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Basic Attack Followup: Multihit Guns
#1
A branching topic from this thread. I and many other people believe that guns, as a weapon type, should once again gain the static power bonus to each shot. To avoid sounding like I'm just restarting the same thread all over again, I'll try to be concise and emphasize why guns in particular are different from the other weapons in the game.

First and foremost, as was adequately covered in the linked thread, multhits lost a disproportionate amount of power when compared to the rest of the weapons in the game. This has nothing to do with autohits versus basic attacks, but has everything to do with a multhit weapon doing less damage than almost every sword, axe, dagger, etc, in the game. This was stressed sufficiently enough in the other thread that I won't flood this post with math unless requested to do so.

Secondly, Magic Gunner and guns in general were designed with this old system in mind -- Akimbo used to drop the skill scaling from weapons, and then the stat scaling when GR came. Now, all it does is shoot a bullet that has no weapon power scaling, no stat scaling, and always does 1 damage.

[Image: 7GBtadq.png]

Firing off bullets that always do a single point of damage does not seem like the intended vision of Akimbo. Riposte was a heated conversation point when its interaction with guns came up. It was decided that there was no reason for it to give the gun any scaling when it occurred. Now? Riposte will do zero damage, as there will be no scaling, and no power. There is no pity rounding error to give it 1 damage this time.

[Image: 7gcAtQj.png]

All of this can change depending on what modifiers are being stacked for on-hit or on-crit effects, but should every person using a multihit gun really do less damage than fists, bows, and swords when they open themselves up to the biggest hard counters in the game? No Quickdraw in existence now can do more damage than a tank's Bellplate can. Please consider specifically designating guns as weapons that gain power per shot.
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