Combat Medic Archive

Thread: The DPS Argument: Debunked.

Mmaxx
Wed Aug 04, 2004 12:11 am
#66







Smugglers don't get jack for inborne defenses - no ranged mitigation, no melee mit, and no ranged/melee defense. Half of their profession is gained by combat experience. I'm sure that by using the DPS figures that have been developed by members of the CM community would show them nearly right in line with what a Master Smuggler can do without anyother professions to support. I don't hear them cry that they have weak defenses or that they are the boon of always being targeted first. Let's take a look.... Oh, btw, the post I get info from is a CM making a post in the CM forum. The post recieved 4 stars and copious backing by the CM community. Let's look. CM-developed Poison DPS thread


I'll compare a Master Smuggler with a very nice FWG5 (1.8 speed, 63-300 damage) to a Combat Medic using the facts and figures developed by your own community.


Let's do some very quick math to determine the damage against a helpless meatsack of a CM test subject. This CM has 80% base armor and 44% synthsteaks and the CM's ranged defense will assumed to be zero. This smuggler is spamming the highest damaging pistol special in the game Last Ditch, which is a smuggler skill.


Using this highly rated damage calculator from hereyou can see that before the PvP reduction and armor/food reductions a smuggler will do 302.5 DPS. Let's do a little more math to see what the damage is after these reductions.



75% PvP reduction: 302.5 X .25 = 75.6 DPS


Armor piercing 0 gun against light armor: 75.6 DPS X .75 = 56.7 DPS


80% energy protection: 56.7 X .2 = 11.3 DPS


44% damage reducing synthsteaks: 11.3 X .56 = 6.3 DPS


Against a NAKED CM a Master Smuggler will do 75.6 DPS on a random pool. If the CM had money, intelligence, or even care the MS would do 6.3 DPS. This is with a gun that would probably sell for 500k plus credits.


This site from your own forums which has been given copious praise and backing say that the DPS of its "BIG BOY" is...... *drum roll please*...... 66 DPS for a fully effectiveness experimented Poison C.


Okay... if your "naked" CM (no armor on or foods) comes into battle with a fully armored and fed Master Smuggler, the MS would do 75.6 DPS, while the CM would do only 66 DPS. But seeing how people wear armor in pvp, let's just say the MS only does 6.3 DPS.


How you guys complain about lower than normal DPS is far beyond me. Let me go further and show how rediculous the 66 DPS figure was arrived at.



Let's see what a master pistoleer/BH pistols/Dirty Fighting of Smuggler combatant would do in terms of DPS with Last Ditch using a 170-355 damage DX2. The damage caculator site gives me this:2362.5 DPS before armor and 75% pvp reduction.



75% Reduction: 2362.5 X .25 = 590.6 DPS


No armor piercing reduction


80% armor resists: 590.6 X .2 = 118.1 DPS


44% synthsteaks: 118.1 X .56 = 66.1 DPS


Whoa!!!! This DPS is right in line with the CM damage. If the "elite" pistoleer was using a stun geonosian blaster with similar stats they would be doing 590.6 X .56 = 330.7 DPS!!!!!!! Wow! 330.7 DPS is much much much greater than the claimed 66 DPS for a CM.


Yet in your post above neutrineaux, you say that CM's are always targeted first. What a complete waste of time!!!!! Why do so many combat teams on sooo many servers choose to take CM's out first when a pistoleer can outdamage them by a HUGE factor of 5? I'm confounded.


This data either shows that all of these combat teams are either extremely misguided in their tactics and might even be the victims of high-lead in their water supply as children OR the DPS calculated by your own in-house CM's is highly incorrect.


From personal experience I think it's the second option. CM damage is so high that they are by necessity targeted first. They are also rarely deathblown.... so as to keep them out of combat longer.


My parting question to you neutrineaux is "Do weak defenses justify extremely high damage in PvP?" Is it right to say that just because you are given nearly no defenses at all, that it is OK to cut swaths through large enemy combat teams?


If you think it is justification, take a look at the Master Smuggler. They get a grand total (including the mods they get from novice brawler/marksman) of +2 ranged and +2 melee defense with NOTHING ELSE for defenses, yet they can only do 6.3 DPS in PvP.


They have lower defenses than a MCM, and waaaayyyy lower DPS. I'll just leave that food for thought with you.


