Armorsmith Archive

Thread: elemental damage

samijx
Tue Jul 05, 2005 6:59 am
#92

I haven't played withelemental damagesince the "fix" but the thing about elemental damage.....(well 2 things)


1. I don't think elemental damage is affected by the accuracy vs. defense mod, soagainst tough foes, the elemental damage still hits at full value.


2. Players that use ultra high end armor ( probably with primus layers) will have extremely high resist against energy and kinetic, but will have crappy resists vs. allelemental types. (Primus adds to kinetic and energy, but subtracts from all others.)


As I said earlier, I haven't experimented with how much elemental damage can be put into a weapon, but if it can get high enough, then it will be worth it. I just don't know what level that is without some playing with it.






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Electro5
Tue Jul 05, 2005 9:25 pm
#93

Hmm, looks like it might be beneficial to find a WS on my server to play around with the elemental damage and see if it can add up to anything substancial.


Of all the Electric Polearms I've seen on my server, the highest elemental damage has been 57. If it can go up to maybe 100, but decreases the max damage by say 100, it would be questionable whether it would be worth it or not. Anything higher as a damage drop or lower for elemental increase would be pointless.





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ZabrakMale
Sun Aug 14, 2005 10:08 am
#94

does it even matter? if so, how?



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matglew
Wed Aug 31, 2005 9:23 am
#95

The Patch notes say elemental damage is now being applied.


Am I missing something as I thought this was fixed for sabers ages ago?







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Dbizzle5
Wed Aug 31, 2005 9:30 am
#96






matglew wrote:

The Patch notes say elemental damage is now being applied.


Am I missing something as I thought this was fixed for sabers ages ago?







Yeah they put in a couple of things that were in previous patch notes.



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mindspat
Wed Aug 31, 2005 9:32 am
#97

It's obvious they lack a system of effective communication within their studio.


Discombobulated?




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DocSavag
Wed Aug 31, 2005 9:33 am
#98



mindspat wrote:
It's obvious they lack a system of effective communication within their studio.
Discombobulated?





More like a glitch in their automated patch note generation system



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Jhahadir
Wed Aug 31, 2005 10:31 am
#99


I explained in a PM to Bac about LS's and why spd, damage and elemental damage is all borked in SWG for every weapon out there about 2 months ago.


Being that the LS is the most diverse weapon out there it is the most prone to problems in almost all area's. It's the ability of the user to change almost every aspect of the LS with just the changing of crystals or pearls that make this apparent.


Elemental damage has been borked because the elemental part of the damage has to be applied seperately to a different resist in any armor that the other person or creature is wearing and then applied to the overall damage that is done to that person. That iswhy elemental damage up until this patch still didn't work correctly and may not work correctly even now.


Speed is borked because it to can be changed all over the place by just changing out crystals, but then you have actual execution timers for all specials to have that speed applied to. That's why our unmodded spds are used in calculations... it really doesn't change much and is easier to use, plus it slows us down.


Damage... well pre-CU you'd use an attack and you'd get a different number everytime you would attack a person or creature. Example: Against a NS elder I'd do anywhere between 1000-1600 damage with Dervish2.Add in the KD and you'd do more, but again these numbers ranged all over the place. They were not a constant number like it is now. Example: I attack a level 82 NPC I do approx 1853 damage every power attack... EVERY power attack. There is no variance. I do the exact same amount of damage each and every hit.


What does this boil down to? The Dev's have simplified the combat damage calculations for all weapons in SWG. Because it has been simplified adding in a variable like elemental damage for only a select few weapons really blows the equations out of the water and messes with the combat system.


Now this is whatI believe because I have tested this a few times. You're min-max damage really should only be focused on the max damage plus speed to get your DPS as high as possible. I believe that the DPS is the average damage amount they are using for weapon damage calculations not min-max damage. ExampleI was testing against a level 80 Huf Dun using my BH alt. I would do 769 against it with all my mods on using critical shot every attack. When I took off all my mod clothing my damage dropped to 757 (not much difference I know) but again this was for each and every critical shot I used. My DPS was 458 without mod clothing and 478 afterI added mod clothing.


I'll be testing this out with my Jedi, but I don't think anything will change. I just hope that sometime next year when they revamp Jedi again, that the Dev's might get our sabers working correctly.




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killergekco
Mon Oct 24, 2005 3:17 pm
#100

how does elemental damage get calculated into the damag 'cause the KoKs have 120 cold


TY in advance for any help



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Giant2005
Mon Oct 24, 2005 9:19 pm
#101

Well basically they do 120 damage constantly (minus the enemie's armor)


basically most things have lower elemental resist than kinetic/energy so it will do more damage if you use your default attacks, but elemental damage is not effected by your special move damage multipliers.





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