Dual Pistols buff rumors true?


Bionut911

 

Posted

Quote:
Originally Posted by Jibikao View Post
3. I just found out something very disturbing. Looking at Mids, DP's Piercing Round is a lot worse than Beam's Piercing Beam?


Piercing Round has 20s recharge
2.50 act time
128.3 damage at lvl 50
16.85 endurance
Same 5' arc

Piercing Beam has 18s recharge - better
2.33 act time - better
153.1 damage at lvl 50 (excuse me??!) - way better
15.18 endurance - better
Same 5' arc


Why such big difference? Is Mids wrong or? Why should Piercing Rounds cost MORE endurance on an attack that does way less damage?
Because you enabled Disintegrate's bonus effect - without it, it does 115.1 damage.


Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

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I'd like to see Excecutioner's Shot have no range penalty. Similar to archery, it'd be a nice boon to have full range with the ST attacks in exchange for redraw and damage late in the animations.

Oh.. and I'd like to see Peircing Rounds give it's -resist in other the forms besides just lethal.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Would a buff encourage more people to make dual pistol builds?

Would that increase the value of the sought after Maelstroms pistols costume recipe?

What is the drop rate of that anyway?


Ignoring anyone is a mistake. You might miss something viral to your cause.

 

Posted

Quote:
Originally Posted by MrHassenpheffer View Post
Would a buff encourage more people to make dual pistol builds?

Would that increase the value of the sought after Maelstroms pistols costume recipe?

What is the drop rate of that anyway?
4% chance for one (1) member of the raid to receive a (1) recipe IIRC.

I don't really get why his pistols should be going for a billion+ when I've been wiping the floor with him and his device since level 20.


 

Posted

Quote:
Originally Posted by MrHassenpheffer View Post
Would a buff encourage more people to make dual pistol builds?

Would that increase the value of the sought after Maelstroms pistols costume recipe?

What is the drop rate of that anyway?
Truthfully, I'd say it depends on the buff.

My favorite combo with Dual Pistols is Time Manipulation. But even with TM's -Regen, I found I just wasn't making a dent in hard targets, and that's what I want to do with my own characters (solo AVs...dont care about GMs).

So combine low damage (and admittedly TM's -Regen is low) with lack of mez protection (softcap defenses is lots of times, not enough for survival) and while the combo has some of the best animations (imo) in the game, I just find myself going back to melee!


BrandX Future Staff Fighter
The BrandX Collection

 

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Just as an FYI, a poster in the open beta process for Dual Pistols broke down the animation for Executioner's Shot, and there's really not anything that can be sped up or trimmed out that doesn't drastically affect the look of the animation. And if you start taking out parts of the animation (a pistol spin, etc.) you WILL get into the territory of ticking off people that like that part of the animation. Like me, for instance.

And as the numbers earlier on this thread showed, Executioner's is not really that dramatically different in animation time from the other tier 3 heavy ST blasts. As with other things in the set, it's not the best, but on par... something that people always seem to ignore.

At most, I'd agree that Swap Ammo could use more viability. The debuffs of cryo and toxic aren't enough to be worth it to a Blaster player, though it seems/sounds like they are closer for a Defender/Corr. Not sure if adding a DoT to them is the best solution, or upping the debuff amounts, or even making particular adjustments for each AT (if that's even possible). No matter what, I just want each ammo type to have a viable time to use it. Fire and lethal are about it for Blasters, which is kind of a shame.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
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Quote:
Originally Posted by ShadowMoka View Post
Yikes. It could definitely use some cleaning up then.

After thinking about it, I have to agree on HoB not being a lively candidate for a shorter animation time. While it's ridiculously long, it doesn't have a crash.
Along with the lack of a crash, you have to consider that it gives a bonus to melee defense during the animation of the attack. Which is an added bonus to the ranged ATs who can be squishy in melee range.