In conclusion, CM's do very high DPS in PvP despite whatis presented on your board and the weak defenses you guys recieve is no justification to keep these high DPS poison attacks at the current strength level they are at. A mathematical representation of a CM's DPS is seen all through this thread and was not developed here, but player habits of targeting CM's first coupled with comparison with a weak and strong form of pistoleer show that the 66 DPS figure derived by CM's is faulty.


Furthermore, check out my posts in that CM developed DPS thread where I debunk it.







lol I've never seen so much effort put into an argument that I don't think anyone would disagree with.... A MCM is much more dangerous then a Master Smugler in large scale PVP.A Master Smugler in a large PVP battle is a bit more dangerous then a Master Ranger. Why didn't you use a Master Droid Engineer in your example? We out-damage the polititians too... and have more defences with our ranged defence of 6 and melee defence of 2.


This discussion is about DPS.No fighting class has worse DPS then a smuggler. If you have to go that low down the fighting tree to prove your point, aren't youin effectdisproving your point?


So what are you proposing anyway? You beleive that CMs can do too much damage so nerf them into uselessness or give some way of coutering them? Having a doc around aparently isn't a good enough counter since there is no room for doc in the uber templates.... This inoculation thing they are talking about.... is that enough? probably not.... since it will be timed and some poisins will still stick. How about a healable mind pool? That is honestly all that is required. No other changes, no inoculations, no rebreathers, just a healable mind pool.


a 75% pvp reduction for CM is a class breaker. It will remove the combat from combat medic. They might as well be called ranged medic. Getting a poison to tick at a 75% reduction is truly just a nuisance (apart from the most extreme poisons). Those that do not believe that have to get indroduced to a well made stim A. Of course this requires a healable mind pool.


As for targetting CMs first, well no doubt you target the CMs first. Who gets targeted next? Docs. Next? Either whoever is weakest or causing the most issues. Once all support for a team is removed then that team is no more. You target the CM because of his lasting effects and because he will be dead in a very few hits. All of which are treatable but the longer you take to treat them, the weaker you become. Targets aren't all about DPS, ever kill a doc? His dps is in the negatives it's so bad but you still take him out. and yes I would target a master smuggler because I know he will go die a quick death...(maybe the Master Ranger first though)...not that he worries me but it's just one less target to worry about later.

Mmaxx
Wed Aug 04, 2004 12:14 am
#67






cydonia wrote:




I hear alot of people saying "cm has no defense we die very fast" but....


1. do they not have 90% comp and imp PSGs and synthsteak on your server? Its hard to kill anyone with this.





lol no it isn't, use poisons on them.


sorry had to feed the trolls, I couldn't resist.


Ternque01
Wed Aug 04, 2004 8:59 am
#68






Mmaxx wrote:


lol I've never seen so much effort put into an argument that I don't think anyone would disagree with.... A MCM is much more dangerous then a Master Smugler in large scale PVP.A Master Smugler in a large PVP battle is a bit more dangerous then a Master Ranger. Why didn't you use a Master Droid Engineer in your example? We out-damage the polititians too... and have more defences with our ranged defence of 6 and melee defence of 2.


This discussion is about DPS.No fighting class has worse DPS then a smuggler. If you have to go that low down the fighting tree to prove your point, aren't youin effectdisproving your point?


So what are you proposing anyway? You beleive that CMs can do too much damage so nerf them into uselessness or give some way of coutering them? Having a doc around aparently isn't a good enough counter since there is no room for doc in the uber templates.... This inoculation thing they are talking about.... is that enough? probably not.... since it will be timed and some poisins will still stick. How about a healable mind pool? That is honestly all that is required. No other changes, no inoculations, no rebreathers, just a healable mind pool.


a 75% pvp reduction for CM is a class breaker. It will remove the combat from combat medic. They might as well be called ranged medic. Getting a poison to tick at a 75% reduction is truly just a nuisance (apart from the most extreme poisons). Those that do not believe that have to get indroduced to a well made stim A. Of course this requires a healable mind pool.


As for targetting CMs first, well no doubt you target the CMs first. Who gets targeted next? Docs. Next? Either whoever is weakest or causing the most issues. Once all support for a team is removed then that team is no more. You target the CM because of his lasting effects and because he will be dead in a very few hits. All of which are treatable but the longer you take to treat them, the weaker you become. Targets aren't all about DPS, ever kill a doc? His dps is in the negatives it's so bad but you still take him out. and yes I would target a master smuggler because I know he will go die a quick death...(maybe the Master Ranger first though)...not that he worries me but it's just one less target to worry about later.







