Alright, I have given extra playtime to Jimmy myself to help verify things and do some comparisons to just fighting him (rare, but when he is played well it is scary).
I do not like the way you have put some of your arguments, Pillow. I do agree that Jimmy overall could use some toning down, especially in regards to his damage, but it could be put so much more eloquently. If I were to take the same stance, I would say that Jimmy provides overwhelming pressure and given his mobility, he has access to more damage and sustain than necessary. I would also advise against too many changes at one time, because it can swing character balance drastically and dangerously.
For individual points, I will tackle them as well:
Decreasing Jimmy's maximum HP
from 1550 to 1500 is perfectly fine, as the buff previously was in compensation at a time where people had not mastered Jimmy and realized his potential. 1500 is also slightly more in-line with his upgrades that allow him to sustain so much damage.
to a cooldown per 3rd AA hit (assuming once per 3rd AA and not for each tick of the Rattle Wave) seems like an unnecessary change. As it stands, it is actually decent for Jimmy in some builds, such as ability spam for AA Shields, and constant dashing for Danger Pins damage/pins. Also, it stacks well with Overdrive Gear for 6.4 second cooldowns (not factoring in the duration portion which further augments the downtime).Danger Pins
on the other hand, I am concerned about changing for your described reasons. Allowing Jimmy to have one of his core Charge upgrades out the gate is like giving Skolldir Stun Punch for 180 solar. It is fairly sizable damage for what it is and at an extremely good price for the applicability. 210 solar for 210 damage which is a great 1:1 ratio. On top of that, Charge can be manually ended so you can get off Danger Pins in almost all cases, unlike Tweeters (Frog) or Kraken Shot (Max) which are harder to land on longer cooldowns. If you were looking to reduce the price, I would honestly recommend reducing the damage slightly as well from 210 to 200 in order to counteract the new power that Jimmy will have out-of-the-gate without Piggy Banking.
In regards to shield and health conversion
, I agree that the healing becomes outrageous. Your solution, while it fixes them, makes Pacifier worth a lot less. While a radical change to Pacifier, I would imagine changing it to a flat heal, like Deadlift's Swatter, would stop the healing from getting crazy and synergize more with Danger Pins. With a smaller flat heal, the shield would be less scary with its current values as well.
For Fresh Sandpit Sand
, I think the extra flexibility would be warranted, especially considering a lot of hover-jumping is done with Jimmy's AA to maximize the area.
No issues with the price changes to missile upgrades
that you have suggested. One thing to note, however, is that Micey and the Missile Factory is a little lackluster because it is a 15% damage increase if you land all three missiles, in comparison to Adventures in Rocketland which provides an easy +20% damage. In many cases, it does not feel like the upgrade adds much besides more area coverage at the cost of some damage, and potentially increased damage if you're close enough.
I would save the Pop Out Cage
change for later as a second priority change to the other significant changes. At the moment, it adds some area of effect which is nice for stacking Lifesteal in some situations, but lacks other presence. I would not miss it, but I would be cautious about making drastic changes after the other suggested changes.AA Math:
In regards to Jimmy's AA DPS, I can calculate that for show. Multiple components make it more difficult. Allow me to lay down some math:
Attack speed is 90, which in Roninumbers is 90 attacks per minute. Divide by 60 to get:
- 1.5 attacks per second. This is the multiplier and ratio used to divide later on.
Jimmy has 3 AA damage sources:
- A standard hit for two punches that deals 105 each.
- A larger hit for the third damage impact of 150.
- Three Rattle Waves of 30 damage each, total of 90 additional damage for the third attack.
Go back to the attack speed. How much time would you need to calculate all three hits together? 1.5 attacks per second means that the easiest and closest number to divide with would be 2 seconds, as 2 seconds will give an easy and clean 3 attacks (the total).
Do some addition (Hits, Larger Hit, and Waves):
105 + 105 + 150 + 90 = 450 (damage over 2 seconds)
Apply division (Total damage divided by the time, in seconds, it takes to achieve all the hits):
450 / 2 = 225 DPS
So Jimmy's base DPS is 225 including all hits applied and hitting. That is fairly significant, especially considering it does hit multiple targets./Math
Leon's base DPS by comparison is 216 (rounded up from 215.97). Scoop's base DPS is 160 (with a base lifesteal of 12*targets). Gnaw's DPS is 175.52 (that is including that base DoT DPS). Penny's DPS is 176.
I can agree to some base damage nerfs for Jimmy. Whether the first two hits or the third should be impacted more, is up to what the AA should feel like.More AA Math:
With the proposed changes, his damage values would be 85, 85, 125, and 90.
Total value: 385 damage over 2 seconds.
Base DPS as a result: 192.5 DPS (base)./More AA Math