Carbineer Archive

Thread: TKM = PvP rating

Gotainllyod
Mon Dec 06, 2004 10:46 am
#14






Feomatar wrote:






Gotainllyod wrote:


Az moment:


Id have to disagree with you guys. Every TKM that i see out there, including the decent ones, fall pretty easily to my laser carb. they have no ranged mit so it hits for higher ammounts every time. if the tkm is on his feet i hit for around 500-700 dmg and if hes down i hit for 800-1500.


Now if he is a TKM/doc ill have a fight on my hands but ill still win, i just wear him down and make him run out of stims and poison/disease cures. it takes awhile but it can still be done.


Most of the time when i pvp i just throw my poisons, heal my group, cure my group and spam FAA2, keeps alot of people stated, and seems to help my team out alot. And when i pvp its my job to protect the jedi against TKMs, so i just state them, and KD them and they are done for the most part. its fairly easy.


Support templates pwn j0o!

Message Edited by Gotainllyod on 12-06-2004 08:33 AM





TKMs don't have ranged mitigation, okay. But they have 57 thoughness... thoughness works exactly like armor (without armor rating), so ALL the damage you do to a TKM gets multiplied by 0.43.


I don't believe you can really hit knocked down TKMs for 1500 damage... just do the math:



Using cripplingshot with a very good (600 max dmg) laser carbine against a knocked down TKM with the best possible result:


600 (max dmg) * 7,5 (cripplingshot) * 1,5 (kd mod) * 0,25 (pvp reduction) * 0,43 (thoughness) = 726 damage

Remember, thats not counting armor, synthsteak andshield generators...


Now with the worst possible result:



120(min dmg) * 7,5 (cripplingshot) * 1,5 (kd mod) * 0,25 (pvp reduction) * 0,43 (thoughness) = 145 damage

Remember, thats not counting armor, synthsteak andshield generators...


Now with 90% armor and synthsteak:


600 (max dmg) * 7,5 (cripplingshot) * 1,5 (kd mod) * 0,25 (pvp reduction) * 0,43 (thoughness) * 0.1 (armor) * 1.25 (armor piercing bonus) * 0.55 (synthsteak) = 50 damage


Now the same with the worst possible damage of this laser carbine (120):


120(min dmg) * 7,5 (cripplingshot) * 1,5 (kd mod) * 0,25 (pvp reduction) * 0,43 (thoughness) * 0.1 (armor) * 1.25 (armor piercing bonus) * 0.55 (synthsteak) = 10 damage




I guess all the TKMs you fought didn's even spend 50k credits into their equipement... And since you're doter you could make such a "profession X = pvp rating" post for every profession but doctor....





Az moment:



Bleh, i should have clarified. Its says 500-700 and 700-1500 in my combat spam.


im horrible at math, and lazy to boot so i dont take the time to actually find out how much dmg i did to him thru his armor and synthsteak. But those are the #s i see in my combat box. And my Laser is a 603max dmg. and my dxr6 is like 438 or 439 max i forget.





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TAfirehawk
Mon Dec 06, 2004 11:17 am
#15

The Combat Log leaves out a lot of modifiers from the time your fire to the opponent losses HAM.


I believe the floating numbers above the target's head is actual HAM damage tho.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

jalexu
Mon Dec 06, 2004 11:22 am
#16

Feomatar, toughness works only against melee attacks. And it's not only about TKM, your laser carbine will tear apart anyone who doesn't have ranged mitigation. While it does a great deal of damage (for pvp) even after food buffs, the damage can be easily healed even with novice medic, sadly. A good melee'r however will stick intimidate on you before you get too far, which is pretty much a carbineer's nightmare.





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TAfirehawk
Mon Dec 06, 2004 11:33 am
#17






jalexu wrote:

Feomatar, toughness works only against melee attacks. And it's not only about TKM, your laser carbine will tear apart anyone who doesn't have ranged mitigation. While it does a great deal of damage (for pvp) even after food buffs, the damage can be easily healed even with novice medic, sadly. A good melee'r however will stick intimidate on you before you get too far, which is pretty much a carbineer's nightmare.







And Intimidate is a Carbineer's Best Friend too





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Feomatar
Mon Dec 06, 2004 11:38 am
#18






TAfirehawk wrote:





jalexu wrote:

Feomatar, toughness works only against melee attacks. And it's not only about TKM, your laser carbine will tear apart anyone who doesn't have ranged mitigation. While it does a great deal of damage (for pvp) even after food buffs, the damage can be easily healed even with novice medic, sadly. A good melee'r however will stick intimidate on you before you get too far, which is pretty much a carbineer's nightmare.







And Intimidate is a Carbineer's Best Friend too






The only problem is, that carbineersusually don't have intimidate...




Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
BloodMonk
Mon Dec 06, 2004 11:45 am
#19

you're getting things mixed up here



JEDI toughness only works vs. melee attacks


Melee toughness works against ANY damage



Sly



PS: anyone PvP'ing without novice brawler is nuts imo



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
TAfirehawk
Mon Dec 06, 2004 11:50 am
#20






Feomatar wrote:






TAfirehawk wrote:





jalexu wrote:

Feomatar, toughness works only against melee attacks. And it's not only about TKM, your laser carbine will tear apart anyone who doesn't have ranged mitigation. While it does a great deal of damage (for pvp) even after food buffs, the damage can be easily healed even with novice medic, sadly. A good melee'r however will stick intimidate on you before you get too far, which is pretty much a carbineer's nightmare.






And Intimidate is a Carbineer's Best Friend too





The only problem is, that carbineersusually don't have intimidate...






A Carbineer that PvP's better have Intimidate even in a group setting.....or might as well run home crying to mommy



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Gotainllyod
Mon Dec 06, 2004 12:44 pm
#21






TAfirehawk wrote:





Feomatar wrote:






TAfirehawk wrote:





jalexu wrote:

Feomatar, toughness works only against melee attacks. And it's not only about TKM, your laser carbine will tear apart anyone who doesn't have ranged mitigation. While it does a great deal of damage (for pvp) even after food buffs, the damage can be easily healed even with novice medic, sadly. A good melee'r however will stick intimidate on you before you get too far, which is pretty much a carbineer's nightmare.






And Intimidate is a Carbineer's Best Friend too






The only problem is, that carbineersusually don't have intimidate...






A Carbineer that PvP's better have Intimidate even in a group setting.....or might as well run home crying to mommy







Az moment:



See, i dont have intim, but i do ok. Im just that good



Honestly though, i dont do dmg in pvp, i state and heal and poison..nothing more nothing less





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AdmiralSpy
Tue Dec 07, 2004 1:10 am
#22


It's also worthy to note that PSGs were left out of the damage calculation above. Extra AR1 and some 35%+ resistance to Energy does make a difference.


In general, we do inflict more damage because of their lack of mitigation, but it's pretty darn easy as a TK to resist the damage a Carbineer does. The discussion about Intimidate can also be applied to TKs as well. If they intimidate us (which they should), our damage is severely lessened.


Lunge works at 20m which is easy to get at against a Carbineer.. and our Posture / KD defense is nothing fancy. A TK's dizzy and blind are very strong, and their Unarmed Head Hits can hurt They're not all, in other words, weak opponents. I'll have to agree that I love using a Laser Carbine against opponents without Ranged Mitigation, but even with a 700 max damage Laser, they are not completely useless.


TK of course is a profession that needs to be coupled with something else in PvP to be effective, like Fencer. Most do the Doc or defense-stack thing, which adds an interesting twist to things.

Message Edited by AdmiralSpy on 12-06-2004 03:11 PM



Addy | 'Addy
ex-Photographer
Forever Carbineer
Brainplay
Tue Dec 07, 2004 6:04 am
#23






TAfirehawk wrote:
A Carbineer that PvP's better have Intimidate even in a group setting.....or might as well run home crying to mommy





Unfortunately that works both ways as well. Then again we dont have any sort of damage bonus that TK have which allows them to hit in the 150+ range through 80% kinetic. Then again, who wears 80% kinetic in PvP? Only way to get that is to get a really nice effectiveness slice on your STUN armor (which alot of non-human's can't afford in the mind/focus area) or a really good armorsmith who can do double layer types.


And as to the 30m comment. Well thats where skill comes into play on both sides. Kiting is only easy if person on the recieving end allows it to be. Coupled with our lack of defenses it only takes one KD/dizzy and game over. Thak is great but I once got KD'd using 93% thak which shows it not fullproof.


We wont even get into what happens when the TK's start stacking....


Best thing to fix the ranged/melee thing is to put a nice big fat "to hit" modifier on melee vs. ranged. Yeah they'll still wipe the floor with us when the catch us as usual but that modifier will make it difficult to get to us unscathed.







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

BloodMonk
Tue Dec 07, 2004 6:56 am
#24

better not waste any stomach space on Thak....a player stupid enough not to lunge will be beaten easily anyhow...


use the stomach space to pop synth or exo protien cakes when KD, it's a lifesaver, then when you get back up, warcry and heal



Sly



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
Gotainllyod
Tue Dec 07, 2004 10:19 am
#25

Az moment:


See...armor is no biggy here. TKM dont hardly do any dmg to me. I have a set of %38 (i think) stun armor with a effect slice that brought up the base to 85% on all pieces.


My entire guild has armor like that, lets us stay alive longer in non-jedi pvp.



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FoeHammerOne
Wed Dec 08, 2004 2:29 am
#26

I can vouche for Azraiel's template. (MC, 4004 CM, 4030, +25 in speed tapes of course). Good template for keeping people (read: stackers) alive and great for stating up pesky rifleman and other melee people. Not to mention the whole poisions thing. Sometimes I get on him about not having novice brawler, but ehhh, he does his job well when we PvP.



FoeHammer - Retired Weaponsmith
Natakku Asada - Retired PvPer.
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