Well perhaps then you see my point then. Smuggler is a combat hybrid class just like CM, many of whose skills are of a support nature - Low Blow, Panic Shot, and modification of weaponry. People on this board claim that the damage they do is justified because of (1) they are a combat hybrid profession and (2) they have disproportionately low defenses. I took another profession (Smuggler) which shares these two traits but actually has lower defenses and showed the rediculousness of this idea that floats around on this CM forum. I'm glad no one would disagree with my post... that was the whole damn point.


Don't kid me here bro. I target the CM becuase of how damaging he/she is to my combat team - period. It has absolutely nothing to do with how easy it is to take them down. My #1 target in any engagement is the CM not because I fear their support of the team they are a part of, but because of the fear of being poisoned over and over and over again - all about damage man.. all about damage. CM = huge offensive potential and this whole CM forum knows it. No one said you don't have weak defenses. No one said you don't have to use skill to stay alive in a battle. No one is saying that. I'm straight up telling you to your face that I kill CM's because they outdamage all other members of their combat team. They are "support" to a team if you mean like a "tactical nuke". Doctors are true support members. Medics are true support members. CM's (and you know it) have traditionally been the Fat Man and Little Boy of the GCW (those are the names of the first functional nuclear weapons).


There is no cloud of haze in why i decide to kill CM's first.They are nuclear weapons. They are not support members to me.When I take out a CM THEN I begin to fight. If I don't kill a CM... that would equate to my guaranteed death even with copious doctor support. In the time it take to actually kill the CM andrun to my doctor to get cured I have already ticked one to three times. With 800 tick that is nearly half of my mind gone... and I haven't EVEN begun to address the REAL combat members of the enemy team yet. CM = half of my buffed and brandied mind gone before I can even begin to fight. Perhaps you know why I target them first huh. That damage is disproportionate to what a support class can do. Not only do I deal with the actual mind damage, but I have to deal with a LARGE interruption in my combat to counter it. CM's not only damage mind, but damage a combat team's offensive organization and fire potential. No other class can do this. It is incredibly devistating, as CM's you wholeheartedly KNOW this so how about we just accept that now


So don't kid me telling me that I target them because they are a "just" a support class. What a joke.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Mmaxx
Wed Aug 04, 2004 11:45 am
#69






Ternque01 wrote:


So don't kid me telling me that I target them because they are a "just" a support class. What a joke.





If you are going to use quotes the make sure you are quoting me. I never said CMs are 'just' and support class. or a 'just' a ..... whatever that is suppose to mean.


I said in my post:


"You target the CM because of his lasting effects and because he will be dead in a very few hits. All of which are treatable but the longer you take to treat them, the weaker you become."


sorry re-reading that, I see it doesn't follow a good structure. What I meant to say was the effects of a CM long lasting and are treatable but..... he'll die without lessmuch effort then most others.



I also said:


"Once all support for a team is removed then that team is no more."


And this was said directly after saying Docs are targetting next. By that I meant, Kill the Docs and you win. Sorry I didn't make it more clear but I do not beleive that CMs are a support class in all cases. They can choose to be a support class if they want but as you all know CMs can decide the outcome of a PVP battle.


Not acting properly against a CM more often decides the outcome of a battle.


PuttingSmugglers and CMs in the same category as a basis for an argument is inefective. If that were to change someone's opinion then they didn't realy have an opinion in the first place. I believe the MCMs and MCHs are closer to the same category. Both can run up hills fast and both have access to scary weapons. They both have powerful weapons but once they are countered, they die quickly. Both have access to weapons of mass distruction and they both can die with the weapon still inflicting serious damages. But once you have effective counters for their weapons, they die faster then...... a smugler... haha sorry couldn't resist. Nothing against smugglers and I appologize if any of you smugglers are offended but he brought you into this thread for some reason.


Another thing. Posting in color is cool but dark colors on black is just needlessly hard on the eyes.

Mmaxx
Wed Aug 04, 2004 1:51 pm
#70






Ocain wrote:
not like this is going to matter after tomorrow

cm is a dead prof, sry but its true

ive been saving up some 1000 oq resources for these resist packs!

along with 200 power janta blood!






Since I know you are lying with your sorry, I'll assume you are lying about having all the 1000 OQ resources for these resist packs. Not that it really maters that much anyway since you aren't a crafter if all you care about is OQ.


