09-13-2015, 08:18 PM
Matador: Split Know No Pain's damage reduction up between multi-hit guns' rounds. If damage gain is split across the board, damage mitigation should be as well. Why should it resist 20 of a sniper's damage, but 80 of an autopistol's damage?
Retaliatory On-Being-Hit Effects (Bell Armor, etc): Divide damage dealt between rounds fired. If someone shoots you with a 4-round gun attack, your proc should be just as neutered as their damage.
As it stands now, multi-round guns are objectively worse than single shot in every way. Same damage, less hit, reliance on crits to deal said same damage (now that DEF is part of crit evade, this is even more of a problem.) Everything has systematically been divided up between rounds: spark drive is 1/turn, elemental impact is divided up, vorpal strikes are divided up, Evil Force is reduced greatly even if it's not explicitly divided (i.e., still worth it at +5 damage per shot when using 11-shot akimbo quickdraws, but most gun pairs get 4 shots, making it functional division), some abilities don't even apply at ~all~ to guns, like claret call or flank. Unfortunately, when you shoot someone four times, their bell armor damages you four times as much, and their fanged shield too. Why are these not divided?
Contrast with One Overcharge: You get almost twice the shell power per turn, you're overcharging which means you can use the +50 hit reliably, you can inflict 48% hesitation, which is huge -- on the same shell that inflicts knockdown, no less. You can do this from 7 tiles away without the aid of a Tactician, and even pump your damage up even more with excel charges and the fact that you can use Headshot with functionally no penalty.
If the intent was to nerf akimbo into a trap, congratulations. I still use it for character flavour, but every time I play Adelie, I'm reminded that I could be literally twice as effective if I had just built One Overcharge instead.
Retaliatory On-Being-Hit Effects (Bell Armor, etc): Divide damage dealt between rounds fired. If someone shoots you with a 4-round gun attack, your proc should be just as neutered as their damage.
As it stands now, multi-round guns are objectively worse than single shot in every way. Same damage, less hit, reliance on crits to deal said same damage (now that DEF is part of crit evade, this is even more of a problem.) Everything has systematically been divided up between rounds: spark drive is 1/turn, elemental impact is divided up, vorpal strikes are divided up, Evil Force is reduced greatly even if it's not explicitly divided (i.e., still worth it at +5 damage per shot when using 11-shot akimbo quickdraws, but most gun pairs get 4 shots, making it functional division), some abilities don't even apply at ~all~ to guns, like claret call or flank. Unfortunately, when you shoot someone four times, their bell armor damages you four times as much, and their fanged shield too. Why are these not divided?
Contrast with One Overcharge: You get almost twice the shell power per turn, you're overcharging which means you can use the +50 hit reliably, you can inflict 48% hesitation, which is huge -- on the same shell that inflicts knockdown, no less. You can do this from 7 tiles away without the aid of a Tactician, and even pump your damage up even more with excel charges and the fact that you can use Headshot with functionally no penalty.
If the intent was to nerf akimbo into a trap, congratulations. I still use it for character flavour, but every time I play Adelie, I'm reminded that I could be literally twice as effective if I had just built One Overcharge instead.