Dual Pistols - Always use fire bullets?
yeah it peaked my interest and I'd like to see the link.
50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster
It was (and still is) on the first page of the Blaster forums under a similar enough heading that it should have been easy to find the thread, but here is the link to my post that definitively explains why, where damage is concerned, Incendiary Ammo is the only ammo that matters.
Thanks, Umbral. That is what I always have suspected, but thanks for providing the clear cut explanation. For my blasters, it's fire all the time.
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
So does that mean we shouldn't take Swap Ammo, or that we should take it and just always use fire anyway?
yeah it peaked my interest and I'd like to see the link.
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If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Hell, no. Don't keep Incendiary on at all times. When solo, go with standard (ie, pure Lethal) ammo - the frequent knockback will save your ***. A different matter on teams, of course. And you might want to consider the toxic rounds as well, at least later on when fighting BIG stuff that can do several hundred damage per hit.
Hell, no. Don't keep Incendiary on at all times. When solo, go with standard (ie, pure Lethal) ammo - the frequent knockback will save your ***. A different matter on teams, of course. And you might want to consider the toxic rounds as well, at least later on when fighting BIG stuff that can do several hundred damage per hit.
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It depends on your secondary as well. A DP/Ice might find use in stacking slows from Cryo bullets with your secondary powers.
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Founder of A.G.O.N.Y. Supergroup on Victory
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Member of St0rm Batallion SG on Guardian
Is that applicable to Defenders as well? I was hoping the increased debuffs would help make the other ammos more useful.
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It's still largely applicable to Defenders and Corrs, but it gets a bit fuzzier when you start getting into stacking debuffs. Cryo ammo is still largely pointless thanks to the general uselessness of -rech in PvE, but Chem ammo can do some completely crazy things when properly stacked.
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Duel pistols always used cryo-ammo/swap ammo with traps as a secondary
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
Standard actually does better damage than Chem or Cryo because of Piercing Rounds' -res effect which only applies while using standard ammo and not while using Chem or Cryo.
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1.) Add the fire DoT to the tier1 pistol attack
2.) Either slightly reduce the animation time of Executioner's Shot or increase it's range to either 60 or 80 ft.
3.) Allow the -res from Piercing Rounds to work even when "not" using standard rounds.
If they did just these minor changes...I think the set would be pretty good...
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
2.) Either slightly reduce the animation time of Executioner's Shot or increase it's range to either 60 or 80 ft. |
The more viable option would be to simply increase the endurance and recharge on Executioner's Shot until the attack becomes a strong, viable alternative. A 14 second recharge would give the it a competitive DPA (67.0 compared to Pistols' 52.7 and Dual Wield's 44.7) and, because of the long animation time, the cycle time stays roughly the same.
3.) Allow the -res from Piercing Rounds to work even when "not" using standard rounds. |
AoE I'd place standard at the bottom for average damage just because of resists
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For overall damage, I'd might place Cryo above Standard rounds, but at that point it's still an academic question: Incendiary Ammo trumps everything. Chem ammo is, definitely, however, at the bottom of the heap.
(which is honestly one of the only reasons to use Piercing Rounds in the first place thanks to lackluster damage, effects, and AoE capability) |
I think the idea was to have the effect of the bullet traveling through the first guy and hitting the guy behind him, and the only way they could pull that off with the game engine was to make it an extremely narrow cone. The only way you're going to hit all 3 possible targets with it is if they are standing in a line. I don't think it was really meant to be a true AoE.
Originally Posted by Dechs Kaison 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. |
I think the idea was to have the effect of the bullet traveling through the first guy and hitting the guy behind him, and the only way they could pull that off with the game engine was to make it an extremely narrow cone. The only way you're going to hit all 3 possible targets with it is if they are standing in a line. I don't think it was really meant to be a true AoE.
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The problem is that Piercing Rounds, if you assume it to be an ST attack with minor secondary target capabilities (which is largely what it is), it still looks really bad. It has twice the recharge as Executioner's Shot with double the recharge, lower damage, and 62% higher endurance costs. With those numbers, you would have to assume that it is either intended to be an AoE, a debuff power, or both. It's lackluster in the AoE department, thanks to high comparative costs for the number of targets it can hit, and the only time it's got a worthwhile debuff is when you're using Standard Ammo, so it just seems kind of off to me.
I think it will get the most use by me in an AV fight.
Chem rounds for the most part, switch to standard when Piercing Rounds is up, after debuffing switch to Incendiary to take advantage of the debuffed resistance, switch back to Chem to debuff the AV's damage some more. Maybe switch to Cryo when I get tired of green and yellow bullets and want to see blue ones for a few shots (can't think of any other reason I'd want to in that situation)
Originally Posted by Dechs Kaison 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. |
Nevermind I found the answer in another thread.