DP questions


beyeajus

 

Posted

I've just come back and stared playing a DP corruptor. I'm now level 12 after yesterday and having taken Swap Ammo I'm VERY disappointed with the secondary effects of it. So my question is, does it get better, is it worth keeping or should I respec out of it? Right now I'm really regretting taking it, so someone that has played to a higher level would most likely have a better more educated opinion on this.

Thanks in advance.


 

Posted

What makes you disappointed with it? Standard rounds give you -def and KD, like a normal gun in this game. Incendiary rounds give you a Fire DoT, like a normal fire attack in this game. Cryo rounds give you -spd and -rech, like a normal ice attack in this game. Chemical rounds give you -dam, which is new.

Swap Ammo doesn't make your gun better. It lets you choose which weapon you want to use at any given time.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

The secondary effects really don't seem to do much at all. Last night I lit a guy on fire and did all of 6 damage to it. When I froze someone it only lasted a few seconds. I guess what I'm disappointed with is that the secondary effects are underwhelming at best.


 

Posted

At level 12 (unenhanced), the Fire portion of Dual Wield is 6.6. There's still 15.41 lethal damage as well, plus the Fire DoT (totalling 7.52 over the course of 3.1 seconds at lv12)

Now, Fire Blast will have slightly bigger DoTs than Incendiary ammo gives. Ice Blast will incude slightly stronger slows for slightly longer (a factor of about 5%, I believe) than Cryo ammo. Assault Rifle's -def is actually about the same as Standard ammo. And there isn't anything to compare Chemical ammo with, anyway. The closest is Dark Blast; Chemical rounds with Dual Weild is -10% damage for 6s, Gloom is -7.5% tohit for 10s (-1% tohit is somewhat similar to -2% dam, but that's inexact and doesn't tell the whole story).

I don't know exactly where Dual Pistols lies on the spectrum of "best damage", but each ammo type isn't really that bad. DP shines in its flexibility, especially when it comes to enemies with a certain type of resistance.

On the other hand, you can drop Swap Ammo and stick with Standard ammo, and you'll be no worse wor wear than an Assault Rifle Corruptor, and you'll have that extra power selection.


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Posted

As Whisper said, the real advantage of Swap Ammo is it's versitility. If the team has plenty of survivability, use fire ammo for more damage over time. If it doesn't, then cryo or (imo better choice) chem rounds. If something highly resists lethal, but has less resistance to say cold or toxic, you can swap your secondary damage type to help bypass that lethal resistance. Personally, I rarely use cryo ammo since I find chem rounds aid survivability more on my blaster.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

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Posted

Also, don't neglect the standard rounds when soloing. I find the KB is often better mitigation when soloing than the -dam from chem rounds.

Sometimes swapping ammo in the middle of a fight is useful. Start out with standard rounds for a Built-Up AOE alpha, then quickly switch to fire rounds to pick off the one or two who don't get KB'ed, or chem rounds to debuff a boss.


 

Posted

Quote:
Originally Posted by Deathstroke33 View Post
The secondary effects really don't seem to do much at all. Last night I lit a guy on fire and did all of 6 damage to it. When I froze someone it only lasted a few seconds. I guess what I'm disappointed with is that the secondary effects are underwhelming at best.
Keep in mind that the fire DoT is bonus damage in addition to the normal damage for no additional endurance cost at all. Generally speaking i use Fire ammo for some extra punch against any enemies not resistant to fire, regular ammo for better solo mitigation and enemies who are weak against lethal, like Carnies. Chemical ammo against nastier enemies on teams.

i almost never use Cryo ammo, but it is sort of pretty to fire it off every now and again. Even against enemies who are weak against cold its combined effects don't seem useful enough to use it over any of the other ammo types.


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Posted

The strength Dual Pistols comes from the fact that it's like the Swiss Army knife of blast sets.

Did that Archvillain just activated his awesome shield and now all your Lethal attacks do 2 points of damage? Toxic time!

Is that a fire-based demon over there? Oh, what's that? He resists Fire but has a weakness to Cold? Ice ice baby!

Hey look! Your team is a little low on the damage side! You need more oomph. Only if you had some way of pumping out more damage at no cost! OH WAIT! You do!!!! Burn baby, burn!

Oh look over there! Is that a boss with some Defense? Or wait, is he rushing at you? Here, have some -DEF and Knockback! Lethal time!

HOWEVER.

I do realize that Corruptors don't get Build Up. And Build Up tends to help Dual Pistols immensely. I can understand why Corruptors keep complaining about it, and if anyone wants to try out the awesome-ness of Dual Pistols, I recommend them to roll the Blaster version percisely for higher damage and Build Up. Dual Pistols/Mind Manipulation Blasters specifically! Bring out the Shockwave!

Either way, I think you should notice greater performance at higher levels. Especially after you get your two heavy hitters: Executioner's Shot and Piercing Rounds.


 

Posted

Quote:
Originally Posted by Bright Shadow View Post
I do realize that Corruptors don't get Build Up. And Build Up tends to help Dual Pistols immensely. I can understand why Corruptors keep complaining about it, and if anyone wants to try out the awesome-ness of Dual Pistols, I recommend them to roll the Blaster version percisely for higher damage and Build Up. Dual Pistols/Mind Manipulation Blasters specifically! Bring out the Shockwave!
Despite the lack of Build Up and thus lower damage overall, I'm finding my DP/RadEm Corruptor to be much more survivable than my DP/NRG (for the early BU) was.


 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Despite the lack of Build Up and thus lower damage overall, I'm finding my DP/RadEm Corruptor to be much more survivable than my DP/NRG (for the early BU) was.

I'm not having any problems with my DP/Kin corr. Swap ammo is a nice change from BU I think. Lots more fun.


 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Despite the lack of Build Up and thus lower damage overall, I'm finding my DP/RadEm Corruptor to be much more survivable than my DP/NRG (for the early BU) was.
Survivable, yes. And I think DP/RAD and DP/KIN would be two exceptions to that list because of the massive -RES and +DMG. Maybe DP/SON as well.

I personally, haven't tried a Corruptor's version of DP. So I could be very wrong. I'm just trying to suggest that maybe lack of Build Up and lower overall damage is maybe what's causing the original poster to not enjoy DP as much.


 

Posted

Quote:
Originally Posted by beyeajus View Post
I'm not having any problems with my DP/Kin corr. Swap ammo is a nice change from BU I think. Lots more fun.
My DP/Dark Corruptor is a blast to play. The -res from Tar Patch is a big help, and i received the defense debuff set -res proc (whose name escapes me at the moment) as a lucky drop in the teens and immediately slotted it into Pistols.


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