modified ammunition.

modified ammunition.

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Posted by: Casia.4281

Casia.4281

Pistol damage has in the past been woeful.
I was pleased to see an interesting trait like this added.

However, my testing of the mechanics is leaving me a bit dumbfounded atm.

testing in the mists.

30 firearms and thats it. steady pvp pistols. no gear or sigils.

explosive shot lists kitten.
does 53.
it does not increase with second shot.

Throw wrench lists 142. deals 141 vs heavy golem.

Static shot.
lists. 57 vs heavy.
does 56.

Blowtorch lists 142. deals 144

So, questions already.
Explosive shot getting 2% would be 50×1.02=51 not 53. or if 53 is its base. then 53 should be getting 1% after the first shot. and increase to 54 or 55.
blowtorch142x1.02=144.8. should be 145.
Static shot applies TWO conditions with one shot, and its dealing LESS the its stated damage.

PDV THEN explosive shot.
pdv lists 57. deals 57 every shot. even with conditions applied.
ES now deals 54.

static shot>pdv>ES.
56 static>58 pdv>55 ES.

ES>PDV>SS
53ES>61pdv>61SS

^ES applies just 1 bleed. makes pdv deal 61.
SS apples blind AND confuse, pdv deals 58. I can’t explain this.

Blowtorch
142 list
es>bt=154.
pdv>bt=147
ss>bt=147

Throw wrench:
141 base.
ES>tw=151
ES>PDV>TW=154
(pdv procing shrapnel bleed also=154)
pdv>tw=144
ss>tw=144
bt>tw=144
bt>ss>tw=147
pdv>bt>tw=147

BT>SS>ES=157

It would seem this trait DOES effect toolbelt skills.
however, the damage per condition isn’t working right.
throw wrench.
1 condition
141+2%= 143.8 or 144. ok that works for PDV and BT. But SS should be 2 conditions.
141+4%=146.6 or 147. That works if SS is just one condition, and bt+ss=4% then. and works for pdv+bt two conditions.
6% of 3 conditions would be 149.46, down to 149 up to 150.
8% of 4 conditions would be 152.

ES appears to be applying 7% by itself. (But not TO itself)

To test a theory.
Shrapnel to apply a bleed, ES.
ES deals 53 damage.

Prybar confusion. Swap to static shot. SS deals 56 damage, of 57 listed. SS gained no damage from prybar confuse. Prybar confuse, to blowtorch. Blowtorch 141 increased to 144.

So this is bizarre.
Skills do not gain damage from the condition of the type they apply it seems.

modified ammunition.

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Posted by: Casia.4281

Casia.4281

More.

Grenade Barrage testing. 70 base.
72 vs burning.
75 with bleed.
77 with bleed and cripple. (note box of nails DOES seem to apply both cripple and bleed conditions.)

Glue shot as well.
Glue shot>BT
147. as expected of 2 conditions.

So its probably blind not working. while bleed does too much. need to test these next.

modified ammunition.

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Posted by: Casia.4281

Casia.4281

77 static discharge discharge base.
79 with burn.
83 with bleed.

Testing blind on grenades and flamethrower.
144 throw wrench. Blind is working on TW.

now I notice bt has the same base damage as TW… but ITS doing 147 with 1 conditions.
147 Blowtorch. this is expected from 2 conditions.
(150 with PDV and SS, which SHOULD be 3 conditions, but counts as 2.)
150 also with smokevent and pdv for blind/poison for example..
hrm. 150 for pvd, smokevent,and prybar as well… same 3 conditions. not stacking.

I dont know..

modified ammunition.

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Posted by: Chaith.8256

Chaith.8256

Would you mind summarizing what the issues are with Modified Ammunition?

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

modified ammunition.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Note that 30 in firearms will get you the Target the Maimed minor grandmaster trait, which does +5% damage to bleeding foes. That may be why you think bleed is boosting the damage too much.

modified ammunition.

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Posted by: Casia.4281

Casia.4281

Note that 30 in firearms will get you the Target the Maimed minor grandmaster trait, which does +5% damage to bleeding foes. That may be why you think bleed is boosting the damage too much.

oh right of course. ok, that explains that. Thanks.

modified ammunition.

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Posted by: Casia.4281

Casia.4281

Would you mind summarizing what the issues are with Modified Ammunition?

Skills that apply a condition do not seem to gain damage from that condition type.
Meaning, blowtorch lists 142 as damage, deals 141. If it was gaining from its own burn, then it should be 144. but it does 141. If you use flamethrower, rocketboots, etc, to apply a burn to the target, THEN use blowtorch. blowtorch STILL does 141. this seems to work with all skills. Static shot does this with blind/confuse. ES with bleed.

Blowtorch was getting 2% more damage then throw wrench for some reason, despite having the same list damage. When Blowtorch did have a condition applied, it jumped up an extra 2%. (granted, the damage it should be doing with the burn. however, the other skills do not behave this way.)

Static shots blind and confuse seems to only count as 1 condition.
Blind and confuse from other sources combined did seem to work. however, when testing poison, blind, and confuse from 3 sources, it also only was counting as 2 it seems.

Pros:
glue shot DOES count as 2 conditions for 4%.
Toolbelt skills do gain the extra damage, as well as static discharge.

not tested. Vul. Or conditions from other professions.
In a party or group environment. in party play constant 8-10(12 total possible) conditions on target is the norm. A 16-20% damage buff.