Please troll another forums for a while instead of posting in this one with your irrelevant statements. If you are a Doc and can't deal with a CM then you have other issues in your PVP style to sort out.

neutrineaux
Wed Aug 04, 2004 7:27 pm
#71






Mmaxx wrote:


lol I've never seen so much effort put into an argument that I don't think anyone would disagree with.... A MCM is much more dangerous then a Master Smugler in large scale PVP.A Master Smugler in a large PVP battle is a bit more dangerous then a Master Ranger. Why didn't you use a Master Droid Engineer in your example? We out-damage the polititians too... and have more defences with our ranged defence of 6 and melee defence of 2.


This discussion is about DPS.No fighting class has worse DPS then a smuggler. If you have to go that low down the fighting tree to prove your point, aren't youin effectdisproving your point?


So what are you proposing anyway? You beleive that CMs can do too much damage so nerf them into uselessness or give some way of coutering them? Having a doc around aparently isn't a good enough counter since there is no room for doc in the uber templates.... This inoculation thing they are talking about.... is that enough? probably not.... since it will be timed and some poisins will still stick. How about a healable mind pool? That is honestly all that is required. No other changes, no inoculations, no rebreathers, just a healable mind pool.


a 75% pvp reduction for CM is a class breaker. It will remove the combat from combat medic. They might as well be called ranged medic. Getting a poison to tick at a 75% reduction is truly just a nuisance (apart from the most extreme poisons). Those that do not believe that have to get indroduced to a well made stim A. Of course this requires a healable mind pool.


As for targetting CMs first, well no doubt you target the CMs first. Who gets targeted next? Docs. Next? Either whoever is weakest or causing the most issues. Once all support for a team is removed then that team is no more. You target the CM because of his lasting effects and because he will be dead in a very few hits. All of which are treatable but the longer you take to treat them, the weaker you become. Targets aren't all about DPS, ever kill a doc? His dps is in the negatives it's so bad but you still take him out. and yes I would target a master smuggler because I know he will go die a quick death...(maybe the Master Ranger first though)...not that he worries me but it's just one less target to worry about later.





oh my! that was funny!




no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


TeiLinn
Thu Aug 05, 2004 12:20 am
#72



I can see the validity of everyone here's statements. But in the end, I have to concur that the CM's have RUINED PvP for the rest of the player base for entirely too long, you CM's may not think often about it, but, you have I am sure PvP'd in a major NPC starport, and you have been a part of one of the most ruinous things for PvPers...

Scenario:

I am a Doc, me and my buddies go to a remote area somewhere, but not right on top of SP. We are ready for PvP. Or so we think.

We buff, armor up and head to the main square infront of SP. We kill one or two people of the opposing faction, suddenly a cloud appears, then another, then one after the other we start to drop faster than I can heal on havla. I can recall a recent incident (the one this is based off of) Where 13 of us died in less than2 minutes to one cm and one riflemans handywork while we fought their melee people. 13 People in2 minutes is absurd, I was poisoned diseased and heat shot3'd and bam we all died. I being the doc was the ONLY reason we made a real 120 seconds out of it was I was able to cure myself once of the disease, as I went to hit the Cure poison, bam, bam, bam being last one standing I get kd'd by their one standing melee (fencer of course) and now I can't heal. So the poison eats me down and the cm throws again and the rifle man shoots and our fight is over. I can say this no other profession can wipe that many people that fast! NONE save JEDI! A CM is NOT a JEDI!


Now I do feel for the b killing a c thing it should be a perfect or near perfect match up, maybe even a little more in favor of the CM, after all we are getting one of their abilities, they should have a slight, and I mean SLIGHT edge in the cure/poison area. BUT my dear CM's, as you have been told, we dealt with it for a year, you can hang for a month or so ....No biggie it will show its imbalances and our dear devs shall fix it. Finally PvP shall once again be the effort of the team. And for those of you who say your prof is next, I know, I look forward to it, BUFFS ARE TOO POWERFUL, period, PvE when I am on my greatpacks is kinda a joke. True NPC's are fixed but other than the things we all know I cannot solo as a doc/swordswoman, PvE is too easy, *So and So Looks like instant death* should mean that, not *So and So (non NS, non DJM or Uber Critter Looks Like Death but youll kick its arse*...I am eagerly awaiting my buffs being nerfed. Yes this doc hitting 2600 cant wait for a 1700-2000 cap....but hey, I love a good challenge. So my dear CM's deal with it, and grow.....it is all any of us can do.....and btw, maybe just maybe, the one Cm i hate will quit the game....but I dont hate him for his poison I hate him for his pwned you while you were in your house exploitation of broken building walls that dont stop CM poisons, Being from Intrepid, yes, I mean you Nopecker.......but hey if he grows and adapts I may rethink my idea of him.......This is my post from another forum it was 5 star'd there...Hope you all read it and listen to it hun....Love you ALL...



