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[Engi] Turret Handbook

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Glorian
Posts: 4980

[Engi] Turret Handbook

Post#1 » Tue Jul 11, 2017 9:09 am

The Engineer Turret Handbook

First what the Change says what the Turrets do in the current setup of RoR, followed by my testing.

- When summoning a turret of a different type than the last, all stacks of Improvised Upgrades are lost.
- Each turret now has a distinct set of bonuses granted by Improvised Upgrade stacks:

Gun Turret (Sniper)

- Improves your range, PENDING: [and that of your turret,] by 5% per stack to a maximum of 20%.
Meaning you have max Range after 4 stacks.
-Lesti: The Gunturret is the most squishy one as he gets the least hitpoints when summoning.

Bombardment Turret (Mobility / DoT)

- When you are within 26-50 feet of your turret, you will neither lose nor gain Improvised Upgrades stacks.
- Improves your turret's range by 5% per stack to a maximum of 40%.
- Provided you have at least one Improvised Upgrade stack, allows you to use Path of the Grenadier skills while moving.
- EXPERIMENTAL: The Bombardment turret will now grant Improvised Upgrades stacks out to 40 feet, and hold them out to 80 feet.
- Shortens the duration and tick interval of Path of the Grenadier and Tinkerer DoTs by approximately 5% per stack for a maximum reduction of 35%.
- Lesti: the Bombardturret gets medium health when compared to the other turrets.

Bitterstone Tests:
Decreased Dot Time WORKS on this Abilities
Frag Grenade (Full Buff from 15sec to 9sec, from tic 3 secs, to tic 1,8secs, still 5 tics total, same damage)
Acid Bomb (Full Buff from 21sec to 13sec, from tic 3 secs, to tic 1,85secs, still 7 tics total, same damage)
Sticky Bomb (Full Buff from 15sec to 9sec, same damage, not tested the activated ability.)
Friction Burn (Full Buff from 9sec to 5sec, from tic 3 secs, to tic 1,66secs, still 3 tics total, same damage)

Decreased Dot Time DONT works on this Abilities
Incendiary shot (Works as intended I guess. Change log says Grenade and Tinkerer Dots decrease.)
Signal Flare (Works as intended I guess. Change log says Grenade and Tinkerer Dots decrease.)
Keg (Is a Tinkerer dot but isn't affected)
Lighting Rod (Rod makes 4 hits, one every 3 secs. Before and after Grenade Turret Buff.)
Napalm (Napalm makes a hit every 2 secs. Before and after Grenade Turret Buff.)
Phosphourous Shell


Flame Turret (Defensive Close Combat AoE)

- Improves your chance to Dodge and Disrupt by 4% per stack to a maximum of 32%.
- Improves your turret's chance to Dodge and Disrupt by 10% per stack to a maximum of 80%.
- Providing you have at least one Improvised Upgrade stack, allows you to use Path of the Grenadier skills while moving.
- Increases the radius of any of your AoE skills by 6.25% per stack to a maximum of 50%.
- Increases your AoE cap by 2 per stack.
- Reduces your cast range by 5% per stack to a minimum of 60% of its normal value.
- Lesti: the Flame Turrets gets the most hitpoints when compared to the other turrets.

Bitterstone Tests:
I made some tests on the increased AoE Range of the Flame turret.
Increased AoE Radius works on the following abilities for sure:
Static discharge
Fricition burn
Blunderbuss Blast
Barbed Wire
Frag Grenade (stacs with Extra Powder tactic.)
Acid Bomb (stacs with Extra Powder tactic.)
Self Destruct (Only if used with Flame Turret and Flame Turret Buff)
Phosphorous Shell

Increased AoE Radius DOES NOT increase the following AoE Abilities:
Lightning Rod (Bugtracker Ticked closed: Devs say works as intended)
Keg (Bugtracker Ticked closed: Devs say works as intended)
Napalm (Bugtracker Ticked closed: Devs say works as intended)
Landmine (Bugtracker Ticked closed: Devs say works as intended)
MAGNET (Enemies which are on 65 feet are affected. No increase or decrease on pull range. Snare Range need test.)

No current tests on:
Flashbang
Sticky Bomb
Strafing Run
Shock grenade

-
Tests on AoE Cap increase.
Get Increased AoE Cap:
Static discharge (Hits 11 npcs. So AoE Cap was increased.)
Fricition burn
Blunderbuss Blast
Frag Grenade
Phosphourous Shell

Get NOT increased AoE Cap:
Ligthing Rod (Still hits only 9 npcs max. Works as designed)
Keg (Works as designed)
Napalm (works as designed)

Conclusion:

Gun turret gives you range and an armor debuff.

Bombard turret gives you the ability to cast ST grenades while running and greatly increases the Damage output of Friction Burn. The same Damage but in 2sec tics instead of 3 sec tics.

Flame turret increase your 30 feet AoE Abilities to 45 feet Range like Friction burn, or Static discharge. Also you can hit with an Acid grenade on your target anyone in 30 feet range.

At the same time your AoE Target Cap goes up from 9 targets to 25 targets. That is a big whooping ass increase. And with the Range increase you will also hit on 45 feet any destroy.

That is why we encourage the use of the Flame turret on the Dwarf Gunline Warbands. We fight 24 or more destros at the same time. We need more Damage on everyone of them.
Last edited by Glorian on Mon Feb 26, 2018 3:27 pm, edited 2 times in total.

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g2knee
Posts: 48

Re: [Engi] Turret Handbook

Post#2 » Thu Aug 24, 2017 3:38 pm

Not a lot of discussion on this, but I appreciate all the tests. One question:

For Flame turret: Reduces your cast range by 5% per stack to a minimum of 60% of its normal value.

Does that mean it is reducing the range of your abilities by 60%? Or am I misreading it? Seems like a hefty self debuff.

User avatar
Glorian
Posts: 4980

Re: [Engi] Turret Handbook

Post#3 » Thu Aug 24, 2017 5:15 pm

g2knee wrote:Not a lot of discussion on this, but I appreciate all the tests. One question:

For Flame turret: Reduces your cast range by 5% per stack to a minimum of 60% of its normal value.

Does that mean it is reducing the range of your abilities by 60%? Or am I misreading it? Seems like a hefty self debuff.
Like the text says, to a minimum of 60%.

For Example Gun Blast has 100 feet range.
With maximum Flame Turret Bonus the Range of Gun Blast is 60 feet.

Thats quite a lot, but the dodge and disrupt bonus from the Flame Turret is quite impressive.

Update the Handbook on Phosphorus Shells.

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