Carbineer Archive
Thread: TKM = PvP rating
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.
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...
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
Feomatar wrote:
The only problem is, that carbineersusually don't have intimidate...
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
TAfirehawk wrote:
Feomatar wrote:
The only problem is, that carbineersusually don't have intimidate...
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
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
Message Edited by AdmiralSpy on 12-06-2004 03:11 PM
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.