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  1. #1
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Maybe if the dual wield was the central mechanic to work around.

    Have weaponskills assigned to R / L, with D for skills utilizing both.

    Then add in an overlapping mechanic.

    Using an "R" shot has other "R" shots put on 3.0s recast, while "L" shots are put on a 1.5s recast. Leading with an "L" shot does the reverse.

    Ammo loading is a GCD action only available to the Gun currently on the 1.5s recast. Ammo enhancing the single shots and dual shots gain a bonus effect for mixing ammo types. Your basic GCD string looks like

    [R-Shot [L-Shot]]===[L-Shot [ R-Shot]]

    Add in Ammo GCDs

    [R-shot [L-Load]]===[L-Shot [R-Load]]===[D-shot ]

    Add in a variety of OGCD abilities meant to be weaved during D-skills, but able to be fit within the R/L windows if your ping is fine.

    If we keep multiple ammo types, then we have three potential weaponskills associated with the weapon currently loaded.

    R/L Fire Shot
    R/L Ice Shot
    R/L Thunder Shot

    Mix and matching the two at a time gives 3 potential big-outcomes for Dual Shot - Fire + Ice, Ice + Lightning, Lightning + Fire. Assign some satisfying effect here as wanted.

    Then a basic rotation looks like

    [R-shot [L-Load]]===[L-Shot[R-Load]]===[Enhanced D-Shot]

    Enhanced D-Shots will be our big pay off, and we can also have it wipe the buff states from the pistols, while applying cooldowns to the Ammo. Introducing this priority conflict of 'we want as many buffed shots as possible, while keeping our ammo CDs rolling, and boosting the D-shot for big damagez'.

    So for slot economy, the R/L status will be a contextual thing among weaponskills other than the two basics.

    R-Shot. L-Shot. These two never change on context. Right pistol shot, left pistol shot.

    Load Fire, Load Ice, Load Thunder (Or however a multiple ammo system would be named) have their context changed based on R-Shot and L-Shot. R-Shot lead turns them to L-Load, L-Shot lead turns them to R-Load.

    R-Element and L-Element become R/L [Fire/Ice/Lightning] depending on what's loaded. Unlike R/L Shot, these do not put you into a psuedo 1.5 state. They will always be 3.0. Single-element shots will do their own thing, have a cooldown, and keep the whole shebang from being one giant Hypercharge window.

    Sprinkle in some OGCD buffs and attacks, and we have something that looks like

    [Prebuff if it exists] ==== [R-Shot [L-Load]] === [L-Shot [ R-Load]] === [R Element ^ OGCD] === [L Element ^ OGCD] === [Enhanced D-Shot] === [R-Shot [L-Load]] === [L-Element ^ OGCD]
    (3)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,897
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    Maybe if the dual wield was the central mechanic to work around.

    Have weaponskills assigned to R / L, with D for skills utilizing both.
    Well, now you've got me a whole lot more interested.

    *pithy criticisms thwarted*

    All I can add to this is I wouldn't mind seeing Gunner as a base class, Gunslinger/Gambler as the dual-wielder, Marksman as the sniper variant, Machinist as the "In the rare times I'm not building weapons of intensive destruction, I shoot my modded flamethrower-rocket-pistol/rifle", and Corsair as the "Couldn't pick between gun or sword, so I picked both" job.
    (0)
    Last edited by Shurrikhan; 05-01-2020 at 05:58 PM.

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