Squad Leader Archive
Thread: TC Squad Leader Skill Trees
As MSL I use calledShot to increase accuracy and damage of my next shot, is that right?
So those +175 to calledShot we get as MSL, how large is the effect of it on the second attack?
If I have to skip one attack to throw in a calledShot to increase the damage on my next attack, this calledShot must at least increase the damage on my follow up attack by the same amount as what I could have used instead of called shot.
EG.
as MCarb MSL, a
- /legshot
/calledShot
/legshot
where the damage and accuracy of 2nd legshot gets increased by XX should at least be equalt to the damage output of:
- /legshot
/scatterShot
/legShot
Otherwise I can not see the benefit of wasting one damageShot for a calledShot to increase my damage and accuracy it they arent at least equal?
What also affects this is, what is the cooldown and what is the SAC costs?
In the above example the combination of
- /legshot
/scatterShot
/legshot
is the highest damage cylce I as a MCarb/MSL can do within a very small amount of time, since the scattershot is on a different time as the legshot and so this cycle is as fast as two legshot.
This tactic will burn down your Action within a few seconds but you will have a very very high DPS for that time.
When replacing calledshot doesnt equal the damage of or speed of a
- /legshot
/scatterShot
/legshot
it only advantage in using it would be if the SAC would be lower as the above cycle.
When the cooldown would be shorter than the scattershot while on the same timer as scatter, it only benefits will be in longer ability cycles, since the cooldown for legshot wouldnt be ready yet to be fired again.
In such a case it has to challenge a
- /legshot
/scatterShot
/legshot
/scatterShot
/legshot
eg.
- /legshot
/calledshot
/rapidfire
/legshot
/calledshot
/rapidfire
where we had to compare if both series need the same amount of time as well as compare their damage and SAC cost (rapidfire is on a slightly different timer thatn scattershot but again on a different timer as legshot).
Can anybody crush some numbers and statistics on this, or provide us/sylow with cooldown timers (as in, which are on the same timer), cooldown times (in seconds or compared to a series of /legshots or rangedshots), SAC costs as well as damage and bonusses?
I so far do not see anybenefit in this ability yet.
Message Edited by _scout_ on 09-06-2005 05:01 PM
I am not sure how it works, or if it works.
I was doing some solo testing of our skills, and actually I was seeing no difference to my damage using Called Shot or not. The description does say it increases your group's accuraccy and damage, and the bouncing-man-icon / no-icon-exists-yet that Called Shot is usingshowed up under my target a couple timesso I believe it is supposed tofunction as a short term debuff. Kinda sounds like the current Volley Fire, but without actually painting the target.
I am currious if it requires a group to properly function, if so why am I am to use it solo (not even grouped with a pet)?
Another item to test, how well does Called Shot and Paint Target stack, assuming Paint Target (old Volley Fire) is supposed to still give a damage bonus?
Message Edited by Fordep on 09-06-2005 12:57 PM
lspiderl wrote:
no rally /cry
True, but its not worth crying over considering. Rally gave +80 Defense, +40 Accuracy, and had to be reapplied within a minute. Steady Aim (the first offensive group buff) gives +150 Accuracy while Tactics (the first defensive group buff) gives +150 Defense, and both of them will last up to 30 minutes.