Pistoleer Archive
Thread: Concept Thread : Stun State
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.
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.
Intimidate: reduce opponent damage output by 20%
Stun : reduce accuracy and defense (-10)
Blind: greatly reduce accuracy by 20%?
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%
Blind: reduce accuracy by 20%
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
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
Thanks for digging that up Nifty,
Blixtev confirmed for me that Stun does -10 to accuracy and defence.
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.
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 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. ![]()
Message Edited by Serenloth on 07-12-2005 07:57 PM
Woah... no thanks!
Serenloth wrote:
Make healer 0004 heal stuff like snares, roots, or a counter toCM debuffs, ect.
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.