Swap ammo way too expansive
I think it's a great skill. You get 3 ways to split your damage, choosing between fire, cold, and toxic. You can select Fire for greater damage, Cold for slows and an increased hold, and Toxic for -damage, a debuff which is way undervalued,
I'm not sure what you're missing, but being aware of your opponent's resistance values makes this set even more versatile. The great thing about having both Cold and Fire is that opponents strong to one type are generally weak to the other.
I think it's a great skill. You get 3 ways to split your damage, choosing between fire, cold, and toxic. You can select Fire for greater damage, Cold for slows and an increased hold, and Toxic for -damage, a debuff which is way undervalued,
I'm not sure what you're missing, but being aware of your opponent's resistance values makes this set even more versatile. The great thing about having both Cold and Fire is that opponents strong to one type are generally weak to the other. |
I think it's a great skill. You get 3 ways to split your damage, choosing between fire, cold, and toxic. You can select Fire for greater damage, Cold for slows and an increased hold, and Toxic for -damage, a debuff which is way undervalued,
I'm not sure what you're missing, but being aware of your opponent's resistance values makes this set even more versatile. The great thing about having both Cold and Fire is that opponents strong to one type are generally weak to the other. |
During beta people were commenting that the swap ammo powers were not slottable, but i'm not sure what people would expect to slot into it. The only thing the toggles do is enable and suppress the different secondary effects of the attacks. The various damage types and effects are built into the attacks themselves.
Dr. Todt's theme.
i make stuff...
And you think it worths a power slot that is unslottable? the side effects are barely noticable and only your secondary damage is affected with no change it it's base value...that's a huge cost for the benefit.
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Side affects are barely noticeable?
Yeah. Um. Would you mind spending more than 15 seconds with your avatar in game before running to the forums and making a post?
And you think it worths a power slot that is unlottable? the side effects are barely noticable and only your secondary damage is affected with no change it it's base value...that's a huge cost for the benefit.
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I agree completely. Heck, the set has a HUGE base accuracy bonus as well, scond only to Archery. I wonder if the OP even was aware of that.
Ummm, the abilities it grants without having to be socketed is itself a benefit. Have you never had a build that was socket-hungry at level 50?
I agree completely. Heck, the set has a HUGE base accuracy bonus as well, scond only to Archery. I wonder if the OP even was aware of that. |
All builts are IO bonus hungry at lvl 50 if you want to upgrade your toon beyond base IO, losing a slot is huge. Of course if you don't care about IO Bonuses, the point is moot.
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I would again say yes, Swap Amo is incredibly expansive and has significant benefits, one of them being no need for sockets.
And no, it is not expensive.
Considering that the best IO bonuses generally come at tiers 4 and 5, not having to add 3-5 sockets here will let other skills achieve increased benefits. You aren't making a whole lot of sense with these arguments IMO.
I would again say yes, Swap Amo is incredibly expansive and has significant benefits, one of them being no need for sockets. And no, it is not expensive. |
It must be because of caltrops that I didn't see must difference with ice while fire ticked like twice only (can't say much about toxic, I didn't check the damage taken with and without).
Considering that the best IO bonuses generally come at tiers 4 and 5, not having to add 3-5 sockets here will let other skills achieve increased benefits. You aren't making a whole lot of sense with these arguments IMO.
I would again say yes, Swap Amo is incredibly expansive and has significant benefits, one of them being no need for sockets. And no, it is not expensive. |
i haven't noticed that it's expensive as such. At least one person with a 50 DP/EM Blaster seemed to be able to fit IOs into the build if the screenshot was anything to go by.
Dr. Todt's theme.
i make stuff...
It must be because of caltrops that I didn't see must difference with ice while fire ticked like twice only (can't say much about toxic, I didn't check the damage taken with and without).
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The -damage in isolation is a nice perk, but it really starts to become noticeable when you stack the debuff from multiple sources-- whether that's from other players or a debuff primary/secondary. AVs also don't resist the -damage like the do other debuffs, so this can be pretty useful against them when multiple debuffs are layered.
Lol, I guess you would have preferred the old version of swap ammo that was a click power that cycled from standard>cold>fire>chemical>standard, took around 2sec to animate each shift, cost 5 endurance per swap and was socketable for endurance redux?
Lol, swap ammo is cheap now
Lol, I guess you would have preferred the old version of swap ammo that was a click power that cycled from standard>cold>fire>chemical>standard, took around 2sec to animate each shift, cost 5 endurance per swap and was socketable for endurance redux?
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Not that it was intentional, but I'm not sure it was preventable using that system.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Ironically, I found that the KB in the lethal rounds was the most effective mitigation while solo because when it works it works.
I didn't know that but I've read that the damage is lower than most other power sets.
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every set has its fans and its critics and thats fine, its not like your forced to take the set
if you really don't like swap ammo , no one is forcing you to take it. Now with that said.