Loving you all even if and when you flame me,

TeiLinn Ikano



Jaenna Kell younger sister of Inaera Kell
Starsider Galaxy Pilot
Ocain
Thu Aug 05, 2004 12:26 am
#73

not like this is going to matter after tomorrow

cm is a dead prof, sry but its true

ive been saving up some 1000 oq resources for these resist packs!

along with 200 power janta blood!
Numen
Thu Aug 05, 2004 8:36 am
#74






Mmaxx wrote:

You can create a situation where a CM has a greater DPS then a MR.


You can also create a situation where a MR has a greater DPS thenCM..


Your example shows one attack against individuals with no resistance to that attack vs an attack on a group with high reistances to that attack.


If your group of 100 people standing on top of each other are new players with no combat abilities..... all newbies entertainers. with no buffs and no mind healing abilities. Are you sure the MCM would have a greater dps then the MR? This example is not something we would ever see in the game but it would be a good measure of dps.







The normal situtation in todays PvP is everyone in Composite(maybe not 90% but no less than 80% energy I would guess.) At the moment the only poison resists is from cloths and food. Both IMO do a very bad job at it. Last test I've seen with the food was a +18 or so gave almost no affect and the person was still poisoned everytime.


The comparison is given because it is the normal one. The argument isn't about all cases. That would be stupid because you will never see a group of 10 newbies with no skills at all fighting a MCM.



While I am not a big fan of the new buffs and area heals I do know something needed to change. Never before had I seen posts about PvP fights where 20 vs 20 and 1 CM comes in and they stop the entire thing to make sure the CM leaves. I won't even argue that rifleman might be overpowered as well. It was the FOTM before the CMs and probably will go back to that. The one thing with Rifleman though is there was an ingame mechanism to resist at least some of the dmg.


I would like to see poisons not be hit or miss type weapons. If somoene has 50% poison resistance they should just get a 50% dmg reduction. 400 tick poison becomes a 200 tick poison.



These changes might not have been needed of the HAM revamp was here already. If Mind was healable like many people have said this would probably be a non-issue. Mind isn't healable though except by the people that are throwing the poisons. The devs seem to have done exactly what they normally do. Nerf the hell out of a class and then possible make it better later on. 0 of 20 poisons hitting? I'm not a CM and I even think thats pathetic.


It is extremely hard to balance even the currect combat professions. Then you have CMs that basically have an entirely different way of doing dmg(smaller amounts, less resistance, but large amounts over time). It would be much easier to balance if it was the same as rifleman. You can throw at 1 per second. Dmg was comparable to a high end rifle, and it would only tick once, or possible a dimishing tick. Lower the dot by 50% ever tick. But they could continue to be applied over and over again.


The same problem was with bleeds before they nerfed the hell out of them as well. 800-1000 tick bleeds on PvP. No different than poisons IMO. I'm sure CMs wouldn't be happy with 100-150 tick poisons though.



Amandil Morier - Tempest - Master Chef
Ternque01
Thu Aug 05, 2004 10:04 am
#75






neutrineaux wrote:






Ternque01 wrote:




neutrineaux wrote:



cydonia wrote:

I hear alot of people saying "cm has no defense we die very fast" but....


1. do they not have 90% comp and imp PSGs and synthsteak on your server? Its hard to kill anyone with this.


2. in a battle with lots of people (unless you know the persons template is)it is hard to know who is a cm and who is not there is too much confusion. the "quick get the cm" argument isnt always possible. (i will say in the groups that I pvp with we do know who is a cm and who is not)




sure, we can get good armor, but we get no ranged or melee mitigation, and low ranged and melee defense, so we get it harder than any combat prof. you can get some ranged mitigation if you do pistol/carbine/rifle.


and you can tell who the cm is in your combat spam when it tells you who hit you with poison. with voice chat, that info goes out quickly. some of the better cm's (not me, i am pretty lame) are know to many in the pvp arena, so they get targeted right off.


that is when everyone focuses fire on the cm, and he usually goes down pretty fast at that point.






