Pistoleer Archive

Thread: Concept Thread : Stun State

Qui_ConGinn
Fri Sep 24, 2004 2:22 pm
#1

I'm all for haveing it slow action reg 25%-33%, There needs to be a non jedi/Cm move that slows action reg. Also they could allow better stackign of foods to off set this helping chefs out a little bit.



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Kodpese
Fri Jul 01, 2005 6:57 am
#2






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.






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BadgerSmaker
Fri Jul 01, 2005 7:20 am
#3





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



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Nifty
Fri Jul 01, 2005 9:19 am
#4


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



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BadgerSmaker
Fri Jul 01, 2005 9:41 am
#5

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?



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Pug
Fri Jul 01, 2005 10:01 am
#6






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
#7






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.



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Pug
Fri Jul 01, 2005 10:31 am
#8

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
#9


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



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Xoreshear
Tue Jul 12, 2005 8:37 pm
#10

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



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BadgerSmaker
Tue Jul 12, 2005 11:44 pm
#11






Serenloth wrote:


Make healer 0004 heal stuff like snares, roots, or a counter toCM debuffs, ect.




Woah... no thanks!



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hamhamthe3rd
Thu Jul 21, 2005 1:46 am
#12


stun should just continue to work like it did pre-cu, lower your defense and damage output. its continuing to do that more or less indirectly right now.


anyway i feel stun shouldnt affect action regen at all, that is what debuffs are for. if they made it so that it did mess with regen then it shouldnt stack with debuffs.


lastly, theres no true counter to stun currently. that is to say healing it is useless when it can be reapplied so easily once removed. fighting storm troopers this is something ive noticed a lot. they would stun me and if i removed it they would just stun me again and again and again. so with that said if stun worked against regen in any way it would be too powerful for the fact it can be applied and reapplied too easily.


Skifi_Widal
Thu Jul 21, 2005 12:49 pm
#13


I'd like to see something totally new, like a stun shot causes wounds to the action and mindpools. An Action wound heal ability could be returned to Docs and a Mind wound heal ability returned to Entertainers.


After enough stun shots the target would have no action or mind left, though would not incap, just have to rely on default attacks. They wouldnt last long, so wound healing would have to be as efficient and fast as health healing.




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