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ACVD Q&A (=`ω´=)


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#21 AvalonFive

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Posted 22 October 2013 - 08:43 PM

I hear Laser Blade damage gets capped now at 15000 Damage. If true, what's the new "ULB" and what should we tune them for?


The new "ULB" looks identical to what it did in V. I don't know the name of it off the top of my head.


I think he might have been referring to the fact that the ULB was one of the more well balanced laser blades in V.
Personally, I've found that a full power spec (3/0/0) Ambrosia has a very nice balance between length and damage, even without amplifiers. Whether or not it is this best is not mine to say, but it is extremely good. Technically, the buzz saw laser blades are the best, but I feel like they're a bit too overpowered.. Almost like the vendetta of LB's. you can literally spam swing what is essentially a moonlight. If you have nothing against using cheaper weapons, that blade is the way to go. Again, this is just my opinion.

#22 Sash

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Posted 22 October 2013 - 08:48 PM

If you have nothing against using cheaper weapons, that blade is the way to go. Again, this is just my opinion.


I can't hit shit with the Buzzsaw, but would you say it's a good independent weapon in the same light as a single Murakumo?

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#23 Croodle

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Posted 22 October 2013 - 08:54 PM

I was more than a little disappointed when the buzzsaw wasn't a physical blade. :(

#24 Not-Hunter

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Posted 22 October 2013 - 09:24 PM

If you have nothing against using cheaper weapons, that blade is the way to go. Again, this is just my opinion.


I can't hit shit with the Buzzsaw, but would you say it's a good independent weapon in the same light as a single Murakumo?


Just talking to myself, I would say no. The short interval is mostly helpful when you miss and need to rush forward to swing again, which you will do often due to the short length. Additionally, it's very heavy for a melee weapon. You're likely better off using something like ambrosia in a more standard fight, as getting multiple chances to swing at a target in a small interval seems rare. Especially since a lot of blading is in the air.

Again, this is all speculation based off of Av's blading in CQ.

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#25 guamtek

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Posted 22 October 2013 - 09:55 PM

Do amps effect blade range?

And what Is the best weapon to stun/stagger in your guys' opinion. Preferably both handguns and shotguns would be useful.

#26 Not-Hunter

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Posted 22 October 2013 - 10:00 PM

Do amps effect blade range?

And what Is the best weapon to stun/stagger in your guys' opinion. Preferably both handguns and shotguns would be useful.


Yes, amps affect blade range, but it's not really worth it in most scenarios.

The stun/stagger weapons are, to my knowledge: missiles (mostly the heavier KE variants), laser rifles (wakakusa 1/2 and all three karas), USG shotguns, and sophora/oxeye.

EDIT:
New vertical missiles are fairly good at inflicting stagger and doing damage if you combo them with powerful ranged weapons. Stun, not so much, but it still happens to light ACs.

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#27 Sash

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Posted 22 October 2013 - 10:02 PM

Do amps effect blade range?

And what Is the best weapon to stun/stagger in your guys' opinion. Preferably both handguns and shotguns would be useful.


Yes. Only the range one will significantly affect range though.


The best weapon at the moment for stun/stagger is still the Oxeye Handgun by definition, however, stun and stagger are two different things. Realistically, it's probably best to rely upon a Karasawa-class weapon for inflicting the full extent of stun.

Personally, I like Sophora, Jailer, First-Gen HSM, and the 12Sawa, as well as perhaps the 11/H still. Oxeye though, I don't have much reason to run it anymore because LampEye is not as effective as it used to be.


The new handguns are kinda garbage, and some shotguns have pitiful Impact force now. Keep that in mind when you look for a weapon that inflicts stun/stagger. For successful Stun on most common ACs, I like the HSMs or Spreads since they boast incredible Impact Force.

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#28 guamtek

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Posted 22 October 2013 - 10:29 PM

Thanks. I'm trying to make a design that uses blades with. handguns to stun and get get me in close. I just want something that could hold them in place a Lil longer.

#29 Sash

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Posted 23 October 2013 - 08:22 AM

Thanks. I'm trying to make a design that uses blades with. handguns to stun and get get me in close. I just want something that could hold them in place a Lil longer.


Just be warned, handguns no longer stun a full range of builds now. You'll primarily be stunning lighter mids and LWs. Everything else has the RR to escape with only a stagger.

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#30 Croodle

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Posted 23 October 2013 - 01:27 PM

Just be warned, handguns no longer stun a full range of builds now. You'll primarily be stunning lighter mids and LWs. Everything else has the RR to escape with only a stagger.


