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Thread: About the new Aimed Shot

  1. #21
    Quote Originally Posted by Ocene View Post
    I think making AS a castable special is a big mistake.
    I have to ask ... why?

    Do you think it would be too powerful? Or not powerful enough? Remember this particular change shouldn't affect anyone that already prefers Full Auto or Sneak Attack (lets face, everyone apart from support professions and Agents ...), as the shared cooldown means you shouldn't ever be ASing.

    So making it castable effectively nerfs the aforementioned support professions. That's actually ok - support professions are supposed to be getting easier to land nano-toolsets, which is a far bigger buff than this will be a downside.
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  2. #22
    Well, I think it's a mistake because the profs that are likely to use AS, don't have the CC power of casting profs to ensure the opponent remains in range.

  3. #23
    Quote Originally Posted by Ocene View Post
    Well, I think it's a mistake because the profs that are likely to use AS, don't have the CC power of casting profs to ensure the opponent remains in range.
    Which professions would they be then? MPs seem like the only ones who don't have some sort of root or snare ...
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  4. #24
    Quote Originally Posted by Radia View Post
    Which professions would they be then? MPs seem like the only ones who don't have some sort of root or snare ...
    Docs, Ranged Advys, Soldiers, Engis have pet snares and mines, but we know how efficient those are, and no idea about MAs.

    Edit: I'm not awake, traders have roots yes.
    Last edited by Ocene; Oct 11th, 2010 at 13:49:39.

  5. #25
    Aren't Docs supposed to be using pistols these days for the DoTs?

    Engineer snares would effectively keep a target in range of the engineer if they landed reliably. From what I read of the changes to crowd control mechanics, it wouldn't surprise me if the tweaks to CC keep a target in range long enough to pull off an AS.

    As for soldiers and ranged advies losing AS - well, I believe the plan is to get FA easier to land. Remember that getting rid of hot-swapping for AS is one of the goals of the rebalancing, so any effect on soldiers I'd expect is intended ...

    Where that leaves ranged advies ... pass. Probably in the melee camp again .
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  6. #26
    i have always wondered why as is getting the nerf, but other huge specials arent...

  7. #27
    Well, that's the thing, it's all a matter of choice. The new AS design removes that choice. A doc should not be forced into using DOTs only. Advys should not be forced to be melee, etc.

    The only prof that will be able to use AS (other than agents, traders) and have a real choice, is Crats. They will have an efficient AS, thanks to the snares and roots, and fear they got, or nuke people.

    As for soldiers, using AS and FA at the same time is a bit too much. However the ability to hotswap and be good at it, was requiring a lot of skill (and is the most fun thing to do), shame they will remove that ability which took me years to get right.
    Last edited by Ocene; Oct 11th, 2010 at 16:48:32.

  8. #28
    We all know that AS should only be on Scoped Rifles, it needs removing from ALL single hand held weapons.

    C'mon, lets stop abusing AS and bring it back to its originally intended use .....for rifles.

    Having it on pistols just takes the p!$$ out of agents and the energy spent in developing their characters to have some n00b equip an AS pistol ....such a /fail by FC.
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  9. #29
    BTW, what happens to Sneak Attack? Will it receive a nerf too?

  10. #30
    Quote Originally Posted by Ocene View Post
    BTW, what happens to Sneak Attack? Will it receive a nerf too?
    It's on the shared cooldown with FA/AS (iirc), and it's at a 40 second recharge cap versus AS's (currently) 11 sec cap. It's already nerfed - if you are a melee user. As for when rebalance hits, I have seen nothing about SA getting changed save for the shared cooldown (again, if I'm even remembering that correctly).
    Last edited by Waahash; Oct 11th, 2010 at 20:40:05.

  11. #31
    Quote Originally Posted by Ocene View Post
    ... Engis have pet snares and mines, but we know how efficient those are ...
    But but it is enough efficient to keep snared a soldier during 6 sec in order to kill him!!!! I have read it somewhere at least!
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  12. #32
    Quote Originally Posted by Radia View Post
    So making it castable effectively nerfs the aforementioned support professions. That's actually ok - support professions are supposed to be getting easier to land nano-toolsets, which is a far bigger buff than this will be a downside.
    But what about Agents? It's ok to nerf them as well because FC did something stupid by handing out AS bandaid fixes?

    Really, like Stig said, the amount of profs that use AS now really takes the piss out of Agents.
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  13. #33
    Quote Originally Posted by dritst View Post
    But but it is enough efficient to keep snared a soldier during 6 sec in order to kill him!!!! I have read it somewhere at least!
    Soldiers are not exactly fast, particularly all those with HD implants.