EDIT:

Quote:
Originally Posted by Dogma View Post
I vote making the set a more run and gun set... no more rooted (or less rooted) on all the powers, to me that would make the set much more playable.
Although impractical, it would be totally wicked if combined with a /MA powerset *hint*hint*


 

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I think, from my experance thus far (I have a level 44 DP/Dev Blaster) that maybe a slight damage buff is warrented, but I think making the Swap Ammo abilities should be made a little more potent (Even the Fire Ammo's DoT) and give out more exotic damage. As in 50/50 rather than 70/30. Or, hell, even 30/70, with the bulk of the damage exotic.

That being said I still love the set. It's a lot of fun.


 

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I'd be totally thrilled and completely satisfied if they just allowed an alternate animation. One that has all the same numbers, but looks less time-wastey.. I'd take the Malta Gunslingers as the model... Do that, and I'd call it all fixed and be thrilled..


 

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I like the idea to increase Executioner's Shot's range, to be on par with Blazing Arrow. That in and of itself would be a boon to the set, and wouldn't touch the more sensitive numbers like damage and animation time. I mean, it's a bullet for crying out loud, 80 feet is nothing.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

Posted

Quote:
Originally Posted by Bionut911 View Post
Along with the lack of a crash, you have to consider that it gives a bonus to melee defense during the animation of the attack. Which is an added bonus to the ranged ATs who can be squishy in melee range.
Not really. The nukes with crashes do huge stuns/knockdown/end drains/whatever. The extra defense is just what this one gets instead of the hard/soft control the other nukes get. It prevents the power from requiring a huge sign to pop up over your head saying "kill me now".


 

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Quote:
Originally Posted by rsclark View Post
Not really. The nukes with crashes do huge stuns/knockdown/end drains/whatever. The extra defense is just what this one gets instead of the hard/soft control the other nukes get. It prevents the power from requiring a huge sign to pop up over your head saying "kill me now".
It also gets the defensive buffs because unlike Rain of Arrows and Full Auto you need to be right in someone's face to use it.


 

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Quote:
Originally Posted by ShadowMoka View Post
And lasts an ice age.
Looks awesome during it though.


 

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Quote:
Originally Posted by ShadowMoka View Post
And lasts an ice age.
Yes, your hyperbole is so true! It's completely out of whack compared to other nukes and doesn't get the job done like they do, at all!


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

Quote:
Originally Posted by Dogma View Post
I vote making the set a more run and gun set... no more rooted (or less rooted) on all the powers, to me that would make the set much more playable.
That's actually a cool idea. Not sure it solves any of the problems, but it'd be cool.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Dogma View Post
I vote making the set a more run and gun set... no more rooted (or less rooted) on all the powers, to me that would make the set much more playable.
Even changing the single target pistol attack powers to function as movement reduced rather than rooted animations would make the powerset far more dynamic than it is.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Dogma View Post
I vote making the set a more run and gun set... no more rooted (or less rooted) on all the powers, to me that would make the set much more playable.
Actually, if this is based on John Woo Gunplay, I want airborne animations that give defensive bonuses for firing while jumping.


Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

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and doves fly out in slow motion


 

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Well, I wrote out something longer with lots of numbers and comparisons... but the forum ate it . So here's the short version.

The downsides I see as fair in exchange for flexibility

  • The set lacks aim.
  • It has a commonly resisted damage type as part of all of its attacks. Remember that someone is attacked by an attack with multiple damage types they will use whatever defense value is highest.
  • It has weaker secondary effects than the sets its ammo types model (Cryo Ammo has 3/4ths the slow/-rech and 4/5ths the duration of ice blast).* This is exacerbated by the fact that if you slot to enhance the secondary effects by one ammo type, those slots will be wasted when using a different ammo type.

