Pistoleer Archive
Thread: New tests on Disarming Shot 1 & 2, and What to use when shooting rocks with laser guns
Page 1 of 2
Randonb
Wed Feb 11, 2004 10:51 am
#1
I have always been curious whether Disarming Shot had an additional damage multiplier vs Vehicles, the way it does vs Lairs.
I can definitively tell you that it does. Because of the very limited hitpoints of vehicles and relative unimportance of this test, I did not get loads and loads of numbers to post about it. I can tell you however that the damage bonus vs the vehicles is not displayed in the "combat spam" (the numbers listed in your combat tab on the chat window). That is the damage before the bonus is applied. The damage numbers that float over your target is the actual damage done in this instance. Because of this difference in the numbers, the conclusion was obvious in only a couple of shots. I reduced the vehicle to rubble, just to be safe. 
I tested using a CDEF Pistol against a Swoop Bike, a mission lair, and an NPC using Disarming Shot 1, Disarming Shot 2, and the default attack.
Lair: had the double damage bonus with both DS 1 & 2, no bonus with the default attack
Vehicle: had the double damage bonus with both DS 1 & 2, no bonus with the default attack
NPC: did not have damage bonus for any of the attacks
Some more interesting facts I came across crunching the numbers:
Disarming Shot 2 has the best DPS vs these targets, even surpassing Stopping Shot. DS2 has a natural multiplier of 2.7, bringing it to 5.4 with the bonus. Stopping Shot has only a 5.0 multiplier (DS2 providing 8% more damage per shot). Additionally, the delay modifier on DS2 is 2.5, compared to Stopping Shot's 4.0.
HAM Cost, however, is a concern. DS2 has a higher HAM cost than Stopping shot by approximately 38%. If you don't have a lot of action, Stopping Shot might bring down that 45k hit point lair a bit faster. The call is yours to make, as this is situational. To sum it up for those who don't want to read all of that:
Disarming Shot 2: 5.4x damage modifier (after the bonus). 2.5x delay modifier. Higher HAM cost.
Stopping Shot: 5.0x damage modifier. 4.0x delay modifier.
But what about the non-masters? What should they use for blowing up these targets?
Definitely Disarming Shot 1. You are still looking at a special with a delay mod of 2.3 and a damage multiplier of 2.0 (4.0 after bonus). This is the same damage as Fan Shot, but 0.1 faster on the delay mod. Stopping Shot is just too darn slow at low levels to even be considered.
Disarming Shot 1: 4.0x damage modifier (after bonus). 2.3 delay modifier.
Fan Shot: 4.0x damage modifier. 2.4 delay modifier.
Just a novice? You should try Kip Up Shot and Rolling Shot. They are your best bet.
Shazeen
Wed Feb 11, 2004 3:04 pm
#2
Randonb wrote:
I have always been curious whether Disarming Shot had an additional damage multiplier vs Vehicles, the way it does vs Lairs.
I can definitively tell you that it does. Because of the very limited hitpoints of vehicles and relative unimportance of this test, I did not get loads and loads of numbers to post about it. I can tell you however that the damage bonus vs the vehicles is not displayed in the "combat spam" (the numbers listed in your combat tab on the chat window). That is the damage before the bonus is applied. The damage numbers that float over your target is the actual damage done in this instance. Because of this difference in the numbers, the conclusion was obvious in only a couple of shots. I reduced the vehicle to rubble, just to be safe.
I tested using a CDEF Pistol against a Swoop Bike, a mission lair, and an NPC using Disarming Shot 1, Disarming Shot 2, and the default attack.
Lair: had the double damage bonus with both DS 1 & 2, no bonus with the default attack
Vehicle: had the double damage bonus with both DS 1 & 2, no bonus with the default attack
NPC: did not have damage bonus for any of the attacks
Some more interesting facts I came across crunching the numbers:
Disarming Shot 2 has the best DPS vs these targets, even surpassing Stopping Shot. DS2 has a natural multiplier of 2.7, bringing it to 5.4 with the bonus. Stopping Shot has only a 5.0 multiplier (DS2 providing 8% more damage per shot). Additionally, the delay modifier on DS2 is 2.5, compared to Stopping Shot's 4.0.
