2011-05-24, 02:32 AM
squirrely Wrote:Just because 4.96m is the highest possible damage for pierce, it's impossible to hit 4.96m with pierce. Nobody will have the damage range for that.I haven't done the math, but "extremely difficult" is not the same as "impossible".
squirrely Wrote:As for horntail, its much better to kill off summons and then go back to 1v1 attacks than to try to focus the pierce to hit mobs + horntail. Chances are, the summons will die after a couple of hits anyways, so it's still not as efficient as our 1v1 attacks.Depending on the player, the summons would likely be dying in one or two hits.
But, again, Horntail has multiple parts.
squirrely Wrote:Pierce is good on paper, yes, but with real uses, it does have its flaws.I understand that.
For example, even the ability to hit multiple parts at Horntail is negated by the general practice (unless it's changed - I haven't been to HT in forever) of taking down specific parts to avoid icky status effects.
squirrely Wrote:If we get hit and try to fire a pierce it breaks. If we're going to spend the time to charge and shoot after getting hit, it would have been more efficient to use our 1v1 attacks that automatically registers with the press of a button.That sucks, but it's good to know.
That would definitely kill the effectiveness at bosses where you can't just stand out of range.
squirrely Wrote:If pierce does get a charging reduction and 750%x2, it would help but the above problems still exist.I'll agree. I don't like charging skills as they are now since they're so easily beaten out by spammable skills (especially if damage can negate a charge).
So the bigger problem is about the uses and efficiency that needs to be fixed. If they fixed the problems stated above and made it go back to a single 1150%, that's still way better than just giving pierce a damage boost
From what you described, it sounds like it'd even be better to straight-forward nerf the %-damage and get rid of a charge-time altogether.

