Brawler Archive
Thread: Why Can My Artisan Outdamage My Master Unarmed Brawler?
A yellow or red conning mob to a guy with Advanced Pistol is FAR weaker than a similar conning mob to a guy with Master Brawler.
There is a pretty big gap between difficulty levels of mobs.
Also, if the mobs you're fighting have Armor, your VKed Brawler will be doing significantly more damage, as the VKs have AP 1, while the Scout has AP 0. Thus, against armor, the Scout does 50% less damage, while the VK does its full damage.
Another thing to note is that the numbers you're looking at are probably from the combat spam. Those numbers are inaccurate. The amount of damage you actually deal is the number that gets displayed over the head of the mob you're hitting. For some reason, the combat spam just shows you the amount of BASE damage you dealt (i.e. what the raw, random number that came up was).
Heh...but, truthfully...tonight I noticed a HUGE disparity between Brawlers and Marksmen. I was in a group hunting Kimogilas on Lok. First Kimogila we saw, the pets got sent in, I waited about 10 seconds, then ran in with my Vibro Axe. No sooner had I taken the first swing, I was dead. This seems really weird...no possible way I could've tanked for even a second...in fact, there was no conceivable way for me to even get a single shot against the Kimo. I just ended up leaving the group...sure, I could use my Rifle, but I didn't want more Rifle XP.
I'm thinking a straight Brawler will never really survive the game. The most devestating characters will have a mix of Ranged and Melee. Rifleman/Swordsman already looks promising, as does Pistoleer/Fencer ("Watch me Bleed you...then rape you with my Stun Baton!"), and Carbineer/Pikeman (uber knock-downs). They really seem to advocate "mixing" professions...the specialist doesn't really have much of an edge anywhere.
DToxWeaponsInc wrote:
I'd only like to point out one thing...
A yellow or red conning mob to a guy with Advanced Pistol is FAR weaker than a similar conning mob to a guy with Master Brawler.
There is a pretty big gap between difficulty levels of mobs.
Also, if the mobs you're fighting have Armor, your VKed Brawler will be doing significantly more damage, as the VKs have AP 1, while the Scout has AP 0. Thus, against armor, the Scout does 50% less damage, while the VK does its full damage.
Another thing to note is that the numbers you're looking at are probably from the combat spam. Those numbers are inaccurate. The amount of damage you actually deal is the number that gets displayed over the head of the mob you're hitting. For some reason, the combat spam just shows you the amount of BASE damage you dealt (i.e. what the raw, random number that came up was).
Heh...but, truthfully...tonight I noticed a HUGE disparity between Brawlers and Marksmen. I was in a group hunting Kimogilas on Lok. First Kimogila we saw, the pets got sent in, I waited about 10 seconds, then ran in with my Vibro Axe. No sooner had I taken the first swing, I was dead. This seems really weird...no possible way I could've tanked for even a second...in fact, there was no conceivable way for me to even get a single shot against the Kimo. I just ended up leaving the group...sure, I could use my Rifle, but I didn't want more Rifle XP.
I'm thinking a straight Brawler will never really survive the game. The most devestating characters will have a mix of Ranged and Melee. Rifleman/Swordsman already looks promising, as does Pistoleer/Fencer ("Watch me Bleed you...then rape you with my Stun Baton!"), and Carbineer/Pikeman (uber knock-downs). They really seem to advocate "mixing" professions...the specialist doesn't really have much of an edge anywhere.
Exactly!
I was very intrested in becoming a brawler before the game came out. But the more time I spent into brawler I notice that I would never survive fighting "big creture" that deals 1000 damagesa swing.
What I think would fix this issue is that; Give the brawler extra stats point for every brawler skill they learn, give the player the choice to place theses extra skill point where they wan't it (Health, Mind, Stamina etc...). For this to work you also have to increase the max point alowed to all the statsby the same amount given.
Here a example:
Intermidiate Unarmed: +50 new stats point, +50 to max stats allowed.
I don't know why people complain that a marksman can solo a red and a brawler can't, as if this means brawlers are underpowered. If *anyone* can solo a red then the con system is completely screwed up. Red is supposed to mean "You will almost assuredly die", yet I see ranged folks soloing them, or taking them down with the help of a probot, all the time. Of course at Unarmed 3, I can't solo a white, evenwith the help of my Probot.
I'm not saying we need to nerf marksmen, but I am saying they need to fix the con system so anyone who takes on a red with 1 or 2 people will get stomped as they should. And at this point, I suppose this would mean that a monster that appears red to an unarmed brawler would appear white to a marksman of equal skill level.
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You know, I understand that the devs wanted to focus more on the whole laser fighting thing to make it more Star Wars-y, and that's fine. But from the movies, people seem to suck with blasters. Especially the bad guys! Yet when I get shot at by stormtroopers in-game, they hit me a LOT, and kill me fast. What's that all about?
Just because STs suck in the movies doesn't mean they suck in all games.
Come to think of it, no PURE class can do anything. If you try going up one class and only one class, say Master Marksmen, then you'll never be able to heal yourself in combat if you just had picked up novice medic, IE no NPCs with blasters will be able to be taken down easily. The same penalties apply to brawlers that try going up to one of their master classes without any sort of healing; it just delays a person heavily between battles just because you have to wait to heal.
There are cases in which blasters will never do more damage than melee users, but that's when the enemy has a rifle, and is prone. In other words, that only happens when you send in a probe droid to distract the enemy into prone, and then you run up to him and (In my case, I'm a fencer now) dizzy him on the ground and then start spamming 3k damage 1-hit 2s. This can probably be the same case with TKA where he just spams knockdowns on the NPC riflemen whenever he tries to get up and switch weapons. Perferably this is effective against stormtroopers and high level NPCs with rifles, and if they have carbines, well unfortunately for us, hope we have enough mind to get enough high-damage special attacks in.
If you're wondering what weapon I was using, I was using an Adv. Curved sword 64-176.
"If you try going up one class and only one class, say Master Marksmen, then you'll never be able to heal yourself in combat if you just had picked up novice medic, IE no NPCs with blasters will be able to be taken down easily. The same penalties apply to brawlers that try going up to one of their master classes without any sort of healing; it just delays a person heavily between battles just because you have to wait to heal. "
This is the exact form of problematic thinking with this game. People strive to make templates that can just do too much. Its honestly not a problem if I only have novice medic as a pure brawler (of which build I am focussing on). I don't need to do everything myself. What is the point of a combat medic class if they arent going to heal you in battle situations? I'm not screwed, because when I group I expect the people I group with to perform thier role. If thier professions says master combat medic, its thier job to friggen heal me. I might not be as proficient solo and might suffer more downtime, but dude this is an MMO. If I wanted to friggen solo all day, I'd go play Playstation not a game that lets me play with 1k+ people at the same time. A main issue I have with this game is that its group dynamics well suck. Not enough reward for grouping, too much reward for solo game play. Thats just part of the problem. The other part is that people just don't have the group mentality in this game yet and they honestly are idiots when it comes to grouping and simply don't know how to play thier professions well at all in such an environment.
Sure, in some cases that's true about people not being encouraged to play their role in groups. On-the-fly organization isn't always effective. That's what PAs are all about. PAs at least have some time and a guild chat to get some organization through before going out on a hunt.
Perhaps it doesn't reward group work in some cases (like missions), but when your traveling in a group outside Anchorhead, doing the Rebel Destroy Missions, at least in most cases the imperial overts patrolling around won't be having a fun time trying to kill you all instead of soloers.