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[Gunslinger] Burst Fire; the noob trap.

Discussion in 'Suggestions' started by Anon, Jun 26, 2020.

  1. Anon
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    Anon Horny Mushroom Retired Staff

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    I've recently noticed that the first 10 levels of this skill are arguably a massive noob-trap as before level 11 this skill does less DPM than Double Shot.
    Double Shot at level 20 fires two shots with 130% damage every 0.42s with booster (0.48s without), while Burst Fire at level 1 which fires three shots with 95% damage every 0.69s with booster (0.81s without).
    Double Shot ends up doing ~619%/s damage with booster (~542%/s without). In contrast to Burst Fire's 413%/s with booster (352%/s without). I understand level 1 doesn't need to be significantly better, but as is it does less damage per hit (so monster defense is more of a hinderance), less damage per second, and making it harder to pin. All while increasing ammo usage and using more MP.
    To add to this, Burst Fire isn't an active skill, so you cannot just go back to using Double Shot having realised your mistake as Double Shot is now Burst Fire.

    I'd like to suggest this skill's damage be changed so something along the lines of:
    Level 1: 152%
    Level 2: 154%
    ...
    Level 19: 188%
    Level 20: 190%
    This would leave it with the same damage once maxed as it currently is (as this is acceptable), and makes it a small margin better than Double Shot at level 1.
    As per the suggestion, Burst Fire at level 1 would now deal 661%/s with booster (~563%/s without).

    Of course I'm welcome to alternate suggestions or implementations, but I would like to see this changed as all it does is make the skill worse for anyone that isn't aware of how it all works.

    Thanks for reading.

    Edit:
    I have just realised I imagine this skills scaling wasn't so bad when Double Shot was two 80% hits, but now that it's been buffed Burst Fire falls behind heavily.
     
    • Like Like x 5
  2. akashsky
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    akashsky Horntail

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    I vote that we nerf double shot back to 80%, and make burstfire its own skill so that we can keep using double shot after we add burstfire.
     
  3. yogurtseller
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    yogurtseller Mixed Golem

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    I dont think we should make slingers anymore challenging as it is now. Training up until lvl 90 was already painful for me.

    It would be great if we could get some client modifications to make burst fire a separate skill though. I always feel like I got boned with altered event drop rates because corsairs dont have fast, low level single target damage skills to farm event items. The lowest level single target skill we have is burst fire, which has too long of a cast time and is too high in level to be used as a event farming tool. I think corsairs are literally the only class out there without a first job single target skill
     
  4. DrJason
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    DrJason Windraider

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    rapid fire walking (tapping it as you walk) is way faster than double shot anyways
     
  5. yogurtseller
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    yogurtseller Mixed Golem

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    It is faster but from what I’ve heard, 4th job skills have the lowest event drop rates. Actually, I have yet to see any event drops coming from a rapid fire kill.. which I noticed after s0methings0mething pointed out he was getting no event drops with hurricane
     
  6. asdfjkliang
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    asdfjkliang Selkie Jr.

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    Either make triple shot faster or make double shot and triple shot separate skills
     
    • Agree Agree x 2
  7. s0mething
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    s0mething Capt. Latanica

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    From what I and others have concluded, Hurricane/ rapid fire's event farming abilities were slightly nerfed. Using strafe can definitely yield better rates than hurricane, assuming you're 1 hitting the monsters. Never tested double shot vs strafe, but I would assume it's the same.
     
  8. iPippy
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    iPippy Nightshadow

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    You do have a fast, first job, single target skill though. Flash Fist.
     
  9. OP
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    Anon
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    Anon Horny Mushroom Retired Staff

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    I think if they were seperate skills it would also solve the issue. However, it still doesn't address the fact that it'd still be 100% worse until the 11th point. Considering it's a 3rd job skill being compared to a 1st job skill, to me, this feels wrong.
     
  10. DrJason
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    DrJason Windraider

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    It annoys me greatly that we even have to speculate about something like this, why can't admins tell us about their super-custom class-dependent drop rates :grumpy: every thread on this topic is ignored
     
    • Agree Agree x 5
  11. akashsky
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    akashsky Horntail

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    I have no regrets, this is exactly why I chose to max FLASH FIST (first job punching skill) because of how event drops work.

    [​IMG]
     
    • Agree Agree x 1
  12. Tate
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    Tate Capt. Latanica

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    Wait so how exactly do event drops work? class specific? skill specific too i presume?
     
  13. asdfjkliang
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    asdfjkliang Selkie Jr.

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    1v1 skills yield a greater drop rate for event etcs rather than those who hit multiple mobs, e.g. Genesis/Blizzard/Meteor will yield a lower drop rate than someone using power strike.

    Apparently 1v1 4th job skills (hurricane, rapid fire, triple throw) got their drop rates nerfed
     
  14. DrJason
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    DrJason Windraider

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    I think the only thing we know for sure is that certain drop rates are affected by which skill was used to kill a mob, such that skills like Genesis have a lower drop rate
     

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