Smugglers don't get jack for inborne defenses - no ranged mitigation, no melee mit, and no ranged/melee defense. Half of their profession is gained by combat experience. I'm sure that by using the DPS figures that have been developed by members of the CM community would show them nearly right in line with what a Master Smuggler can do without anyother professions to support. I don't hear them cry that they have weak defenses or that they are the boon of always being targeted first.


i did not know they (smugglers) were targeted first, but i have certainly heard them complain about their level of defenses, and rightly so, if what you say is accurate.


Let's take a look.... Oh, btw, the post I get info from is a CM making a post in the CM forum. The post recieved 4 stars and copious backing by the CM community. Let's look. CM-developed Poison DPS thread


I'll compare a Master Smuggler with a very nice FWG5 (1.8 speed, 63-300 damage) to a Combat Medic using the facts and figures developed by your own community.


Let's do some very quick math to determine the damage against a helpless meatsack of a CM test subject. This CM has 80% base armor and 44% synthsteaks and the CM's ranged defense will assumed to be zero. This smuggler is spamming the highest damaging pistol special in the game Last Ditch, which is a smuggler skill.


x+y times z to the 11th power... naught from naught, carry naught... *takes shoes off to use toes


Using this highly rated damage calculator from hereyou can see that before the PvP reduction and armor/food reductions a smuggler will do 302.5 DPS. Let's do a little more math to see what the damage is after these reductions.



75% PvP reduction: 302.5 X .25 = 75.6 DPS


Armor piercing 0 gun against light armor: 75.6 DPS X .75 = 56.7 DPS


80% energy protection: 56.7 X .2 = 11.3 DPS


44% damage reducing synthsteaks: 11.3 X .56 = 6.3 DPS


there are lies, damned lies, and statistics. if you want you can prove virutally any point with figures, right or wrong. but this has nothing to do with the intent of my post! the point of my post responding to the question of whether we could not wear armor and what not, and why we die so fast, was to point out that compared to most elite combat classes, we have little in the way of defense modifiers. which is true. ok, smugglers don't have many either, according to your claims, which is also bogus. maybe cm's should get FD, too, lol. it does not seem to me that many people have master smuggler as a combat template choice these days, and that might explain it.


Against a NAKED CM a Master Smuggler will do 75.6 DPS on a random pool. If the CM had money, intelligence, or even care the MS would do 6.3 DPS. This is with a gun that would probably sell for 500k plus credits.


cool, naked pvp.


This site from your own forums which has been given copious praise and backing say that the DPS of its "BIG BOY" is...... *drum roll please*...... 66 DPS for a fully effectiveness experimented Poison C.


hint: mixing "NAKED" and "BIG BOY" could lead to unfortunate labels...


Okay... if your "naked" CM (no armor on or foods) comes into battle with a fully armored and fed Master Smuggler, the MS would do 75.6 DPS, while the CM would do only 66 DPS. But seeing how people wear armor in pvp, let's just say the MS only does 6.3 DPS.


How you guys complain about lower than normal DPS is far beyond me. Let me go further and show how rediculous the 66 DPS figure was arrived at.


d00d3, why are you responding to my post with this? i was hijacking the thread! i was off topic! my post was an off topic response to an off topic response! i never mentioned dps! i said we have poor ranged and melee defense modifiers is why we die fast! it is true! i am starting to think you hate me or love me or something worse...


Let's see what a master pistoleer/BH pistols/Dirty Fighting of Smuggler combatant would do in terms of DPS with Last Ditch using a 170-355 damage DX2. The damage caculator site gives me this:2362.5 DPS before armor and 75% pvp reduction.



75% Reduction: 2362.5 X .25 = 590.6 DPS


No armor piercing reduction


80% armor resists: 590.6 X .2 = 118.1 DPS


44% synthsteaks: 118.1 X .56 = 66.1 DPS


Whoa!!!! This DPS is right in line with the CM damage. If the "elite" pistoleer was using a stun geonosian blaster with similar stats they would be doing 590.6 X .56 = 330.7 DPS!!!!!!! Wow! 330.7 DPS is much much much greater than the claimed 66 DPS for a CM.


