Dual Pistols Underpowered?
You do have to be a little careful with that analysis. If the per attack damage is truly middle of the road (meaning its attacks deal something near mathematical average damage compared to other sets), but the animation times tend to be as long or longer than other sets, then that's going to make the set deal lower than average damage over time.
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Me, I just go by comparison with other sets in the damage it does, and in comparison to other sets I've played. I find it doing as well, if not better than my EM/EM for AOE (and that guy is no slouch for it). And I don't even have Piercing Rounds slotted up yet.
Yeah. I should note that I don't have a DP character of any AT, because, well, the gun-fu thing isn't really what I want to play. (This despite being a big fan of Equilibrium.) I still think it's fun to watch when teammates use it though. Even if it's not what I want to play, I think they did a good job with what it is.
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I would agree that some alternate animations for some of the flashier animations would help these people out, but alas, they're probably on the same backburner as the alternate animations for Haymaker/Air Superiority and Footstomp for non-SS user animations.
I don't mind the flashyness, but I like options.
I think Blasters really come off the worst of DP users, due to their debuff numbers on the secondary part of Swap Ammo. I mean, Fire feels like the only viable type. Cold? Barely slows anything down. Toxic? Very little noticeable debuff. Normal? Whats the point?
I haven't picked my DP/MM up since she hit 33, which is a shame because she was quite a cool character. Theres just something...underwhelming for me about DP on a Blaster, yet I see DP Corrs and Fenders seeming to do rather well. I honestly think someone should do a numbers pass on DP for Blasters, taking into account the lower debuff numbers on the ammo swap secondary parts and just how that all factors out. |
But for the other two ammo types, I have to agree the debuffs stink. For a Blaster, you really should only use Fiery or Standard ammo (unless there are debuffs for your stuff to stack onto), from everything I've read and experienced on it.
Still, I think it's a good set for Blasters. The debuff issues do merit looking at, though, as each ammo type should offer viable benefits to choose from. I also wonder if Piercing Rounds should offer -res no matter what ammo is used, as toggle hopping to get benefits from that power is wonky (Standard Ammo might need an added benefit to offset this, like even higher -res, but it seems like a needed change). I personally don't bother, but that's a design issue as well.
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This is actually the set's biggest problem (at least for some people). It's fantastic for making an over the top gun fu character (now if only we had a secondary with martial arts attacks to pair it with) but some people want a realistic pistols set, like Malta Gunslingers use. After all, if a cop started tossing his gun around like that on the tactical course he'd be laughed off the range and sent for a psych evaluation... I'm sure a lot of people with police or cowboy characters hate the DP animations.
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I love reading these threads about how underpowered DP is. It makes me feel so good about my DP/Elec blaster. I actually invested in her to get her some nice IO set bonuses and perma-hasten. I can pretty much HoB every other spawn (which 90% of the time defeats everything in the spawn), and with her attack chain she can take out a boss faster than some of my scrappers. I usually run her on +0/x3 without any problems.
That said, I think it would be great if DP did get buffed. After all, IOs should not be the standard to determine set worth. I'm sure if I ever got around to investing in my fire/fire/fire as much as I invested in my DP/elec, the f3 would probably blow the DP out of the water.
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One of the main limiters to the set's performance is one of its main attractions - the animations. When you start getting into how much damage/time you can dole out with a mature build, damage per animation time becomes a key metric for determining your best attacks. Because of its long animations, DP has some unusually low values for its attacks in terms of this metric. As mentioned, this probably is most noticeable on a Blaster, where pumping out gobs of damage is how you stay alive, generally as opposed to things like secondary effects on your attacks.
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The game is 6 years old and they STILL haven't figured out (despited the Defiance 2 thing) that Damage/Cast Time is the ONLY really important balance point. Kinda depressing.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Not entirely, Damage/Recharge Time is almost as important. You maximum DPS is limited by cast time, that is true but recharge time is also a factor since it impacts how often you can use the heavy hitting attacks as opposed to the lighter filler attacks and as a side issue how many attacks you need to take to fill out your attack chain.
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And at the highest levels of recharge all normal attacks are under 10 seconds. At that point it really is All about cast time.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Since the narrow cone with resistance debuff replaces a snipe you'd probably never use, I don't see how it's a penalty.
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Look, I've got a DP defender at 50 and my Corr is at 30 now, and it's not a weak set, but in order for it not to be weak you need to work a lot more than most other sets. DP vs anything is like regen vs willpower only minus the way regen is actually better in some situations.
Look, I've got a DP defender at 50 and my Corr is at 30 now, and it's not a weak set, but in order for it not to be weak you need to work a lot more than most other sets. DP vs anything is like regen vs willpower only minus the way regen is actually better in some situations.
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Are you saying that Dual Pistols is never better than other sets?
It's not a penalty. But if you don't bother switching, it's just another average attack. If the tradeoff for weak damage is versatility, then it's less impressive, since most people will never see a payoff from that versatility given the extra steps you need to go through to get it.
Look, I've got a DP defender at 50 and my Corr is at 30 now, and it's not a weak set, but in order for it not to be weak you need to work a lot more than most other sets. DP vs anything is like regen vs willpower only minus the way regen is actually better in some situations. |
People think they need to keep switching ammo for more damage.
I don't recall the ST DPS with PR's -resist (thusly using lethal rounds) vs always using Fire ROunds.
But, for me, I tend to stick to Fire Rounds, and switch to lethal when the team is facing the tough targets, that way the whole team takes advantage of the -resist. And I stay using lethal rounds the whole time (hard targets dont tend to get KBed).
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What would people say is the best ST chain for a DP char? I seriously wonder whether you are actually better off alternating between Pistols and Dual Wield and ignoring ES entirely (for reference mine is a DP corr).
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Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Found it thanks, and props again to Umbral for the numbers.
Here's the post for those also interested.
A Penny For Your Thoughts #348691 <- Dev's Choice'd by Dr. Aeon!
Submit your MA arc for review & my arcs thread
I think Blasters really come off the worst of DP users, due to their debuff numbers on the secondary part of Swap Ammo. I mean, Fire feels like the only viable type. Cold? Barely slows anything down. Toxic? Very little noticeable debuff. Normal? Whats the point?
I haven't picked my DP/MM up since she hit 33, which is a shame because she was quite a cool character. Theres just something...underwhelming for me about DP on a Blaster, yet I see DP Corrs and Fenders seeming to do rather well.
I honestly think someone should do a numbers pass on DP for Blasters, taking into account the lower debuff numbers on the ammo swap secondary parts and just how that all factors out.