in this example.
DPH is of questionable value, though. I think DPS is much more important. My HAM is rarely my limiting factor. But my point is that the HAM cost for SS is certainly not double that of DT at least for my character.