  14. #34
    Quote Originally Posted by Ocene View Post
    BTW, what happens to Sneak Attack? Will it receive a nerf too?
    It checks ACes
    It's on a 40 second cool down


    You have got to be ****ting me.
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  15. #35
    OMG It check ACs, that's really relevant in PVP

  16. #36
    Quote Originally Posted by Ocene View Post
    OMG It check ACs, that's really relevant in PVP
    not to mention it is much harder to reliably cap it, of course you wouldn't know that!
    Dagger 220/30/70 Shade // Attempted 219/24/?? Enforcer // Canidae 180/0/0 Adventurer // World 185/26/32 Meta-Physicist// Cramp 150/20/35 Engineer
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    Quote Originally Posted by Mamman View Post
    Give shades love or we will stop buffing people!!

  17. #37
    So is Aimed Shot for most profs, ofc you wouldn't know that.

  18. #38
    Quote Originally Posted by notcrattey View Post
    not to mention it is much harder to reliably cap it, of course you wouldn't know that!
    SA does random things. On a soldier that was unbuffed save for reflect aura, it capped 1/7 times, and on a fixer fully buffed with much higher def and crit decrease it capped almost every time.

    So I decided to test it versus low HP and high HP. There is no correlation to anything, it just hits wildly. With FoB or without FoB. I unperked SA buffing lines and it hit better for a little while, then I perked it again and it was like I changed nothing because it was capping. So I figured it would cap more often because something I changed caused it to be more reliable. I tried it on an enfo that is not particularly well equipped, hit for 2k. Capped it on a doc that was well set up.

    It does not seem to be AR dependant, but then it does sometimes. This is on my shade, I'm sure it's more reliable for Advies or Enfos, but I'm not going to assume its any better for them for the time being.

  19. #39
    Quote Originally Posted by Waahash View Post
    SA does random things. On a soldier that was unbuffed save for reflect aura, it capped 1/7 times, and on a fixer fully buffed with much higher def and crit decrease it capped almost every time.

    So I decided to test it versus low HP and high HP. There is no correlation to anything, it just hits wildly. With FoB or without FoB. I unperked SA buffing lines and it hit better for a little while, then I perked it again and it was like I changed nothing because it was capping. So I figured it would cap more often because something I changed caused it to be more reliable. I tried it on an enfo that is not particularly well equipped, hit for 2k. Capped it on a doc that was well set up.

    It does not seem to be AR dependant, but then it does sometimes. This is on my shade, I'm sure it's more reliable for Advies or Enfos, but I'm not going to assume its any better for them for the time being.

    SA:
    1.) Weapon damage is multiplied by AR multiplier
    2.) The damage range is adjusted for ACs lowering the max damage
    3.) A random roll between min and max Damage is used.
    4.) Crit Modifier adjusted by AR is added onto the damage if it was a critical
    5.) Damage Gear is added to the final damage. The SA multiplier is applied. (before damage modifier, remember someone having tested this. confirmation?)
    6.) The SA multiplier is applied. Damage Gear is added to the final damage.


    AS:
    1.) Weapon damage is multiplied by AR multiplier
    2.) The damage range is not adjusted by ACs as it ignores AC
    3.) The maximum Damage is used instead of rolling.
    4.) Crit Modifier adjusted by AR is added onto the damage if it was a critical
    5.) Damage Gear is added onto the resulting damage before AS Muliplier
    6.) The AS multiplier is applied.

    By not ignoring ACs and using a random roll between min and max damage instead of using max damage there is much more room for variation on the damage for SA then for AS.
    Last edited by XenonDe; Oct 12th, 2010 at 06:46:41. Reason: fixed typo on 5.) to "before damage modifier"
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  20. #40
    Quote Originally Posted by XenonDe View Post
    SA:
    1.) Weapon damage is multiplied by AR multiplier
    2.) The damage range is adjusted for ACs lowering the max damage
    3.) A random roll between min and max Damage is used.
    4.) Crit Modifier adjusted by AR is added onto the damage if it was a critical
    5.) The SA multiplier is applied. (before multiplier, remember someone having tested this. confirmation?)
    5.) Damage Gear is added to the final damage.

    AS:
    1.) Weapon damage is multiplied by AR multiplier
    2.) The damage range is not adjusted by ACs as it ignores AC
    3.) The maximum Damage is used instead of rolling.
    4.) Crit Modifier adjusted by AR is added onto the damage if it was a critical
    5.) Damage Gear is added onto the resulting damage before AS Muliplier
    6.) The AS multiplier is applied.

    By not ignoring ACs and using a random roll between min and max damage instead of using max damage there is much more room for variation on the damage for SA then for AS.
    Point 5 is not un-important either...
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