Swap Ammo question...
Eventually, there was enough player outcry that the devs switched to the current system (take Swap Ammo and you get the 3 separate toggles). In doing so, the entire reason why the set didn't have Aim (Swap Ammo did something and was taking up that slot) was removed.
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But hey, nice try.
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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And apparently Dual Pistols works better for Defenders and Corruptors because it lacks Aim (which they don't really need) and has secondary effects that synergize better. Blasters don't really have any powersets that synergize with DP all that great, but the other 2 have many that do.
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While I do often skip Aim on my defenders, it is not because Aim would fail to improve my blasting performance, it is because I usually only need my blasts to be just good enough (but I frequently find myself pining for Aim on those characters).
I also disagree that Dual Pistols does not have good blaster synergy. Outside of the redraw issue, which will affect defenders and corruptors equally, I think it works quite exceptionally with many of the secondaries.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
You are incorrect. It was changed to separate toggles (against the developers' wishes) because players found a bug that allowed you to install all three types of special ammo through creative use of the click power and Walk. The toggles ended up being the only way they could make each of the ammo types 100% mutually exclusive.
But hey, nice try. |
And... which "mechanism" would that be, exactly?
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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Ice Blast works a bit better for Corruptors, because of Scourge in that case (I KNOW Ice Storm and Blizzard both scourge per tick, unless they changed that recently)
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Intentionally or not, certain sets end up being better for certain ATs. |
I actually don't want Dual Pistols to get Aim. Thematically, Aim suggests carefully aiming for maximum effect, which doesn't really fit with the set's theme.
Instead, I want to see it get this:
Speed Load - 90s recharge, 0.5s activation, Instantly recharges all other Dual Pistols powers when used. (Or maybe all but HoB)
or alternately, a 100% recharge boost for 10 seconds.
Taking Speed Load would also grant the ammo toggles, which fits since they involve quickly reloading in the middle of a fight.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
Say what?
At level 50, Dual Wield deals a baseline of 82.58 damage (57.81 lethal and 24.77 ammo variant). The incendiary DoT provides an additional 16.7 damage (sum of 7.07 * .8 ^ n, where n is each integer from 1 to 4). Unless you consider 20% more damage (because it's enhanced by all of the same things that buff your baseline damage) "not much", you have no clue what you're talking about. It's similar for the other attacks such Empty Clips (56.92 base damage, 13.8 bonus damage for 24% more damage with incendiary on), Bullet Rain (62.52 base damage, 13.8 bonus damage for 22% more damage), Executioner's Shot (132.63 base damage, 24.96 bonus damage for 18% more damage), and Hail of Bullets (204.48 base average damage, 33.6 bonus damage for 16% more damage). The only attack that doesn't benefit from incendiary ammo's DoT is Pistols, and it doesn't get anything except for the damage type alteration for any ammo type. Incendiary Ammo adds a massive amount of damage, especially for your AoEs. As to the damage type changing being more useful than the damage itself, that's just as much of a joke. The damage type alteration is too small to have any meaningful effect upon the performance of the set (it's only 30% of your total damage that changes). Even against enemies that heavily resist one type of damage and are weak to another (like CoT behemoths with their 20% resistance to fire and 20% weakness to cold), it's still better to use incendiary ammo for the bonus damage than it is to use cryo ammo for the damage type advantage: Assume that incendiary ammo contributes roughly 20% more damage from the DoT. A 100 damage attack with cryo ammo is going to deal 70 lethal damage and 30 cold damage. The same attack with incendiary ammo would deal 70 lethal damage and 50 fire damage. Applying resistance and weakness, the total damage on the two attacks would be 106 for cryo ammo (70 + 30 * 1.2) and 110 for incendiary ammo(70 + 50 * .8). The ammo type advantage simply doesn't exist. The only real difference in the performance of the various ammo types is simply in the secondary effect of the powers themselves. For damage, none of the other ammos beat incendiary ammo, even in situations that are good for them and bad for incendiary. |
Just curious, have you compared to Fire Blast's ST damage? I am curious how Dual Wield, Execution and Piercing Round perform on the dps chart. Both Execution and Piercing are heavy hitters but also the slowest and I think Piercing debuffs resistance?