Yet in your post above neutrineaux, you say that CM's are always targeted first. What a complete waste of time!!!!! Why do so many combat teams on sooo many servers choose to take CM's out first when a pistoleer can outdamage them by a HUGE factor of 5? I'm confounded.


we are targeted to keep us from throwing area of effect poisons and giving mind heals, which is pretty much all we can do that a novice medic can't accomplish on himself... even naked. i don't really think anyone will argue too much with that. my post was regarding why we die fast... so much hooch, so little time?


This data either shows that all of these combat teams are either extremely misguided in their tactics and might even be the victims of high-lead in their water supply as children OR the DPS calculated by your own in-house CM's is highly incorrect.


did your house have lead paint?


From personal experience I think it's the second option. CM damage is so high that they are by necessity targeted first. They are also rarely deathblown.... so as to keep them out of combat longer.


no arguement with some of the current poisons out there. but even before that, it is not such a bad idea to kill the healers first. pretty basic strategy. and if the game is currently all about mind damage, which most folks seem to agree on, then killing the only mind healers, who also happen to be great mind damagers, would be high on the menu, no? and i do find it ironic that the same self-righteous pvp d00d3z who trash talk others for incapp exploiting, do the same when it suits their purpose.


My parting question to you neutrineaux is "Do weak defenses justify extremely high damage in PvP?" Is it right to say that just because you are given nearly no defenses at all, that it is OK to cut swaths through large enemy combat teams?


i never said that, bonehead. have a (couple more) cold ones, and take a deep breath, brother. i said that is why we die fast in combat. we get targeted early, and we have poor ranged and melee defenses. is that not true? i did not delv into the why you shoot me first or dps. you have some serious issues, axob.


If you think it is justification, take a look at the Master Smuggler. They get a grand total (including the mods they get from novice brawler/marksman) of +2 ranged and +2 melee defense with NOTHING ELSE for defenses, yet they can only do 6.3 DPS in PvP.


They have lower defenses than a MCM, and waaaayyyy lower DPS. I'll just leave that food for thought with you.


no, i am getting other food from this... food for painful laughter


In conclusion, CM's do very high DPS in PvP despite whatis presented on your board and the weak defenses you guys recieve is no justification to keep these high DPS poison attacks at the current strength level they are at.


we have good dps until the changes hit, no arguement there. in certain cases, poisons deal out too much damage, in my own opinion. i have said this elsewhere. but i believe that is primarily a function of certain loot drops, rather than intrinsic to the profession as a whole. thus the currently proposed/planned fixes do not address the actual problem, and go way to far in the other direction (see definition of "nerf to uselessness," listed elsewhere). in pvp, today at least, cm's deal great damage. today, we also have very poor defenses compared to most combat professions. in pve, our damage output is not up to par.


still perplexes me where you got all your steam for this. i got tired just reading all that. i would get a cramp writing it! lol


A mathematical representation of a CM's DPS is seen all through this thread and was not developed here, but player habits of targeting CM's first coupled with comparison with a weak and strong form of pistoleer show that the 66 DPS figure derived by CM's is faulty.


Furthermore, check out my posts in that CM developed DPS thread where I debunk it.


thanks, but i will pass. your drabble has grown tiresome.






Message Edited by neutrineaux on 08-04-2004 09:35 PM






If you don't have any real counter arguments to why low defenses don't support having large DPS, please keep the comments to yourself.


One point that I DO see being made is that your defenses are low for a combat profession. CM is a combat hybrid profession, not a combat profession. Your defenses are actually higher than a smuggler's. Smuggler is a combat hybrid profession just like CM. Take BH's, they just get ranged mitigation... no ranged or melee D.


For a medical based combat profession to have more defenses than a smuggler is IMO rediculous. Bounty Hunters have nearly as low. Combat hybrid professions... I'm seeing a pattern here. Perhaps you see why I didn't choose Droid Engineer. They aren't a combat hybrid.


A CM is for all purposes supposed to do as much damage as a combat hybrid profession. CM's also have vast team-support options. A balanced idea is if poisons were just a nuisance instead of an apocalypse, and CM's went from tossing "nuisance" poisons to supporting the team by healing. When it comes down to it, and player in a large fight is just a small nuisance. I fire my pistol for 100 damage to some guy's head every second. He has 3000 mind with quick regeneration. He is one player in a field of 100 other enemies. I am a nuisance, but I'm superbly trained in using my weapon. I use the skills in two pure combat professions and one hybrid profession to get the job done.


