Dual Pistols - Always use fire bullets?


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Nevermind I found the answer in another thread.


 

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Originally Posted by HeroJunkie View Post
Nevermind I found the answer in another thread.
Links are good when you find answers...

Just saying.


 

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yeah it peaked my interest and I'd like to see the link.


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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.


 

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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.


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So does that mean we shouldn't take Swap Ammo, or that we should take it and just always use fire anyway?


 

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Originally Posted by JusticeisServed View Post
yeah it peaked my interest and I'd like to see the link.
Piqued your interest, actually.


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Originally Posted by seebs View Post
So does that mean we shouldn't take Swap Ammo, or that we should take it and just always use fire anyway?
Take Swap Ammo and always leave Incendiary Ammo on. Incendiary Ammo provides you with substantially more damage even in the worst conditions for it than any other ammo type out there and you cannot get access to Incendiary Ammo without taking Swap Ammo.


 

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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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Originally Posted by JD_Gumby View Post
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.
Not once you get into higher levels where everything is extreamly resistant to Lethal. By that point I think you'll want the extra damage and you'll probably want to lean more on your secondary for CC when you can.


 

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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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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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Originally Posted by JayboH View Post
Is that applicable to Defenders as well? I was hoping the increased debuffs would help make the other ammos more useful.
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. Where damage is concerned, Incendiary Ammo is still on top by a substantial margin but, against single hard targets, you're definitely going to want to go with either Chem (for -dam) or standard rounds (for -res from Piercing Rounds) because of the lower base damage and higher secondary effect mods for those ATs.


 

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Originally Posted by Umbral View Post
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.
Hey, -rech isn't useless in PvE! ...it's just that tiny amounts of -rech with ludicrously short durations are.


 

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Duel pistols always used cryo-ammo/swap ammo with traps as a secondary


 

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Originally Posted by Mr_Frost View Post
Not once you get into higher levels where everything is extreamly resistant to Lethal. By that point I think you'll want the extra damage and you'll probably want to lean more on your secondary for CC when you can.
Well, Incendiary Ammo's main damage is still 70% lethal. Against most targets that are 20-30% more resistant to Lethal (which seems the most common range) you're only doing around 6-8% more damage before the DoT. And you can also get thet 6-8% damage by using Cryo or Chem rounds since those are also usually less resisted damage types than Lethal... the real question is more total damage (from the DoT) or more protection (from the -damage or -recharge). I'd rather use Incendiary if I can, but faceplanting = dealing zero damage so if I need more survivability I'll use Chem or standard (worst damage, but probably the best total mitigation). I generally avoid Cryo since I play Blasters... a Defender might get some use from it but at Blaster levels the debuff is insignificant.


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Originally Posted by StrykerX View Post
standard (worst damage, but probably the best total mitigation).
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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Originally Posted by Umbral View Post
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.
Seeing as how DP isn't a damage monster...I really think that at least "three" changes should be made to the DP set to make it a little better:


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...


 

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Originally Posted by Umbral View Post
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.
That's probably true vs single targets. AoE I'd place standard at the bottom for average damage just because of resists, since the -resist debuff is only on 1-2 targets. On the other hand, the knockdown on Standard ammo AoEs is decent mitigation.


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Originally Posted by DarkMaster View Post
1.) Add the fire DoT to the tier1 pistol attack
One of the things I wanted to happen from the very beginning was for Pistols to actually get the ammo effects attached to it, even it was weaker than it "should" have been. I understood why the devs would want the tier 1 attack to be weaker (fast animation time and low recharge time mean a very fast, low animation consumption cycle that could allow you to stack enormously well), but I still think that it should have had some secondary effect (4 secs of -dam, 2 possible ticks of DoT, 5 secs of -rech, 10% chance for KB).

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2.) Either slightly reduce the animation time of Executioner's Shot or increase it's range to either 60 or 80 ft.
Reducing the animation time of Executioner's Shot isn't likely to happen, seeing as that was one of the primary recommendations back in beta to make it a more viable attack and the devs didn't really pay attention to it (it would also mean more work for the already overworked BAB, which is probably why it was ignored). Increasing the range wouldn't do much to make the attack more useful either, except possibly for PvP.

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.

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3.) Allow the -res from Piercing Rounds to work even when "not" using standard rounds.
That's also been something I've championed since we first saw the set. The fact that standard ammo is the only way to get the -res in Piercing Rounds (which is honestly one of the only reasons to use Piercing Rounds in the first place thanks to lackluster damage, effects, and AoE capability) always seemed kind of off to me, especially when I always got the feeling from the devs that they didn't want people Ammo dancing. Just doing that would go a similarly long way towards giving the set better ST performance.


 

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Originally Posted by StrykerX View Post
AoE I'd place standard at the bottom for average damage just because of resists
That's up for debate. Cryo ammo is certainly better than either Standard or Chem from a damage type perspective (which is the only real difference we're talking about here), but Toxic damage gets resisted incredibly heavily by many enemies in the game, even more than Lethal, much like Psi. It's not a damage type that players have much resistance to, but enemies have a bad habit of resisting it rather heavily.

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.


 

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Originally Posted by Umbral View Post





(which is honestly one of the only reasons to use Piercing Rounds in the first place thanks to lackluster damage, effects, and AoE capability)
Bolded what I'm addressing here.

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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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.

 

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Originally Posted by ClawsandEffect View Post
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.
I know. It was actually a narrower cone back when the set was first being tested, if you can believe that, with higher AoE assumptions (more targets that could be hit, higher end cost).

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.


 

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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)


Quote:
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.

 

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Originally Posted by TECHWON View Post
Duel pistols always used cryo-ammo/swap ammo with traps as a secondary
Can we get a translator in here... stat?

And it's "dual" as in two, not "duel" as in an Alexander Hamilton style "battle."