Greatsword COMBO 100-to-0 HP

what gems do you want in the firestaff. I am not familiar with mage builds besides vg/ig I don’t know what an optimal firestaff setup is?

I assume its a vicious, flame attunement, fireball staff with burning opal in it and all fire % gems in armor

Edit: and then 300/350 int max is basically what we’re talking about for int

with 350 int (+ tier 5 honing stone) against the same target (the SnS 50 con build with 30% thrust 0 fire resist) a heavy attack is: 3046 (with one tick of ignited gambit). This is with no empowers from the firestaff tree only the prophet of fire god perk.

So:

Musket (glass canon 50 con): 4100

Fire staff (150 con): 3000

This is with 30% thrust resist on both target sets i guess?

yep! I switched FS to 450 int and the damage came out to 3404 everything else being the same. To be fair this is with 30% THRUST resistance. So I am kitted mitigate the majority of the muskets damage, yet with the same stat allocation they still gap every other build in raw damage. Very balanced weapon.

Interesting.

Its almost as if the musket is overtuned even when you dont take into account that its the longest range weapon and hitscan.

That would be pretty BIS for Firestaff. But I would say 200 con is pretty much required in the current patch, so 300(310 with 40 int food / 303 with xmas 33 stat food @ 625GS) INT.

thanks for giving the devs material for nerf :).

True, just for damage comparison purposes i wanted it as close as possible to maximum damage that wont get you booted from the war roster.

Either way if those damage tests are accurate, musket is pretty overdue for a nerf. Like they could decrease base damage by 20% flat and it would still be hitting harder per hit than fire even with 30% thrust resistance. This at the same con, not taking hitscan, attack speed, or range into account.

sounds like you never played melee?
any auto attack on melee is also a selfroot.
go try auto attack x2 on sns while holding w, see how long it takes for you to move forward after the 2nd swing.

that dex is bad cuz he has no awareness of his surrounding, thus he deserves to be punished for half of his hp. but then he could not react but only knows to dodge twice, i bet he never know how to fight back with his spear.

when i play bow/spear, i never fear go toe to toe with any melee class, cuz 1 spear usually is competetive enough for 2 other melee wep combined.

to me this sounds like a musketer that able to nuke ppl from 120 m away does not want any light assassin counter in melee range in 1vx situation.

to be fair, musket should die instantly in melee range by any melee wep, not just sns/gs, it should be a slaughter if u let any melee get u.

to be even more fair, i think musket should not be able to shot any target within 10m.

You can keep light armor user almost in place by just light attacking with sword. Its 1.5sec movment and dodge debuf. Sure he can dodge out but not far and moment leaping strike is back you are back on top of light armor user smashing his face.

This 1.5sec slow allows weapons like ss, gs and hatchet keep light armor users in place. You can move but not out of range of leaping strikes and other skills so they will continu to chop off your head.

So as ss user i get:

  • distance closure skill with cc that has no casting time/animation so cant be dodge/blocked - leaping strike
  • i can keep light armor user in place by just LMB spam

And its worse in case of GS couse dmg is way bigger. And in case of hatchet LMB spam makes you unable to move at all. You die.

So not unly we have mele weapons having cc, best dmg but now they can keep light armor in place. And in case you are super bad in game, devs release GS for you. You cant f… up with homing, dmg and all utilities that weapon offer.

i dont know what u r talking about, as a sns/spear/GS light armor assassin for the recent few weeks, i constantly 1vX in opr and get out from other light armor player as wel.

if u chose to play squasih ranged and without mobility skill, u are suppose to at big disadvantage at melee range.

you are just too get used to the old OP light armor roll away, so you just have not much awareness of surrounding and position bad to put u in great danger.
like those musket+bower builds, 2 ranged wep, 0 mobilty, yet you want to survive when a melee assassin jump on you?better dream it.

with the nerf the ligth armor roll, you suddenly feel you cant get away, thats the lesson you owe to learn, you are just paying your debt.

from my expreience, top dex player still can get away from melees 95% of the time.
while bad dex player became dead meat once get jumped.

Diff between mele light and range light is that mele light is not slowed after and each every attack.

So yea range light is slowed if he dares to attack and is slowed if hit my any random mele. Starting to think that range should just have WASD keys blocked, why would they want to use them at all?

I obviously disagree, and that is fine.

Additionally, I do not want to fight anyone far away. I mostly play relatively close <50m, which is how I think the musket should play. Moreover, I’d much rather fight the old assassin builds (leap into bash followed by hatchet) than this current version of an assassin. At least the old assassin I could dodge the leap and bash, and keep fighting or if I failed to dodge those abilities I would die. Now, S&S light attack spam is just as dangerous as those abilities. The recent changes significantly lowered the skill floor for the S&S success. I don’t think that is debatable.

The problem I have with what you are suggesting is it would encourage fighting from extreme distances, which I think people find frustrating. It would make the musket only useful in OPR and War. In your proposed world, the musket would almost always win at extreme ranges and the melee would almost win at close ranges.

I think it would be better if all range played like mages. They fight close, almost within melee striking distance. Both parties, melee and ranged, would have a chance at winning the duel.

Just curious, were you having success with this build prior to the recent changes?

This is the point, the Weapon Combo is designed to put these Toxic Ranger Players, Who flee when you’re closer then 20m, who stay range and pad all game, to Sleep.

I usually lay there with them as they go night-night.

Nick Young GIF - Nick Young What Huh GIFs

I don’t care that GS has powerful damage potential.

I just resent that it’s clearly made to accommodate crayon-eaters and AGS will pander their game design to whatever they think will earn them the quickest buck.

That being said, this is mostly just another highlight reel catching bad players. Beating GS is about knowing which parts of the attack to dodge and which are fine to facetank.

(EDIT: ALLLSSOOOO, can we just acknowledge how utterly retarded the players using GS look when they’re floating mid-air for that second strike of Skyward Slash?)

i m more than happy if the dev could nerf the range on all ranged weps to 40-50m.

but still, musket been hitscan is a big hole that invalid the core machanisim the of action combat, which is act and react.

so the biggest issue is that you can not react to it, there is no project, it hits u before you see the trace.

the best you can do is to predict your opponets firing timing and dodge it , or zig zerg to hope him miss.

If AGS keep the hitscan, at least they should change the musket shoting skills to fixed animation with fixed timing, such as the gunner mob in Ebonscale.
in that way, you can time you dodge to the skill to avoid been hit.
then there is some skill to counter it.

I v played SNS/spear for about a month before BS patch, and i did very good in OPR like my other builds, eg: FS/IG, FS/bleed rapier, Bow/spear, GA/BB etc

You do still need to aim your attacks man. Homing for light attacks, heavy attacks, and some skills are overtuned.