Critical Damage for Assault Rifle


 

Posted

I know some people are wary about gimmicks, but I'd think this would be a nice change for Assault Rifle.

Was thinking about this the other day, and the idea is a throwback to what I think were the alpha stages of the CoH targeting system, you aim at the enemy's head and you deal critical damage. I was thinking a variety of Critical, DoT and Slow. With the exception of Ignite and Flamethrower, each attack would have a chance to critical and/or provide a status effect. AoEs would have less chance to critical, but a higher chance to provide a status effect. Sniper Shot would provide a extremely high chance to crit as well as to lay in a status effect.

Pairing the set w/ Devices and picking up Targeting Drone would also increase your chances at achieving a critical hit.

While I'm not sure how practical this is for a change...just something to kick around.


 

Posted

I like the idea of putting "Luck" on the rest of Assault Rifle attacks...it is already on Full Auto. Although I admit the chance seems low, and may need a boost.


 

Posted

Any positive change to AR would be a good thing. I think adding crit damage is a great idea to buff AR and give it some uniqueness other than being a subpar set.

One thing though, did you consider corruptors? I really don't want to use OP in the same sentence as AR, but Critical Scourge would be pretty heavy burst damage to anything that doesn't resist it, since its basically a double crit.


 

Posted

They nerfed Ignite way too hard IMO with 20s recharge.

They should either increase Full Auto's arc or make the extra damage better in the last tic.


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.

 

Posted

Quote:
Originally Posted by DreadShinobi View Post
Any positive change to AR would be a good thing. I think adding crit damage is a great idea to buff AR and give it some uniqueness other than being a subpar set.

One thing though, did you consider corruptors? I really don't want to use OP in the same sentence as AR, but Critical Scourge would be pretty heavy burst damage to anything that doesn't resist it, since its basically a double crit.
Corruptors do get Disintiscourge from Beam Rifle as it is, and they interact fairly well together. As long as the "double crit" is still based on the normal damage values (i.e., one crit isn't based off a hit AND scourge/crit damage), I doubt it'd be much of an issue.


 

Posted

Yeah, the only thing I would change is widening Full Auto's cone. Ignite can already be made perma even after the nerf.

The nerf was necessary - it was insane before.


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Posted

I tend to take the middle ground approach with Ignite. While pre-nerf it was too much (it outshined Full Auto), now it is has been nerfed to the ground.

Anyways, back on topic a crit mechanic with other Assault Rifle attacks would be neat, but how would it be balanced out?


 

Posted

The idea of criticals in Assault Rifle have been suggested before and personally I like the idea. There're lots of ways Assault Rifle can be buffed, but does it really need it? I'm quite happy with the 30 second-or-less cone nuke and the chainable one-two attacks of Burst and Slug with a chance for -res and heightened range.

If any changes were to be made to Assault Rifle, I would make Flamethrower's damage front-loaded like Burn, then make Ignite an ST attack which, again, is front-loaded for damage but still puts down the fire patch so it can be used for area denial still. No broken cottage rule, faster AoE/ST damage which isn't Lethal.


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Posted

Didn't Flamthrower already get nerfed at 1 point? I dont see them buffing it after that


 

Posted

Quote:
Originally Posted by Dz131 View Post
Didn't Flamthrower already get nerfed at 1 point? I dont see them buffing it after that
His suggestion only changes when the damage is applied, not how much damage is applied.


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Posted

Quote:
Originally Posted by Dz131 View Post
Didn't Flamthrower already get nerfed at 1 point? I dont see them buffing it after that
It's activation time was actually shortened.


 

Posted

Quote:
Originally Posted by Jibikao View Post
They nerfed Ignite way too hard IMO with 20s recharge.

They should either increase Full Auto's arc or make the extra damage better in the last tic.
if they took the fear component from Ignite like they did Burn...I'd be okay with that

Quote:
Originally Posted by DreadShinobi View Post
One thing though, did you consider corruptors? I really don't want to use OP in the same sentence as AR, but Critical Scourge would be pretty heavy burst damage to anything that doesn't resist it, since its basically a double crit.
For Corruptors, probably don't give them a full crit, kinda like how Total Focus is for Stalkers.


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
One thing though, did you consider corruptors? I really don't want to use OP in the same sentence as AR, but Critical Scourge would be pretty heavy burst damage to anything that doesn't resist it, since its basically a double crit.
Key words here bolded. Lethal is the single most-resisted damage type in the game - I don't think the occasional Critical Scourge would counteract that to any degree.


