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Scaling pirate's "Double Shot" properly

Discussion in 'Accepted' started by Siegfried, May 21, 2017.

Buff Double Shot?

  1. Yes

    31 vote(s)
    70.5%
  2. No

    6 vote(s)
    13.6%
  3. Maybe...

    7 vote(s)
    15.9%
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  1. Siegfried
    Offline

    Siegfried Timer

    109
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    Apr 21, 2017
    Male
    5:08 PM
    We all know Gunslingers are pretty much sub-par/mediocre before 4th job, and other ranged classes easily dominate Gunslinger until 4th job. We also know that the top 3 dps in the game are Corsair, Bowmasters and Night Lords. But till then, Gunslingers suffer. For a long time.

    Take a look at Lucky Seven, which is nearly the same move as Double Shot.
    [​IMG]

    Don't forget that thieves have Keen Eyes, which increase their range +200.

    Archers have something similar, the eye of amazon which gives range +120 at max.
    They also have critical shot, which increases critical damage by 200%
    And finally their main [double] attacking move, "Double Shot" which is
    [​IMG]

    And they also have another single blow tech, Arrow Blow, which is 230% per 1 hit.

    Now finally, we have the gunslinger which is sub-par damage-wise
    [​IMG]


    So in terms of damage, Sins[dit] > Archers > Gunslinger
    150% > 130% > 110%

    In terms of range of attack, I don't know the exact values, but if someone could give me them that'd be great.
    Though, ill use a LPQ's stage 7 where you need a ranged character to hit the rats on the other side.
    Sins and Archers can hit it, but Gunslinger can not. Feel free to test it out if you think you can without jumping towards the rats.

    -- But gunslingers have recoil shot to reach it? Well, sins also have Flash Job at 3rd job plus a greater range.

    What is the point of boosting Double Shot?
    Instead of having Gunslinger class only good at 4th job, where it just spikes up from a relatively flat line, it should be a continuous exponential curve where towards the end where yourself and/or others see that you're getting better.

    Suggested scaling?

    Double Shot >> 140%
    or higher because between 1 - 70, gunslingers have absolutely no moves that influences damage output the same way Critical Shot / Critical Throw for Archers and Sins.


    [EDIT]
    If it's 80% here, and it shows 110% on the BBB site, what happened?
    New Suggestion: 80% To 110% or 125% sounds fair.


    Keep in mind that, archers have other good moves such as Arrow Bomb which substitute or give variety to an already existing main damage move.

    Sins have critical throw, and a better weapon multiplier.

    So basically, from level 10 - 70 is pretty bad from a Gunslinger's standpoint, and there's nothing much we can do about it.

    I haven't gone in detail about 70 - 120, but perhaps that's something worth getting into.

    If any of you have some things to say, please feel free to post.

    ADDITIONAL INFO:

    Sins have easily accessible throwing stars. You can get them from the FM for a low price. (illbis, steelies which are > +23 att)
    No one has gunslinger bullets. You'd be hard-pressed to find a person who actually has them.
    Which means, nearly all are stuck with level 10 bullets (+10 ATT) for the time being.

    Also, GMS changed it to 110%. It's still 80% here. That's why it shows 110% on the BBB maplestory website.
     
    Last edited: May 21, 2017
    • Like Like x 2
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