HAM Cost, however, is a concern. DS2 has a higher HAM cost than Stopping shot by approximately 38%. If you don't have a lot of action, Stopping Shot might bring down that 45k hit point lair a bit faster. The call is yours to make, as this is situational. To sum it up for those who don't want to read all of that:
Disarming Shot 2: 5.4x damage modifier (after the bonus). 2.5x delay modifier. Higher HAM cost.
Stopping Shot: 5.0x damage modifier. 4.0x delay modifier.
But what about the non-masters? What should they use for blowing up these targets?
Definitely Disarming Shot 1. You are still looking at a special with a delay mod of 2.3 and a damage multiplier of 2.0 (4.0 after bonus). This is the same damage as Fan Shot, but 0.1 faster on the delay mod. Stopping Shot is just too darn slow at low levels to even be considered.
Disarming Shot 1: 4.0x damage modifier (after bonus). 2.3 delay modifier.
Fan Shot: 4.0x damage modifier. 2.4 delay modifier.
Just a novice? You should try Kip Up Shot and Rolling Shot. They are your best bet.
Nice work Randonb! Thats good information to know. ![]()
WesBelden
Wed Feb 11, 2004 7:20 pm
#3
Just wondering, but would the multiplier affect AT-STs? I realise it'd be like switching from a pea shooter to a sling shot, but it'd be nice to know none the less
humberton
Wed Feb 11, 2004 8:38 pm
#4
Although I have not tested this, I belive that the answer is that Disarming Shot does not effect a AT-ST. Disarm only effects targets with 1 HAM bar.
Kalia
Wed Feb 11, 2004 9:21 pm
#5
Great research!
On the other hand... you're nottelling us that "disarming shot" actually disarms anything, are you? 
Randonb
Thu Feb 12, 2004 1:16 pm
#6
Afraid not, Kalia. It has occured to me how disgusting it is that we are talking about a master level special in terms of shaving a few seconds off of Mission Lair disposal. It would be comical if it weren't so sad.
Rest assured, I continue the campaign to give our special attacks meaning.
Wild__Bill
Thu Feb 12, 2004 3:02 pm
#7
It is a shame. Disarming Shot 1 & 2 could really be used for a truely unique special for our profession. What I would like to see is a special that at level one unarms your target, and at level 2 unarms your target and hits them with a 5 second delay. Sure other professions would complain that it sucks, but then again so does a KD/Dizzy.
Barr1cade
Mon Feb 16, 2004 6:15 am
#8
Here'sa use for disarming shot - damage the opponents weapon...
Srednii
Mon Feb 16, 2004 7:00 am
#9
Barr1cade wrote:
Here'sa use for disarming shot - damage the opponents weapon...
Last I heard it didn't. (and really do we want this greifer attack?)
vGeist
Mon Feb 16, 2004 7:17 am
#10
If they leave it as intentionally being a special vs vehicles, then I'll quit pistoleer or just quit.
BeWary
Tue Feb 17, 2004 5:21 am
#11
I have tested it and it also recieves the damage bonus Vs turrets. Coupled with the launcher pistol you can put up some nice numbers.
Randonb
Wed Feb 18, 2004 12:50 am
#12
Thanks BeWary. It seems to be confirmed that the damage bonus applies to anything with a single "hit point" bar.
Unstickying this as it isn't all THAT important. I'll put it in the "Links.." thread.
Espo99
Wed Feb 18, 2004 2:08 pm
#13
BeWary wrote:
I have tested it and it also recieves the damage bonus Vs turrets. Coupled with the launcher pistol you can put up some nice numbers.
tried this last night on a dish turret...worked well !!
Page 1 of 2