Hi. First some background. I played around with the QA a little bit but after the.. I don't know... 6th update or so the patcher kept hanging my computer and I didn't mess with it after that so I still have some question that I can't find answers too.
First, I was wondering if DPS has been normalized for abilites that are used both in interlock and free fire? For examlple, pistol evasion can be used in both situations but it seems the "casting time" in free fire mode is much longer than one second and I was wondering if the damage output has been adjusted with this in mind? In addition has anyone noticed that the cooldown timer for melee free-fire seems noticeably longer than ranged free fire? It doesn't seem to make much sense intuitively and was wondering if this was "as intended"? It makes me think that the delay switching from melee to ranged styles got carried over into melee free-fire.
Has anyone had trouble with the akido buffs? Iron body/serene calm are firing very inconsistently and has rarely lived out it's entire duration. Berserk attack seems to sufer from the same problems. At first I thought that the buff would expire as I changed to another fighting style (karate in most cases) but I did notice the Iron Body icon on th UI after a wrist throw. As a sort of additional thought has anybody checked to make sure that an icon in the UI actually translates into incresed defenses?
States. Wrist throw does not seem to stun your opponent even though you get the graphic **STUN** during the damage display. It's possible that the stun does land but the duration is less than one round, which ya know, if a tree falls in the woods and there's noone around to hear it..... Also has anybody ever figured out the modifiers associated with **Confuse**? Along those same lines, states, as in stagggered/off-balance/dazed, when applied in IL don't seem to have a long enough duration to actually land a move dependent on that state. To date I have landed machine gun kicks once as my sole state dependent ability. I haven't even had a chance to miss with any abilities, despite always having one to correspond to all three states. The DPS on these abilities make them so attractive but if you don't get a chance to activate them then why waste the memory.. or conversely the time balancing them.. hell give them 1 million trillion damage.. who cares?? can't use 'em. I also read early on that landing attacks in melee free-fire would also have an increased chance to "state" a person. I'm wondering if that idea got nixed on purpose or by mistake? I haven't seen any evidence that a person is more likely to be "state'd" from a melee free-fire attack than from an IL attack.
Now that being said... What's w/ auto fire redux? An attack that is state dependent and hits for 1500 points of damage? Now assuming all else being equal in terms of ballistic damage modifiers and ballistic defense an ability w/ 150 points of ballistic DPS that lands for 1500 points of damage should have a 10 second casting time, right? I mean the ability tree has full auto listed at 150 DPS, I was hit with it 3 times (obviously died after each one so was pretty easy to check) for around at leas 1500 points of damage (literally was never hit for less than that but it's a round number so we'll go with it) each time. So doing the math 150 Damage per second divided by 1500 points of damage... crossing out the units you get 10 seconds... I'm telling you that my evidence is admittedly only anecdotal (actually it's worth noting that that is the case in all of these examples), but I'd be willing to bet all the money in my pocket versus all the money in your pocket that A. I have never been staggered for 10 consecutive seconds and 2. the casting time for the baility wasn't ten seconds. How on God's Green Earth did this frikkin' thing survive any kind of DPS balancing?
Ok that should do it for now. Any hlep would be appreciated.