Vigilante Game

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Simone Whitmeyer

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Jul 9, 2024, 5:05:30 AM7/9/24
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The term is borrowed from Spanish vigilante, which means 'sentinel' or 'watcher', from Latin vigilāns. According to political scientist Regina Bateson, vigilantism is "the extralegal prevention, investigation, or punishment of offenses."[1] The definition has three components:

Vigilantism and the vigilante ethos existed long before the word vigilante was introduced into the English language. There are conceptual parallels between the medieval aristocratic custom of private war or vendetta and the modern vigilante philosophy.[4]

vigilante game


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Elements of the concept of vigilantism can be found in the biblical account in Genesis 34 of the abduction and rape (or, by some interpretations, seduction) of Dinah, the daughter of Jacob, in the Canaanite city of Shechem by the eponymous son of the ruler, and the violent reaction of her brothers Simeon and Levi, who slew all of the males of the city in revenge, rescued their sister and plundered Shechem. When Jacob protested that their actions might bring trouble upon him and his family, the brothers replied "Should he [i.e., Shechem] treat our sister as a harlot?"

During medieval times, punishment of felons was sometimes exercised by such secret societies as the courts of the Vehm[6] (cf. the medieval Sardinian Gamurra later become Barracelli, the Sicilian Vendicatori and the Beati Paoli), a type of early vigilante organization, which became extremely powerful in Westphalian Germany during the 15th century.

In some regions of Mexico, mainly in the state of Michoacan, people affected by criminal groups like Los Zetas and La Familia Michoacana, created vigilante groups called Grupos de autodefensa comunitaria in 2013. Their most notorious leader was Hiplito Mora, assassinated in 2023.

I would say Hunter Munitions if weapons is 75%+ Crit but there is no better build .. And In my case when I use Hunter Munitions, most of the time I will use Viral or corrosive with it depending of how fast the weapons fire (or strip armor)

If the weapon is between 20-50% crit then it depends on a Crit multiplier, Status Triggers and Slash Weight. If can also depend if you're using Viral or Corrosive. I've not found much room for Vigilante Armaments outside pure physical builds which only a few guns can manage. Primed Bane is just about always better and shotguns either go 100% status or 100% Crit.

what the Crit probability across any/all Projectiles is, how well it can natively apply Status(and if it can apply Slash), the Mods you already have Equipped (as to whether the 60% Multi-Shot is a significant amount on top of what you have or not), the effective Rate of Fire, how Accurate it generally is (how well it can get Headshot Multipliers)...

Also, some frames can further abuse these two mods to...hilarious ends depending on the weapon. Saryn's passive increases status duration by 25%. Alongside a Hunter's Munitions she can cause extra bleed procs to go off, which is useful for higher level targets. Or, should you manage to have gotten a shotgun riven that boosts status chance to 100% BEFORE multishot, Vigilante Armaments will provide a nasty bonus to how many pellets there are to proc an effect.

Personally, I dont run Hunter's munitions except on a two builds. My Lenz, because I have a riven that boosts critical damage. And my Lanka, paired specifically with Mag. Throw up a bubble, shoot in and watch as the Lanka's stupid high innate punch through rips through targets like they are butter. For higher level targets this works wonder, if the multiple crits wont kill them, the bleed procs will.

You should always slot in vigilante armaments after your damage and other multishot. After that, if the weapon has a decent crit chance, slot in hunter munitions and build for viral dmaage with your elementals.

Honestly, here's how I look at it: will the enemy live long enough for the bleed proc to matter? If they're dying in a second or two and you have a slow fire rate, then how much damage will the bleed ticks do??

The Bleed ticks can actually do quite a bit as the status procs scale off of the initial damage. So when you get a crit that triggers Hunter's, it will scale off of the crit damage done to calculate the bleed damage.

Right, and that matters if you pump a bunch of shots in, but not if the enemies die in 2-3 shots anyway. Sure you'll get 1 or 2 procs, but that's a small change in damage. I put HM on my high crit autos like Soma, but not on my Latron Prime. I'd rather have the 60% multi-shot than 30% chance at bleed on a slow-firing gun, granted that I'm killing them in a few shots.

I haven't found much use of Hunter's myself but then I don't play a great deal of high level content. I appreciate that with large health pools the slash procs can be great and getting that slash proc from any status type is insane but that ain't how I roll much.

This is only a question vs less then level 150. Above, you will want that bleed armor ignore. Pair up with sniper for 1 shots pass level 400.. Best would be tho to have MS on riven or put in Armament too somehow for sniper combo.

Which I think is a mistake, try shooting at something high level with a lot of armor. Snipers are bad at removing armor because of their low rate of fire, so corrosive isn't going to help you much with its procs and you can end up not killing the target before reload, but Hunter Munitions makes all the difference in the world (like 20k+ ticks ignoring armor) and works well on snipers because of high crit chance, especially if you got a Riven boosting crit stats.

Yes, things change when you go against ultra-high level Grineer. But up to level 100 (which is all I care about) enemies are dying in 1-2 head shots from my sniper, so I'm not going to waste a mod slot for HM which will make them die in 1 shot if I wait for 2 bleed ticks, if it gets applied. All bets are off when you're fighting level 200 Grineer. Even with Armor Augmentation in a lvl3 Sortie defense, I'd rather take a corrosive Pox to strip all the armor off.

At the end of the playtest document, in a sidebar, is a blurb about vigilante talents being extremely powerful (more powerful than feats), and as a result it is unlikely that an Extra Vigilante Talent will be made.

Immediately, my brain when to Extra Revelation and Extra Evolution, both of which tend to be more powerful than a standard feat. Especially Extra Revelation, where there are several mystery options that effectively give you three feats over the course of several levels. (Battle's maneuver mastery and weapon mastery revelations both come to mind; maneuver mastery gives you full BAB for maneuvers and two feats while weapon mastery gives you Weapon Focus, Improved Critical, and Greater Weapon Focus.) The parallel being that Extra Revelation exists while currently, Extra Vigilante Talent won't.

With a quick skimming of the talents presented in the playtest document, the only talents that truly feels like it is more powerful than a revelation are the various arcane training and divine training talents. Aside from those talents, nothing really feels like it warrants the lack of an Extra Vigilante Talent feat. If my hunch is right, then its likely to be an indicator that those talents are too powerful as-is.

Extra Revelation is for Oracles, which only get six revelations across their career, not ten. So they'd have to take it five times before it's really justification for Vigilante getting it. (Okay, so five is unfair because the revelations are front-loaded.)

Possibilities to consider might include omitting the language about it being something that you can take more than once (so you cannot put all of your feats into Vigilante talents) or giving a limited list of which talents the feat can be used for -- I would think that a feat that can only give you additional levels of Arcane Training or Divine Training would be useful if there is not going to be a general Extra Vigilante Talent feat.

Compare apples to apples instead. Extra Rogue/Slayer/etc. Talent and Extra Rage Power are exactly the same, and Extra Hex is pretty close in terms of how many you're already getting for free. I disagree. The number of talents might be the same between slayer/rogue and vigilante, but the power level isn't. Vigilante talents are more in the ball park of revelations, as I said.The compromise might sit with Extra Evolution, which is a feat that you can take a total of five times across twenty levels.

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