Pistoleer Archive
Thread: Whats dmg/delay mods on roll/kip/dive
Roll/Kip/Dive definitely do 2.5 times more damage than autoattacks. I believe Flyojumper reported that each had a slightly different delay, though. Dive is the slowest. Roll was fastest, and Kip was in the middle if I remember correctly...
I still us Roll & Kip Up quite often.
Start at max distance, bleeds, then roll shot (gives good damage and puts you in kneeling), body shot until they get too close, kip up & warning...
Rinse & repeat ![]()
If the 2.5 is indeed confirmed, it does indeed put the nail in yet another one of the pistoleer specials. I think the 1.55 is correct as it shoots, or at least appears to, faster than BS2 does.
The only unique skills that have a long life, for me anyway, are Health Shot2 and Pistol Melee Defense. I think HS2 is safe and the 30 sec timer still gives benefits to PMD, but the Stances Tree is looking like a low HAM version of Kipup Shot.
How sad.
I gave Kipup Shot a workout last night. Based on my observations on creatures and lairs, I think the numbers are accurate. The damage was in line with DoubleTap, allowing me to get to 418+ damage several times from a 120 Scout Blaster. The weapon appeared to fire as fast or faster than BS2, suggesting the delay is also correct. I can't comment very well on the HAM impacts as I had buffed my Stamina (but not Quickness) and wasn't paying close attention to that part, but every shot took off a sliver. I believe it was inline with BS2 in terms of HAM per shot.
Assuming you can handle the HAM from BS2, I can't see any reason why skill points should be spent to aquire Stances and Grips skills. Although, as with FanShot, not as good as BS2, it will make short work of any lairs you come across.