 

Posted

Quote:
Originally Posted by Mr. DJ View Post
if they took the fear component from Ignite like they did Burn...I'd be okay with that
Highly unlikely - it's a whopping mag 50 fear. I am pretty sure that's intentional... also, Burn on scrappers still makes mobs flee (which drives me insane - you have no idea.)


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Posted

Quote:
Originally Posted by Black Zot View Post
Lethal is the single most-resisted damage type in the game
I agree - help me out with a side comment here. This is just my guess so please correct me as needed. I see it in this order just from my own experience:

Lethal
Smashing
Energy
Fire
Cold
Negative
Psionic
Toxic

Is that the right order from most resisted to least for the majority of the game? I may have cold/fire reversed though - not too sure on that. I still think Icicles should do pure cold damage instead of lethal.


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Posted

Quote:
Originally Posted by DreadShinobi View Post
It's activation time was actually shortened.
So? the dps stays the same - you would be locked into that animation just as long as it was only that you might have finished off your enemy more quickly.


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Posted

Quote:
Originally Posted by JayboH View Post
So? the dps stays the same - you would be locked into that animation just as long as it was only that you might have finished off your enemy more quickly.
DoT's are generally considered weaker than the same amount of immediate damage, precisely because you might finish off the enemy more quickly with immediate damage. This is why attacks like Gloom and Incinerate do more total damage than similar, non-DoT attacks. I don't know if frontloading Ignite's damage like Burn does would make it too strong, but it would definitely be a buff.


 

Posted

Quote:
Originally Posted by JayboH View Post
Highly unlikely - it's a whopping mag 50 fear. I am pretty sure that's intentional... also, Burn on scrappers still makes mobs flee (which drives me insane - you have no idea.)
they only did it for Tanks? well ain't that something...


 

Posted

Quote:
Originally Posted by Mr. DJ View Post
they only did it for Tanks? well ain't that something...
No they all had Fear removed but not Avoid. Tankers and brutes auto-taunt everything but scrappers don't - so all enemies run for the hills when a fiery aura scrapper drops Burn still.

Kinda sucks.


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Posted

Quote:
Originally Posted by JayboH View Post
No they all had Fear removed but not Avoid. Tankers and brutes auto-taunt everything but scrappers don't - so all enemies run for the hills when a fiery aura scrapper drops Burn still.

Kinda sucks.
All versions of Burn summon the same pet, Flames, and it no longer causes Avoid. If enemies are running away (I actually don't have any characters with Fiery Aura or Fire Manipulation, so I don't know firsthand) it's probably just because it's fast ticking damage.


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Posted

Edit: Misread the original quote


 

Posted

Quote:
Originally Posted by ShadowMoka View Post
Poor AR really could use a revamp.
It got one a few years ago. Everything in the set was sped up except Ignite which got slowed down.


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Posted

Quote:
Originally Posted by Trickshooter View Post
All versions of Burn summon the same pet, Flames, and it no longer causes Avoid. If enemies are running away (I actually don't have any characters with Fiery Aura or Fire Manipulation, so I don't know firsthand) it's probably just because it's fast ticking damage.
If only that were true. It's not.... at all. Ever see the infamous SS/Fire brutes farming mobs? The mobs stay in Burn all the time due to the constant taunts - it's not due to them falling down from the occasional foot stomp. On a scrapper, they run the instant you drop Burn every time.

Do some testing and you will see what we are talking about. Fear was removed but apparently not Avoid.


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Posted

I believe mobs run from Burn not because of any Avoid flagging but simply due to the amount of damage it does, it's -insane-.

Should Ignite be buffed similarly, it would be borderline overpowered. My idea was to turn it into another ST attack which also puts down the Ignite patch under your target with reduced damage but keeping the fear so that it can still be used for it's original purpose, area denial, while giving AR more damage which isn't Lethal, much like Archery's Blazing Arrow.

You could argue that Flamethrower fits the bill, but as it is, the attack is just the wrong combination of high endurance, short range and slow DoT for it to be considerably less powerful than at first glance. Either the range should be increased, endurance reduced or my personal favourite idea is to make the first tick of Fire damage 66% of the overall damage, with 33% of the damage as the current long-lasting DoT (pulled numbers from a dark place, so certainly not solid and open for balance).


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