AR Single target attacks


Another_Fan

 

Posted

Burst and Slug should be on 3/6 second recharges and not 4/8 especially since the set doesn't get a tier 3 single target attack and they are lethal damage which is the most resisted type in the game. Plus it's a weapon where you just pull a trigger so there shouldn't thematically really be much time between being able to use it again if you think about it anyways.


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Posted

Yes, but really all the blast sets could use a looking at. They just aren't allowed to convert end to damage rapidly enough.


 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Burst and Slug should be on 3/6 second recharges and not 4/8 especially since the set doesn't get a tier 3 single target attack and they are lethal damage which is the most resisted type in the game. Plus it's a weapon where you just pull a trigger so there shouldn't thematically really be much time between being able to use it again if you think about it anyways.
You do have to throw out some ideas of reality when it comes to a game. You can throw punches faster than most sets let you as well, but that doesn't have anything to do with game balance: most punches in this game are fairly quick for the game, other than the big TF/Thunderstrike style ones. So your statement about "pulling the trigger" doesn't really mean anything for how the game actually works.

Looking at the numbers, I don't see Burst and Slug being out of sync with damage or recharge for other sets' T1 and T2 attacks. As far as I remember, those were all fairly well normalized for all the T1 and T2 attacks.

Another thing is that Assault Rifle is more slanted to AOE than ST damage, which is one of the characteristics of the set. I usually treat Buckshot as an ST attack with AOE benefits, and haven't had any particular issues with dropping single targets with my AR blaster. I would say AR benefits from pairing with sets that can boost its ST damage, but it still works okay as a set.

Quote:
Originally Posted by Another_Fan View Post
Yes, but really all the blast sets could use a looking at. They just aren't allowed to convert end to damage rapidly enough.
What does that even mean... that they don't do enough DPS? That Blaster need their damage mods adjusted, or just those powers?


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Posted

You can use Ignite and Buckshot alongside Burst and Slug, and you can slot Burst with a -res proc.


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Posted

I just wish Ignite would get the Burn treatment.


 

Posted

I didn't say that they weren't doing the proper damage for their recharge, but the set craves and makes too much sense that they'd be on 3/6 recharges and respectively damaged. Unlike other sets like elec for example which also doesn't get a 3rd tier ST attack, it at least doesn't have to worry about redraw all the time if you use a ST attack that you gain from your secondary.


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Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I just wish Ignite would get the Burn treatment.
Rather than the Burn treatment, it would be far better if it just cast on enemies in a certain area... that would be somewhat similar to Flamethrower, but different effects (even like Burn being cast on the mobs) could work. I suppose it would still be interesting for a fear effect to be cast on the mobs affected, but maybe not.

No matter what, a patch of any sort is not conducive or reflective of the Blaster playstyle. Blasters should move and don't have too much in the way of mass immobilizes, etc., either, which makes it harder for them to leverage Ignite like they should. Hence my thinking it should move beyond any "Burn" treatment, though the single rush of bigger damage would be more helpful than the long DoT we currently I have.

Quote:
Originally Posted by Windenergy21 View Post
I didn't say that they weren't doing the proper damage for their recharge, but the set craves and makes too much sense that they'd be on 3/6 recharges and respectively damaged. Unlike other sets like elec for example which also doesn't get a 3rd tier ST attack, it at least doesn't have to worry about redraw all the time if you use a ST attack that you gain from your secondary.
I think I'd rather keep the current damage than have a lower recharge and damage for those. It's not impossible to get the recharge needed to bring the two close to a ghetto attack chain, especially if you sprinkle Buckshot or other attacks in there. Lower damage means they're going to be doing less damage, even though you have the two attacks up not a whole lot faster overall.

I dunno, though... I'm not thinking right at the moment: are the different recharge attacks balanced out for DPS no matter what, or does the recharge thing make a difference? I'll think about it later when I'm not so tired, heh.


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

 

Posted

Fire, Archery and Sonic all pay for their shorter recharge times on their respective tier 1 and/or 2 blasts with reduced damage, but not consistently. For example, fire blast has significantly reduced damage for a tier 2 but flares is by far the best tier 1 despite its short recharge. Dual pistols has a 6 second tier 2 and appears to have reduced damage but does normal damage when fire ammo is factored in.

It seems unlikely to me that if AR were to be rebalanced for shorter recharges it would keep its standard damage values on both of its single target blasts. Perhaps one of them, but I doubt both. I don't really see the problem with using an aoe attack for filler though, especially since buckshot is so great and is also on an eight second timer.