Smuggler Archive
Thread: CU Smuggler Abilites. Overview
- Concussion Shot (Novice Smuggler)
What the description says: "This ranged ability dazes an opponent completely stopping their ability to move or attack for a short period of time. Any damage done to the target during that time will bring them back to their senses and allow them to attack again."
What it really does: It roots the target to the spot so he can't move at all, lasting 15 seconds. However he can still attack and is unaffected in any other way. Not only does this contradict the description, it's alsothe exact same effect as Pistoleers stopping shot. Currently this ability seem much too powerful as you can basically solo anything that doesn't shoot back by just Rooting & Running (TM).
I would rather see that it did work as true mezz attack just as the description implies.
- Panic Shot (Underworld I)
What the description says: "This ranged attack ability fires wildly at the target preventing them from attack for a short period of time."
What it really does: This gives the target a debuff penalising him with -10.00 attack speed for about 10 seconds. This is, although similar to the description, not entirely correct. Also it's redundant considering Low Blow is essentially the same thing only better (and with a KD if it gets fixed). Although they seem to stack, isn't it a little boring to have abilities that have the same effect?
- Improved Panic Shot (Underworld III)
What the description says: "This enhancement to the Panic Shot ability increases the duration their attacks are delayed."
What it really does: -15.00 attack speed debuff for 25 seconds. A little better but still inferior to Low Blow.
- Last Ditch (Underworld IV)
What the description says: "his ranged attack ability is used as a last resort in battle using all of your remaining ability points and doing a scaled amount of damage depending on how close to death you are." (Missing a T)
What it really does: Now really works like it should. The less health you got left the more damage it does. I've been able to get as high as 4700 damage when testing PvE with a Renegade pistol (and others have got even higher damage). PvP testing are underway. After the patch 0.120155 something seems to have gone bust, because now when using Last Ditch you sometimes incapp yourself. And to make things worse it seems you incapp yourself before you actually attack, so even though you see your attack hitting your opponent and can see the numbers both in combat spam and as floaters no damage is really done.
- Overwhelming Shot (Slicing II)
What the description says: "This ranged attack causes a reduction in the target's ability to resist state effects."
What it really does: Apperantly nothing. No attack animation, nothing in combat spam and no visible effect on the target.
- Improved Overwhelming Shot (Slicing IV)
What the description says: "This enhancement to the Overwhelming Shot ability is much more powerful and will reduce more state resists."
What it really does: Same as regular Overwhelming Shot. Seems entirely broken.
- Feign Death (Dirty Fighting I)
What the description says: "This command allows the smuggler to pretend he has been incapacitated. Enemies just might leave the smuggler alone..."
What it really does: Yay! They've fixed Feign Death. It's the same as always in PvE and mobs still aggro you when you get up. It has changed in PvP though and while feigned you can not be attacked.
- Low Blow (Dirty Fighting III)
What the description says: "This ranged attack ability causes a very painul attack that isn't very damaging but is almost guaranteed to cause your opponent to fall down and will slow down their attacks for a period of time."
What it really does: Ahh... every smugglers favourite attack. It gives the target a -40.00 attack speed debuff for 15 seconds. I've used it a lot and never got a knockdown once so that part seems broken at the moment. If they just fix the KD we're in business.
- Reckless Shot (Delinquency I)
What the description says: "Used as a last resort this ability theattack unleashes a large barrage of shots at the target. This attack will place you in a very vulnerable position and causes a defensive penalty to the attacker." (At least one word too much in there)
What it really does: This attack gives the user a -50.00 defense penalty for 5 seconds and does not seem to affect the target in any other way than regular damage (no debuff). The idea behind the attack is most likely to make it a "Last Ditch light" but at the moment it only generates slightly more damage than, for example, Quickdraw that we get at Pistols IV, has lower cooldown and gives no defensive penalties to the user. Basically, what needs to be done is increase the damage output a good deal.
- Restraining Shot (Delinquency II)
What the description says: "This ranged attack ability reduces the targets movement speed."
What it really does: When used you see the +Snared+ text on the target and thereisa particle effect. But I haven't noticed any real decrease in speed, if thereis it's very minor. Since the buff/debuff icons are broken on TC at the moment I haven'tbeen able to get anyinformation that way.As far as I can tell it's broken, but more testing is required to see if there actually isa very small decrease in speed.
- Improved Reckless Shot (Delinquency III)
What the description says: "This enchancement to the Reckless Shot ability has an improved movement rduction." (missing an e)
What it really does:The same as Reckless Shot with a slightly higher damage modifer. Still nothing I'd ever use.
- Improved Restraining Shot (Delinquency IV)
What the description says: "This enhancement to the Reckless Shot ability has an improved movement rduction." (Yes, this is what i it says. Obviously someone swapped the texts)
What it really does: This, as opposed to basic Restraining Shot, actually works and slows down your target by approximately 30% for 20 seconds.
