Bounty Hunter Archive

Thread: One Simple Question

Orrie_104
Wed Jun 30, 2004 12:10 am
#14






DoctorGriggs wrote:
Yeah, that makes sense, and it seems it could also help with the DOT weapons, but like I said in one of the other threads it seems like a one-size-fits-all fix to a diverse set of problems.

Seems like they took the easy way out on this one.





I agree with you there. Professions that live and die by their ability to switch weapons should have some sort of modifier in their novice box, or something similar. *shrug* What do I know, I'm not an SOE DEV.



Kerrigan Reese
Master Bounty Hunter, Rebel Pilot
Avalon, Corellia, Tarquinas
Arafel_
Sat Sep 11, 2004 3:33 pm
#15

it's not a proportion or a percentage, your unarmed damage mod is like the damage mod on other weapons



Arafel
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Atama
Sat Sep 11, 2004 3:33 pm
#16


"By what proportion or by what persentage does you damage go up or down depending on you unarmed damage?"


It's simpler than you think. Every point of unarmed damage means you do an extra point of damage. If your unarmed damage bonus is +150 then your attacks do an extra 150 points of damage. In other words, take your vibroknuckler and add your unarmed damage bonus to the minimum and maximum damage.


"What is the formula to know how much you will damage based on your unarmed damage? What is the relation in Unarmed damage and Damage?"


Take what I said above (adding the bonus to the minimum and maximum numbers of your VK) and then multiply it by the damage bonus of the special attack you are doing. For specifics on special moves, see below:

unarmedBlind: 1.5x
unarmedBodyHit1: 2.5x
unarmedCombo1: 2.0x
unarmedCombo2: 3.0x
unarmedDizzy1: 1.5x
unarmedHeadHit1: 2.5x
unarmedHit1: 2.0x
unarmedHit2: 3.0x
unarmedHit3: 4.0x
unarmedKnockdown1: 1.0x
unarmedKnockdown2: 1.5x
unarmedLegHit1: 2.5x
unarmedLunge1: 1.0x
unarmedLunge2: 3.0x
unarmedSpinAttack1: 2.0x
unarmedSpinAttack2: 3.0x
unarmedStun1: 1.3x

So let's give an example. You have +150 to damage. Your VK does 50-150 damage. You are doing Unarmed Hit 2 against someone. How much damage are you actually doing?

Well, the VK itself is doing 200-300 damage. Multiply that by 3 (as in the list above) and you're doing 600-900 damage per hit. Of course, the usual modifiers apply, like you multiply by 1.5 if they are prone, divide by 4 if you are in PvP, you have to increase or decrease the damage based on their armor rating, decrease damage for kinetic resistance, lower your damage if you're intimidated, raise your damage if they have a ranged weapon equipped, etc. The final numbers can be complicated to figure out.



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The_General
Wed Sep 28, 2005 6:21 pm
#17

Pistols or RIfels????



Master Bounty Hunter

The_General
Wed Sep 28, 2005 6:23 pm
#18

and does MCM work or 4000 CM work better ????



Master Bounty Hunter

Marssk
Wed Sep 28, 2005 6:31 pm
#19

4000 works much better than master combat medic, hell why'd they make those otehr lines anyways?



Osskzzi Kussh
Imp-chasing Lizard
Nuke Smedley
Force In-Sensitive MMO Developer
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The_General
Wed Sep 28, 2005 6:39 pm
#20

now to the question



PISTOLS or RIFELS???





Master Bounty Hunter

Marssk
Wed Sep 28, 2005 6:45 pm
#21

rifles


much better damage





Osskzzi Kussh
Imp-chasing Lizard
Nuke Smedley
Force In-Sensitive MMO Developer
WenBo
Shady Smuggler


tHeRaBiDmOnKeY
Wed Sep 28, 2005 7:04 pm
#22






Marssk wrote:

rifles


much better damage







yeah, and if you can get a good trando rifle made, it can have as low as 2.0 damage with a speed slice



- Kastev (Jedi Scumbag)- [ TNT ]
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The_General
Thu Sep 29, 2005 7:39 am
#23


any other comments on this?





Master Bounty Hunter

gutmonger
Thu Sep 29, 2005 7:53 am
#24

Rifles are great for faction wars but they suck for BH. The reason is you have no real ability to stop a Jedi in his tracks. He can just run. You have no run speed with a rifle. Any jedi template can outheal your dmg and lead on you a 30++ min chase that ends up with the jedi loggin or hopping a shuttle. With pistols you can root and KD like a madman. Disarm is a gift from god. The jedi have one awsome ability= escape. Rifles do not take that ability from them, pistols do. As for the MCM it is totally worth it. The debuffs and stun, snare, dot totally make it easy to wear down his force. A full template Jedi will eat a rifle user for breakfast 9 times out of 10. MCM just outheals jedi dmg. MCM really takes the edge off in battle. Unfortunatly going MCM means you are stuck with pistols for sure do to the high skills needed to properly use a rifle.
StinkToe
Thu Sep 29, 2005 7:59 am
#25

hm pistols does have root etc, but I use kd all the time w/ mbh/mrifle. As a matter of fact I can use it every 16 seconds for a kd. If I stop doing as much pve then I will probably change to carbine or pistol. w/ uber carbine still have max dmg of over 1k w/ 1.3'ish speed. With the deflect of a jedi this can come in handy.



But I do like my rifles, long distance if you sneak up conceal and sniper shots are fun. you still have a kd etc.


Ulrek_Oden
Thu Sep 29, 2005 8:10 am
#26

How often can you root with pistols?



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