One of things I see people complaining about the lack of aim, in place of swap ammo, which is interesting, since between its inherent accuracy( second only to Archery), and IO's I can't see that being a big issue, and in beta fire ammo in its current form was proven to provide a more damage boost than Aim does over time( largely b/c people seem to think Aim has a larger +damage than it actually does which can be proven just by looking at the real numbers and understanding that +damage is based only on base damage, and the fact aim can't be made perma).
Next comes the value of being able to change out your damage types, trust, especially with the primary damage being lethal, you will definitely notice a difference when fighting critters with lethal resists( just try playing archery against those critters with only blazing arrow being really effective), and with 3 alternative damage types available, your not going to find critters with strong lethal/cold/fire/toxic resists, odds are pretty good you'll see something like critters with +15% resist vs. lethal, and -15% resist vs. one of the exotic damage types.
In terms of damage ignoring damage types, its in the middle ground between sets with high burst damage but high recharge and those with low burst and low recharge.
Its not a set for everyone, but I think its a welcome addition.
too expansive? You mean you have too many choices ?
/em facepalm *too expansive does not compute*
Being able to swap to something that stacks with your current team's strengths is a wonderful benefit to have. Also being able to change up damage against lethal resistant foes will be a big deal later.
A 100 damage attack will hit for 50 against robots, but if you swap ammo you'll deal like 70-80 instead. A 40% damage buff perma against lethal resistance foes is better than Aim's 62.5% damage buff some of the time.
I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.
A 100 damage attack will hit for 50 against robots, but if you swap ammo you'll deal like 70-80 instead. A 40% damage buff perma against lethal resistance foes is better than Aim's 62.5% damage buff some of the time. |
a 100 dmg lethal attack (actually a 70 dmg +30 dmg lethal) vs 50% lethal resist = 35dmg + 15 dmg letha = 50 dmg
a 70 dmg lethal/30 dmg cold vs 50% lethal resist = 35dmg lethal +30 dmg cold = 65 dmg total, not 70-80dmg >_>
Really? By my (probably flawed) calculations:
a 100 dmg lethal attack (actually a 70 dmg +30 dmg lethal) vs 50% lethal resist = 35dmg + 15 dmg letha = 50 dmg a 70 dmg lethal/30 dmg cold vs 50% lethal resist = 35dmg lethal +30 dmg cold = 65 dmg total, not 70-80dmg >_> |
What percentage of enemies in the game are 50% lethal resistant? Against enemies with 20% lethal resists and 0% other resists, swapping ammo would boost your damage by 7.5%. Against 0% lethal resists -20% other resists enemies the benefit is only 6%. I have a hard time believing Swap Ammo even comes close to approaching the benefits of Aim, even in an over-simplistic numbers-only comparison.
What percentage of enemies in the game are 50% lethal resistant? Against enemies with 20% lethal resists and 0% other resists, swapping ammo would boost your damage by 7.5%. Against 0% lethal resists -20% other resists enemies the benefit is only 6%. I have a hard time believing Swap Ammo even comes close to approaching the benefits of Aim, even in an over-simplistic numbers-only comparison. |
Ok then. It's just that almost everytime I try to use Mid's to achieve goals using IO Bonuses, I run out of powers before I run out of slots.
It must be because of caltrops that I didn't see must difference with ice while fire ticked like twice only (can't say much about toxic, I didn't check the damage taken with and without). |
You aren't looking at the whole picture. Swap Ammo is available at a fairly low level when most of your powers are still quite hungry for slots. Take it strategically so that you can focus on a power that could truly benefit from getting slotted up quickly.
Keep in mind also that Swap Ammo turns Suppressive Fire into a hold, which can be incredibly useful.
In closed beta I did a poll to see what ammo types people used. In order, with enough of a spread to indicate that they are indeed desired in various amounts, this was the order:
1) Chemical Ammo (-DMG)
2) Incendiary Ammo (+DoT)
3) Lethal Ammo (+KB)*
4) Cryo Ammo (-spd/rech)
* = The poll was done before lethal gave any -DEF.
There were only about two people in the thread who skipped Swap Ammo. The secondary effects are noticeable, and useful for different situations.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Hi,
I just made a DP for the kick and took Swap Ammo and I don't see the point of buying a power slot just to get almost nothing in return. I understand it can bypass some resistances but it's kind of expansive and there are many lethal sets that do well enough. The worse thing about it is probably that it is unslottable though which is a big handicap at lvl 50 compared to other power sets. Is there something I'm missing about that power or is it really as skippable as it appears to be? thanks |
Hi,
I just made a DP for the kick and took Swap Ammo and I don't see the point of buying a power slot just to get almost nothing in return. I understand it can bypass some resistances but it's kind of expansive and there are many lethal sets that do well enough.
The worse thing about it is probably that it is unslottable though which is a big handicap at lvl 50 compared to other power sets.
Is there something I'm missing about that power or is it really as skippable as it appears to be?
thanks