- Slicing
It's working, but yields a little different results. The following report is from TomoRainer. Thanks Tomo! ![]()
"Okay, when it comes to slicing, there's some good news and some bad news. The good news is, we can slice now! Hurray! The bad news is.. it's craaaaazy! There had better be an easily digested formula behind these results, otherwise the slicing sticky is going to be a tome of War and Peacean proportions. Anyway, here's some raw numbers for you all from a master smuggler: 10 CDEF pistols: 22% damage, 5% speed, 5% speed, 5% speed, 5% speed, 5% speed, 22% damage, 5% speed, 5% speed, 22% damage 10 Scout blasters: 12% damage, 5% speed, 5% speed, 5% speed, 5% speed, 5% speed, 12% damage, 5% speed, 5% speed, 5% speed 10 D18s: 5% speed, 10% damage, 10% damage, 10% damage, 5% speed, 5% speed, 10% damage, 10% damage, 5% speed, 5% speed All right, I think it's time for me to follow my computer's lead and crash, but the conclusions so far are pretty clear: we have no slicing range anymore, just a single hard number that is determined either by the type of or the stats on the weapon. I'm guessing that speed isn't going to be 5% for all weapons; it's just that every pistol has a speed of 2 right now, so all their results being 5% is probably just a factor of them all working off an identical stat. This supports the theory that the % is based entirely on the weapon's stats and not type. Needs much more testing, though. Also, in 30 slices, I saw 10 damage and 20 speed. The sample size here is way too small to draw any concrete conclusions, but it's possible it's not a 50/50 chance anymore as to what stat gets altered. Keep an eye on that. Obviously a lot more work needs to be done on different types of ranged and melee weapons, but I hope this'll provide a start for the rest of the team and a heads-up to anyone who's not on TC."
Worth mentioning: that an ability doesn't work as it says in the description isn't necessarily a bug as the descriptions might very well be out of date.
That's what we've been able to test so far. I will keep updating this as we get more information.
Message Edited by snorbarnet on 04-16-2005 05:19 PM
Message Edited by snorbarnet on 04-17-2005 03:26 AM
Message Edited by snorbarnet on 04-19-2005 02:46 AM
snorbarnet wrote:
Reckless Shot
What the description says: "Used as a last resort this attack unleashes a large barrage of shots at the target. This attack will place you in a very vulnerable position and causes a defensive penalty to the attacker."
What it really does: It gives the user a -50.00 defense penalty for 5 seconds when using it and there is no graphical indication (no debuff icon) that it affects your target at all currently. This needs some more testing to see if it's just a missing icon or if this ability is actually completely broken and only affects the user negatively.
JediArashi wrote:
First of all, great post, man! Nice to see this broken down...even in a Caylin style format!!
As far as the Reckless Shot goes, it sounds like it is working right to me. I always read the description exactly as you described it in game. It causes a defensive penalty to the attacker (the smuggler who is attacking with this shot), this is the "vulenrable position" part of the description. I would assume there shouldn't be an icon, because there is nothing to indicate that there is a debuff of any kind. It sounds to me like it is a multiple shot/dmg multiplier type of shot. In fact, a different take on Last Ditch would be how I would describe it.
That might be the intention of the attack, but if I'm getting a -50 defense penalty I want it to be a really hard hitting shot. When I tested it with the Deathhammer I did roughly 430 damage with Reckless Shot, versus 380 with Quickdraw (that has a faster cooldown). This doesn't seem very balanced . I'll edit my original post to reflect this idea.
These are all bugged in game.
Oh, and yes, it was Caylin's old layout that inspired me to do this. ![]()
snorbarnet wrote:
JediArashi wrote:
First of all, great post, man! Nice to see this broken down...even in a Caylin style format!!
As far as the Reckless Shot goes, it sounds like it is working right to me. I always read the description exactly as you described it in game. It causes a defensive penalty to the attacker (the smuggler who is attacking with this shot), this is the "vulenrable position" part of the description. I would assume there shouldn't be an icon, because there is nothing to indicate that there is a debuff of any kind. It sounds to me like it is a multiple shot/dmg multiplier type of shot. In fact, a different take on Last Ditch would be how I would describe it.
That might be the intention of the attack, but if I'm getting a -50 defense penalty I want it to be a really hard hitting shot. When I tested it with the Deathhammer I did roughly 430 damage with Reckless Shot, versus 380 with Quickdraw (that has a faster cooldown). This doesn't seem very balanced . I'll edit my original post to reflect this idea.
These are all bugged in game.
Oh, and yes, it was Caylin's old layout that inspired me to do this.
My two cents on the shot. Honestly, it's a great shot and works well with groups.
snorbarnet wrote:
- Concussion Shot
What the description says: "This ranged ability dazes an opponent completely stopping their ability to move or attack for a short period of time. Any damage done to the target during that time will bring them back to their senses and allow them to attack again."
What it really does: It roots the target to the spot so he can't move at all, lasting about 10 seconds. However he can still attack and is unaffected in any other way. Not only does this contradict the description it also seems to be the exact same effect as Pistoleers stopping shot (this needs to be confirmed though). Currently this ability seem much too powerful as you can basically solo anything that doesn't shoot back by just Rooting & Running (TM).
I would rather see that it did work as true mezz attack just as the description implies.
This shot is used on 2 occasions. 1 - The first attack where it WILL stop the NPC from moving for 15 seconds and as long as you are not outdamaging the Smuggler, the NPC is aggro'ed on the smuggler so the melee people won't get attacked. 2 - When you ora group member is being chased by an NPC, one concussion shot and then peace will root the NPC to allow more distance between them.
This shot does not stop the NPC from attacking during the middle of a fight and will break on melee damage, but you can get about 15 seconds of free hits if you use it as the starting attack for ranged.
Mought1971 wrote:
Forgive my ignorance, but what happened to Last Ditch? I don't see it here.
Noone is far enough up in smuggler to test it yet.
(And addressed better than we've been addressed in the past, meaning not