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Re: [SH] Bad Gas
Posted: Wed Jan 27, 2016 10:02 pm
by magter3001
Thorondir wrote:Assault stance definitely converted ballistics talismans to strength on live. It may not have at launch (i recall they made some changes to add crit conversion). It also doubles armour talismans. This is a fact.
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Was not like that on live. I already said I tested it specifically on live. All other convert abilities also worked that way. Heck, even horned squig would only get strength bonus if you specifically had a weap or armor with strength on it, and would not be effected by squig armor.
Re: [SH] Bad Gas
Posted: Wed Jan 27, 2016 11:54 pm
by Stinkyweed
I agree with Thorondir. I recall successfully testing armor talismans and potions for double bonus.
...I an old though so maybe my memory is gone.
Re: [SH] Bad Gas
Posted: Thu Jan 28, 2016 12:04 am
by magter3001
Stinkyweed wrote:I agree with Thorondir. I recall successfully testing armor talismans and potions for double bonus.
...I an old though so maybe my memory is gone.
... okay, when did you do the test then? I did mine about a year before the game was canned. I don't see any reason why Mythic would purposely make tallies stack.

Re: [SH] Bad Gas
Posted: Thu Jan 28, 2016 12:21 am
by Stinkyweed
I tested from 2007 until it was cancelled.
All armor potions and armor talismans doubled with Gas Squig out.
Re: [SH] Bad Gas
Posted: Thu Jan 28, 2016 12:28 am
by magter3001
Stinkyweed wrote:I tested from 2007 until it was cancelled.
All armor potions and armor talismans doubled with Gas Squig out.
K... that's where you lost me because I know for a fact that armor pots were not effected by the gas squig.
Re: [SH] Bad Gas
Posted: Thu Jan 28, 2016 1:39 am
by Stinkyweed
We will agree to disagree.
Re: [SH] Bad Gas
Posted: Thu Jan 28, 2016 1:45 am
by Penril
Yes please... Agree to disagree!
Re: [SH] Bad Gas
Posted: Thu Jan 28, 2016 2:29 am
by Foxbeep
I'm here to object, but only partially and only to specific propositions made in the thread that are only really a problem if enacted in tandem.
My scenario is as follows
1) Armor doubling is tied to Squig Armor instead of Gas Squig
2) SHs using SA are able to use Plink, Yer Bleedin', Run 'n' shoot etc
This would allow a Squig herder to run in Squig Armor with the spiked squig out.
They would have access to nearly all the usual damaging abilities, really only lacking quick shootin'
They would have double armor
They would have an extra 5% ranged AND melee crit as well as auto attack while moving
They would have the super OP kill everything 1 win button Spiked Squig's dps (/sarcasm)
I'm not disagreeing that something really really does need to be done but I think proceeding with caution is important when dealing with these kinds of changes.
I would love to see "melee" squig more viable and not just a lame duck 3 button career.
I think it would be a good idea to allow Squig Armor to use the same ranged abilities that Assault Stance gets but I hold true that the armor buff must be tied to the gas squig or some serious "buffoonery" could ensue.
Thoughts?
Re: [SH] Bad Gas
Posted: Thu Jan 28, 2016 4:48 pm
by Foxbeep
Oh, and while we're on the subject I think if Melee SH tree is to be looked at with any consideration for improvement it's vital that SH receive a mirror of the Distracting Rebounds tactic from SW.
Don't know where it would fall into place but I've found it invaluable for increasing my survivability and at the sacrifice of a tactic slot I don't think it would end up on every SH/SW's bar, just those interested in getting into the danger zone melee range.
Re: [SH] Bad Gas
Posted: Thu Jan 28, 2016 4:57 pm
by Gobtar
Distracting rebounds is not needed due to Tactic limitations as you already mentioned but also because the SH has access to Run Away! ability Which is a 50% Damage Challange off the Squig. The SH has many tools and tactics to stay tanky, the issue is their ability to do any kind of meaningful damage. The Gas squig is a blessing and a curse, changing it's bonus to the SA makes it a nerf for Range SHs.