01-20-2015, 11:02 AM
Okay, let me preface this with the fact that I'm not exactly using precise numbers for the multi-shot guns, but bear with me with numbers I have seen in use before. Thanks.
Glaring Red Eyed Person: Scoped Rifle (15 Power)
Hit: 203.72%
Dmg: 15
Crit: 94%
Glaring Red Eyed Person says "Bang."
Critical Hit! Glaring Red Eyed Person attacks Sia Malik with Scoped Rifle and hits them!
Sia Malik takes 507 Pierce damage.
Sia Malik takes 12 Null damage.
The battle has ended.
This is a 15 power Sniper Rifle with 40 WIL and 71 LUC.
How did I do this? With 20 momentum total
Charge WEapon, Charge Weapon, Charge Weapon, , Assault Order, Headshot.
3, 7, 10, 13, 16, 20.
(1 turn, 1 turn, 2 turn, 2 turn, 3 turn, 3 turn. )
That is 500 damage with a critical.
2.5x Damage, then 1.75x damage on a crit, +55 or so damage from my assault order.
Twenty Momentum with a very specific self set up, with 1 shot that .can. and will be reflected via a spirit mirror ( Which hopefully gets nerfed soon ).
For the same amount of momentum, in much fewer turns, an akimbo gunner can do a lot more.
Let's assume they have someone in range, and are a kensei. Simply because it and ghost are the best classes for the akimbo shooter.
Let's assume the gunner does 24 damage with each gun, I've seen it in action or 22. Let's go with 22 though for posterities sake.
3 M, 6 M, 10 M
Main, sub, Main(or sub)
18 shots total. 22 damage per shot that ignores all defense. 18*22=396.
Let's add in null shell damage of 6 each is 108 damage. Not including any damage from material type < which should proc alot > that's 504 damage.
Oh, look at that. 1 turn, and half the momentum and it's already dealing .more. damage. Mind you. This is without any crits being dealt. < The damage per shot is more about 19 per, but the crits should be frequent enough to counteract and balance it. >
That gives them more chances to proc Spark Drive in a single turn, ignoring spirit mirrors, as well as just outright dealing more damage. As MG/Not Duelst that can still get 16 shots in while moving away 4 squares, which will make them pretty much always better.
In short? MULTI SHOT GUNS DEAL WAY TO MUCH DAMAGE and need a nerf, or Single-Shot guns need a buff because I deal 61 damage on a not-crit with my rifle, compared to someone shooting 6 times, and even with 10 power on their guns, if they have a damage shell or a damage ore type on them, they will almost always do more damage.
With 58 WIL, and 54 SKI, and a 7 power Autopistol Dual WIeld, let's figure out DPS.
58/4 and 54/2
14.5 and 27
3 and 6
that's 16 damage per shot Let's add on 6 DPS for null shell < or any shell really. Doesn't have to be any but Null gives most unresistable damage.
396+ whatever shell bonuses trigger, or if they're a mage, they can get some SWEET +10 damage per shot from augment.
http://neus-projects.net/viewtopic.php?f=7&t=551
STILL A RELEVANT THREAD TO BALANCE PURPOSES.
Glaring Red Eyed Person: Scoped Rifle (15 Power)
Hit: 203.72%
Dmg: 15
Crit: 94%
Glaring Red Eyed Person says "Bang."
Critical Hit! Glaring Red Eyed Person attacks Sia Malik with Scoped Rifle and hits them!
Sia Malik takes 507 Pierce damage.
Sia Malik takes 12 Null damage.
The battle has ended.
This is a 15 power Sniper Rifle with 40 WIL and 71 LUC.
How did I do this? With 20 momentum total
Charge WEapon, Charge Weapon, Charge Weapon, , Assault Order, Headshot.
3, 7, 10, 13, 16, 20.
(1 turn, 1 turn, 2 turn, 2 turn, 3 turn, 3 turn. )
That is 500 damage with a critical.
2.5x Damage, then 1.75x damage on a crit, +55 or so damage from my assault order.
Twenty Momentum with a very specific self set up, with 1 shot that .can. and will be reflected via a spirit mirror ( Which hopefully gets nerfed soon ).
For the same amount of momentum, in much fewer turns, an akimbo gunner can do a lot more.
Let's assume they have someone in range, and are a kensei. Simply because it and ghost are the best classes for the akimbo shooter.
Let's assume the gunner does 24 damage with each gun, I've seen it in action or 22. Let's go with 22 though for posterities sake.
3 M, 6 M, 10 M
Main, sub, Main(or sub)
18 shots total. 22 damage per shot that ignores all defense. 18*22=396.
Let's add in null shell damage of 6 each is 108 damage. Not including any damage from material type < which should proc alot > that's 504 damage.
Oh, look at that. 1 turn, and half the momentum and it's already dealing .more. damage. Mind you. This is without any crits being dealt. < The damage per shot is more about 19 per, but the crits should be frequent enough to counteract and balance it. >
That gives them more chances to proc Spark Drive in a single turn, ignoring spirit mirrors, as well as just outright dealing more damage. As MG/Not Duelst that can still get 16 shots in while moving away 4 squares, which will make them pretty much always better.
In short? MULTI SHOT GUNS DEAL WAY TO MUCH DAMAGE and need a nerf, or Single-Shot guns need a buff because I deal 61 damage on a not-crit with my rifle, compared to someone shooting 6 times, and even with 10 power on their guns, if they have a damage shell or a damage ore type on them, they will almost always do more damage.
With 58 WIL, and 54 SKI, and a 7 power Autopistol Dual WIeld, let's figure out DPS.
58/4 and 54/2
14.5 and 27
3 and 6
that's 16 damage per shot Let's add on 6 DPS for null shell < or any shell really. Doesn't have to be any but Null gives most unresistable damage.
396+ whatever shell bonuses trigger, or if they're a mage, they can get some SWEET +10 damage per shot from augment.
http://neus-projects.net/viewtopic.php?f=7&t=551
STILL A RELEVANT THREAD TO BALANCE PURPOSES.