Problems with the set
  • *Incendiary Rounds are not adding a reduced % of damage compared to the extra damage the Fire Blast set gets. This is acting as a crutch for the next problem while making them substantially more useful than the other ammo types. It should probably be reduced when/after other issues are fixed by maybe 1/3rd (or replaced with a different effect. Call them hellfire rounds and make them give a minor -res debuff or whatever).
  • 70:30 Lethal:Elemental is low compared to other mixed damage sets (Ice Blast, Sonic Assault, and Energy Blast) which generally have 50-80% elemental (thanks to all the extra damage added by fire rounds, they get about a 54:46% lethal:elemental ratio). This also makes the different ammo types largely irrelevant when dealing with enemy resistances. 50:50 lethal:elemental seems like it would be fair.
  • Damage is in line with low activation time powers, but the powers themselves have high activation times (see next section). Any time I suggest cutting an animation, be aware that I consider increasing the power's damage proportionally an equally legitimate (if less desirable) solution. This ties in with the next point.
  • Standard (lethal) Rounds are not giving the same bonus with all attacks, which removes a tool for balancing. If they had a consistent effect, such as -def, other secondary effects such as knockback could be used to balance out individual powers instead of relying only on damage/animation/recharge.

Problems with powers
  • Pistols - attacks with Incendiary/Cryo/Chemical Ammo need to apply their secondary effects. There isn't really anything about this power that seems to warrant not having them.
  • Empty Clips - has the animation time of a high damage cone (2.5s breath attacks), the damage of a fast cone (1s), and lacks the extra secondary effects/width/depth of medium cast time cones (2s). Either cut the cast time by 1-1.5s or cut the animation by ~0.5s and make the cone bigger (or use secondary effects. See comments on Standard Ammo in previous section).
  • Chemical Ammo - since the debuff has a small magnitude and duration it's hard to stack it to useful levels for a blaster, and requires full time attention to keep at a useful level as a corruptor or defender (in which case you might as well use Incendiary Ammo). If animation times get reduced that will solve this problem. If not, I think a small magnitude buff is warranted (going by the reasoning that magnitude would increase the net effect more gradually than a duration buff). Edit: It would be interesting (not critical though) to give it a small -special effect (the opposite of power boost) or -regen to make it a bit more distinct from cryo ammo as they both generally fall under the category of damage mitigation.
  • Bullet Rain - has a longer animation (2.5s) than rain patch powers (2s), and the damage of a fast cast aoe (1s). In this case I think the best solution is to reduce the animation time by 1-1.5s. If there's one power that I think is best to fix by changing the animation time, this is it.
  • Executioner's Shot - Damage is in line with similar powers, but the animation is far too long. It needs to be faster to be part of a single target damage chain (Shout from Sonic Assault need the same thing). Either cut the animation by 1-1.5s to bring it in line with Blaze and Bitter Ice Blast, or cut the animation by a 0.5s and add a strong secondary effect to bring it in line with the likes of Cosmic Burst and Will Domination.
  • Piercing Rounds - For some reason they're getting a smaller boost from Incendiary Ammo compared to other attacks. It's kind of a weird power, the ranged version of a melee cone, but I thinking having a long animation on it is fine. Kind of a wish list thing, but it would be nice if they did -res with all damage types instead of or in addition to their regular secondary effects. As someone who generally enjoys gun-fu and the animations in this set, even I think this animation looks absurd
Things I think are fine
  • Dual Wield
  • Suppressive Fire
  • Hail Of Bullets
  • Cryo Ammo (aside from not having a high enough % cold damage)


 

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Quote:
Originally Posted by Vimes_NA View Post
  • It has weaker secondary effects than the sets its ammo types model (Cryo Ammo has 3/4ths the slow/-rech and 4/5ths the duration of ice blast).* This is exacerbated by the fact that if you slot to enhance the secondary effects by one ammo type, those slots will be wasted when using a different ammo type.

Things I think are fine
  • Suppressive Fire
Suppressive Fire has the same problem with wasted slots, depending on whether you have lethal ammo (disorient) vs all other types (hold). It sucks to have versatility be one of the main selling points of the set, but have the way slotting works push you into deciding upfront how you plan on using the powers.


 

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You can slot endoplasms/gravitons/calcites or peroxisomes/glutons/amethysts to buff both stun and hold durations. It would be nice if they added a universal mez duration to/do/so/io though.