Piercing Round has 20s recharge so Dual Pistol may need Pistols in attack chain as well? That will be 4 ST attacks (Piercing is a narrow cone I know).
Can you figure out the math? With Aim and Without Aim into consideration.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Well, all that I'm talking about is giving the [Swap Ammo] power the Aim functionality, not the name or animation (there actually is an animation for Swap Ammo that was removed when they changed it). The in-set justification would be that you swap in a magazine of superior rounds of some kind (hollow points, dumdum). The power "Aim" suggests that you're aiming, but it doesn't have to be named the same thing, especially on a set where Aiming isn't really thematically appropriate (just look at Sonic and Psy).
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1.) Add DoT Fire Damage to Pistols (tier1 attack), equal to Dual Wield.
2.) Allow Piercing Rounds to KEEP it's -res even when using a "non-standard" ammo type.
4.) **Optional** Increase Piercing Rounds Cone by 15 degrees (for a total of 20 degrees, same as BroadSword's Head Splitter).
3.) And Either:
- Allow ES to cause Knock-Down even when using "non-standard" ammo...or
- Decrease ES's animation time, while still keeping it's same damage modifier.
I feel, that these changes would be enough without breaking the set and making it "too powerful" in any way. At the VERY least...it's a good place for the dev's to "start".
I am actually fine with Swap Ammo to be honest...I mean sure, the secondary effects of the other Ammo Types could definitely be better, but I like the idea of them all the same. Once again, I think that the only things that really need changed to make DP a competative set are:
1.) Add DoT Fire Damage to Pistols (tier1 attack), equal to Dual Wield. 2.) Allow Piercing Rounds to KEEP it's -res even when using a "non-standard" ammo type. 4.) **Optional** Increase Piercing Rounds Cone by 15 degrees (for a total of 20 degrees, same as BroadSword's Head Splitter). 3.) And Either:
I feel, that these changes would be enough without breaking the set and making it "too powerful" in any way. At the VERY least...it's a good place for the dev's to "start". |
Oh, I didn't know Piercing Round loses its -Res when using a non-standard ammo. Interesting. Does this mean that Pistols lose its -Defense too if I put AH proc in it and use non-standard?
Yeah, I actually kinda like Ice Ammo. The slow are pretty good on a large team. I've tried Toxic ammo but I feel the damage is less for some reasons? I am not too sure about the -damage debuff. It's kinda hard to tell.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I am actually fine with Swap Ammo to be honest...I mean sure, the secondary effects of the other Ammo Types could definitely be better, but I like the idea of them all the same. Once again, I think that the only things that really need changed to make DP a competative set are:
1.) Add DoT Fire Damage to Pistols (tier1 attack), equal to Dual Wield. 2.) Allow Piercing Rounds to KEEP it's -res even when using a "non-standard" ammo type. 4.) **Optional** Increase Piercing Rounds Cone by 15 degrees (for a total of 20 degrees, same as BroadSword's Head Splitter). 3.) And Either:
I feel, that these changes would be enough without breaking the set and making it "too powerful" in any way. At the VERY least...it's a good place for the dev's to "start". |
@Umbral
Since you seem to be so opposed to the status of the DP switch ammo that you think should be aim, why not just avoid ROLLING IT? You don't HAVE to take DP. You can just take a power set that has aim and hen you can go on being happy instead of complaining about things that aren't going to change. (PS I still think empathy is better)
@Umbral
Since you seem to be so opposed to the status of the DP switch ammo that you think should be aim, why not just avoid ROLLING IT? You don't HAVE to take DP. You can just take a power set that has aim and hen you can go on being happy instead of complaining about things that aren't going to change. (PS I still think empathy is better) |
Eventually, there was enough player outcry that the devs switched to the current system (take Swap Ammo and you get the 3 separate toggles). In doing so, the entire reason why the set didn't have Aim (Swap Ammo did something and was taking up that slot) was removed.
