Pistoleer Archive
Thread: Torso Shot vs. Health Shot 2
WylotheUber wrote:
Torso Shot is an über Health Shot 2, IMHO.
Message Edited by Uthyr on 12-23-2004 02:24 AM
Particularly when hunting jedi, but many people really, the flame dot induces a little extra panic and something else to think about. With buffs being what they are nowadays, no one is scared of bleeding to death, as the buffs often outpace the bleeds. Flames produce the visible black-bars that get people flustered, and until they figure out which HAM bar is on fire, they may also be scared that it's a mind-fire. With so many stupid dot weapons around, I guess I don't blame them for worrying that you're shooting a mind-fire pistol.
So all other things being equal, and from what you've found they seem to be, I say go with TS. Anytime you can distract your opponent (and send him for a dip, during which you get some free shots on him) you're increasing the odds that you'll win.
Curious how I automatically read that as a PVP question.
As for mathematical differences, I wish I could help, but I'm awful at math.
JuntSmoka wrote:
Dont worry which has the advantage (it's torso shot anyway) just slap them both on then let loose with stoping shot or last ditch.
Hehe, I've done that mathematicaldiscussion in this forum several times now. Stopping Shot may do more damage per second than either TS or HS2, but it's not a HAM-specific focused attack, and the damage gets too spread out over all three HAMs. Spamming HS2 or TS should, on average (unless you get lucky and have Stopping Shot hit the same pool repeatedly), kill things more quickly than Stopping Shot.
Here's an example using Rem's SWG Damage Calculator... with my powered-up DE-10 pistol, I fire 7 HealthShot2 rounds at a mob that has 10000 HAM for each of its three pools... All7 shots will hit Health, for a total damage of11325 (taking all of7 seconds to fire since I am speed capped). Granted there will be a little spillage into the other pools, but the target is dead nonetheless (assuming no armor or special protection for ease of calculations, but the principle is the same for armored opponents). Firing the same weapon using Stopping Shot, let's say3 of them hit Health,2 hit Action, and2 hit Mind. The heaviest-hit pool (Health in this example) takes 8089 damage. Target is still alive, with plenty of health to spare. Of course, if you had gotten lucky and had Stopping Shot hit health for several shots ina row, the target could be dead after 4 shots--but this is highly unlikely, and you really need to look at the averages over time.
There are really onlyfoursituations that come to mindwhere I find Stopping Shot more useful... One is when I am trying to finish off a lair, since HAM-specific attacks don't matter for that--only total damage output. Second is when I am fighting in a group, allshooting the same target, and nobody else is targeting Health. The third is after I have been using FanShot and need to finish off the last target, and I see that Actionhappens to bethe lowest remaining pool. If I am lucky, Stopping Shot will hit their Action, and if not, it still does some heavy damage to another pool. Fourth is if I am a cave with a bunch of loot stealers with uber weapons and I am trying to deal damage quickly so nobodysteals loot permission from me (I had this happen to me one too many times one day when I was at Fort Tusken using a grinding pistol on Tusken Warlords, and somebody with an uber rifle kept appearing out of nowhere picking off my targets with one or two shots and stealing my loot before I could get halfway through killing them).
As for Last Ditch, I don't have that skill, so that's not even an option for me.
Thanks for making me think about this in more detail, JuntSmoka! ![]()