What's the difference between a stun and a stagger?

#31 Not-Hunter

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Posted 23 October 2013 - 01:44 PM


Just be warned, handguns no longer stun a full range of builds now. You'll primarily be stunning lighter mids and LWs. Everything else has the RR to escape with only a stagger.


What's the difference between a stun and a stagger?


Stagger: Losing a fair bit of defense because you were hit by a high-impact weapon.
Stun: Being unable to move/turn your AC and losing defense due to stagger. Requires more impact force that just stagger. Boosters are shut off, and a glide boost is cancelled. You slide/fall in whatever direction you were previously flying in.

Easiest way to be stunned is to get hit by a karasawa or a spread missile.

Easiest way to avoid stun is to avoid being hit or to have a recoil resistance stat of 1500 or more. Increase recoil resistance by increasing weight of the AC or the stability of the legs/head.

EDIT: 1500 is if you want to avoid stagger completely. To avoid stun, and not stagger, it doesn't need to be as high.

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#32 Intalus

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Posted 23 October 2013 - 02:39 PM

Stagger is when the impact force of a weapon exceeds the opponents recoil resistance. It will cause their defenses to drop by 20% for two seconds.

Movement stagger (stun) is when the impact force exceeds 125% of your recoil resistance. You completely lose control of your AC.

EDIT: 1500 is if you want to avoid stagger completely. To avoid stun, and not stagger, it doesn't need to be as high.


You aren't going to be completely invincible to stagger at 1500 recoil resistance... There are high speed missiles, an auto-attack gun, and many other things that can still stagger you at that point.
 

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#33 Not-Hunter

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Posted 23 October 2013 - 02:42 PM


EDIT: 1500 is if you want to avoid stagger completely. To avoid stun, and not stagger, it doesn't need to be as high.


You aren't going to be completely invincible to stagger at 1500 recoil resistence... There are high speed missiles, an auto-attack gun, and many other things that can still stagger you at that point.


True, but I have yet to see enough use of those to warrant anything higher than 1500 on a HBP or tank. The most common source of stagger for me is higher power lasers, which tanks and the like don't usually have to worry about.

Now for a question myself:

When is it appropriate to boost kick, and what are good boosters to have when doing so? Additionally, what's a good thing to practice against?

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#34 Always Godlike

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Posted 24 October 2013 - 02:32 AM

Did you lose a bet or something?


I don't lose.

I can't help but think that you have seemingly gone insane whenever I read the OP.
must be the emoticon.


(=`ω´=)

here is my question, who is your favorite team member Based Godlike?


I don't like any of you, save for based (=`ω´=) that guy is Godlike.

In any case, to the questions that have been answered I will update the opening post soon with both the question and answers so members of the community won't have to hunt down these questions/answers not to mention ask the same question a 2nd time.
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viewtopic.php?f=18&t=1424&start=20#p17795

We made it seem like the people who abandoned them for JP to be the bad guys...but did that change anything?


#35 J L e W

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Posted 24 October 2013 - 08:58 AM

How much did the ineffective damage nerf affect the JP meta?

#36 Scruffy

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Posted 24 October 2013 - 01:35 PM

how much wood would a wood chuck chuck if a wood chuck could chuck wood?

also, laser blade weapons; the attack even for a moonlight is in the 7-9k range yet clearly they do more damage than that, is damage calculated by time in the blades effected range, or is it how by how much of the blade actually hits you?

#37 Hetalynx

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Posted 24 October 2013 - 02:03 PM

I'm under the impression that laser blade swings does multiple "ticks" of damage.
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#38 Scruffy

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Posted 24 October 2013 - 02:04 PM

I'm under the impression that laser blade swings does multiple "ticks" of damage.

right, but what are the ticks based on? is it damage over time, or damage over effected area?

also, you completely glossed over my first question

#39 Not-Hunter

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Posted 24 October 2013 - 02:22 PM

I'm under the impression that laser blade swings does multiple "ticks" of damage.

right, but what are the ticks based on? is it damage over time, or damage over effected area?

also, you completely glossed over my first question

To my knowledge, laser blade ticks have been changed to damage over time. There were also some instances where the blade stopped upon hitting a target and did extensive damage, apparently hitting multiple times.

Blades in V just kept going and did damage over spread out hitboxes, but the new blades seem to just draw new hitboxes wherever the blade is at that moment.

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#40 Scruffy

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Posted 24 October 2013 - 02:30 PM

that was a wonderfully detailed answer! thank you!




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