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You've already made a great comparison to Swap Ammo; it is similar to the forms for Kheldians. Choosing Dark Nova grants your four additional powers which are usable only in Dark Nova form. The toggles come with the Swap Ammo power, and are unusable without it. (It's passive, so it can never be turned off, but I'm assuming when you exemplar down below the level you gained it it is lost)
The thing is, we are talking about an implementation here. The interface that you use to control the power, three toggles that you use to switch between the effects, doesn't change the effect of the power itself. Which is, like a Kheldian form, that you can change the characteristics of your attacks from one state to another.
Now, I complained at the time that without the actual Power having any function but to provide access, it had nothing it could be Enhanced for. Personally, I would just give it a +ToHit effect and let it be slotted. It would not be as good as Aim, but it would be similar to Targetting Drone, given that the magnitude would be lower due to the power being passive and not a toggle.
I suppose it would also be nice, since Targetting Drone grants a bonus to AR's Sniper Rifle in an attempt to balance out the lack of Aim+Build Up in the combo, if it gave the bonus to Executioner's Shot as well.
Now, I suppose that what you are saying is that the Swap Ammo power should be a click that has the same effect as Aim, IN ADDITION to providing access to the toggles. But if it did that, then providing access to the toggles would probably be too much functionality, since all the OTHER versions of Aim don't provide access to such toggles. So I guess what it comes down to is whether you find the Swap Ammo functionality important enough to merit its own power, or if you think it should be more inherent to the set, something like Dual Blades' combos.
Personally, I think it is somewhere in between. I wouldn't mind the power being given a click functionality like StrykerX's suggestion, or a lower magnitude version of Aim. I feel it would have to be within the concept of the power, though. Swapping ammo shouldn't make you more accurate for the next 10 seconds, that doesn't really make sense. I suppose the click power could represent loading a "special" ammo that will only apply to the next couple of shots, however.
Of course, if the click mechanism cannot be added without making it so the toggles will only be available while the click power is running, then I'm sure you would not want that. Swap Ammo may HAVE to be a passive power, in order for the toggles to be granted properly. Then again, you could add a fourth power, which would have a click effect instead of a toggle. Although I'm wondering if and how you could slot it. (Not knowing how Dual Pistols work, I don't know if the toggles show up but don't take slots, or if they don't even show up on the Enhancement screen at all)
When I asked for advice for a Defender, I was told to skip Aim because I wouldn't get much mileage out of it compared to other things I could take. From what I've seen, that is actually fairly common advice for Defenders.
When I asked for advice for a Corruptor, I was told that Aim was optional because Corruptors don't get Build Up to stack it with.
To my sense of balance, it makes sense to leave a power out of a set when 2 out of 3 ATs it is available on will skip it a lot of the time.
Defenders and Corruptors are stuck with the craptastic Energy Blast, which actually isn't a bad set for blasters.
Ice Blast works a bit better for Corruptors, because of Scourge in that case (I KNOW Ice Storm and Blizzard both scourge per tick, unless they changed that recently)
I think Sonic probably WAS intended more for Defenders and Corruptors than blasters, because they both get more out of it.
Blasters get more out of almost every blast set shared among the 3 ATs with ranged attack sets. It's only fair that something come along that the other 2 get more out of.
Intentionally or not, certain sets end up being better for certain ATs.
In fact I disagree with who Willpower works best for: I think it works best for brutes, they have the same HP cap as tanks (or did until i18), and the weak taunt aura isn't as big a deal for them, because they aren't expected to hold agro all the time.
Shield Defense works better for scrappers because they get more benefit from damage buffs.
Invulnerability works best for tanks, because they have higher bases for defense and resistance, making it easier for them to make it nearly unkillable.
And apparently Dual Pistols works better for Defenders and Corruptors because it lacks Aim (which they don't really need) and has secondary effects that synergize better. Blasters don't really have any powersets that synergize with DP all that great, but the other 2 have many that do.
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.