Poisons come from only one person and should be a nuisance also. What we had with CM in PvP was way way more of a nuisance. Not only did they do HUGE DPS by hitting multiple players simultaneously, but they were very hard to get rid of. That is too much power in the hands of one person with training in a combat profession that is merely a hybrid class. Combatants fight the wars and in large groups make up something formidable. The formidable offense shouldn't come from two or three players with a combat hybrid class. Correct me if I'm wrong here. Aside from resist-buffs seeming a little too strong, the devs have hit the nail on the head with the doctor changes.


Not everyone will have the resist-buffs, not everyone will have a doctor. CM will be the nuisance to those groups.




Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Mmaxx
Thu Aug 05, 2004 1:23 pm
#76

I'm surprised Smuglers aren't freaking on you right now for calling them so useless. Why would anyone want to be a smugler if all they can possibly do is 6 points of damage every second.


Just because you call Combat Medic a hybrid profession or a support profession doesn't make it so. We are a combat profession. Smugglers might be hybrid fighters or wannabe fighters but we are not. We are fighters (if we choose to be).


Smuglers have one tree devoted to fighting. They also have a tree devoted to drugs and one to hot wiring armor and weapons. They have one tree that I have no idea what it's for and it only apears to have bonuses in the first box (Languages?). Smuglers don't even get a bonus at Master. Now you should be demanding the devs devote all their attention to Smugglers. They use up 600000 pistol XP and 620 AP and do not get any bonuses beyond a new title.


Combat Medics have one tree devoted to crafting their tools. They have one tree devoted to using better tools. One tree is devoted to using their tools better and finally one tree devoted to using their tools faster. If a MCM decides his tools are weapons then that make him a fighter. Not a hybrid fighter. Not a wannabe fighter, a real fighter.


Just because Smuglers and Combat Medics have crappy defences does not put them in the same category of profession. Yes they both have crappy defences but apart from that similiarity, they are nothing alike.


All a MCM can do is make his tools and use his tool or maybe sell his tools to other CMs. I guess we can run up hills really well also. No Prof Mastery requires more Skill Points.


A smugler can sell drugs, destroy public property for personal gain and hot wire armor and weapons for money. They also have 48 more points to play with to complement their setup.


If you do not believe that a MCM is a fighter, how do you account for all that lovely damage we can do that you are constantly whinning about?


Under ideal conditions, we can out DPS a dozen other players. Under less the ideal conditions, we are out DPS'd by a Smugler.


Look, MCMs are really easy to kill. They have no more defences then a smugler and get stuck to the ground for 4 seconds no more then about 40m from you. You've got 10 seconds to do something about it before any damage is done to you. Take those 10 seconds and either get cured or go kill the MCM. He is stuck to the ground. Standing still. Vulnerable to whatever you want to throw at him. When he starts moving, he is still pretty vulerable. Maybe not to a Smugler since aparently they can only do about 6 points of damage every second, but to any real fighter, a master combat medic is easy to knock down, dizzy, stun, whatever.


Seams like a coincidence that the fighting class that is the very easiest to kill is also the fighting class you have to kill first.... mmm maybe the devs were thinking when they set that up.


You know what would make a Master Combat Medic even more useless in PVP then a Master Smugler? A doctor. Bring doctors with you to big pvp fights. You need them. You need to bring doctors with you. You know those guys that have Doctor in their title? Bring them with you when you PVP. Maybe I am not clear here but here is a secret. Bring doctors with you when you pvp. Doctors can cure poison quicker then we can toss it. and as a bonus to them, they are not stuck to the ground for 4 seconds when they cure. They can do it on the run. Maybe you should bring these guys that can not only res you if your dead, put out a fire on you, heal your HA with one stim, fix your HA wounds if he's got a droid out... Docs can sure poisons and diseases. So pay attention and go for the CM once you get hit. Let the doc cure his own tics while you (well not you, your a smuggler, aparently you can't kill an entertainer in armor) and your buddies go kill the CM. You may take a tick if the doc has to chase you down but if you have a couple docs that are supporting you, you will be ok (again not you...as you said smuglers don't hurt anybody in PVP unless they strip naked ).


I'm sure you will whine some more but be a bit more original then trying to compare us to drug pushers. We are the force to deal within large scale PVP. You are requried to hunt us down and kill us as soon as possible. We require immediate special attention. The only thing we have in common with slicers is poor defences. That's it. As you so easily bashed their prof all to peices, they have absolutley no reason to even think about PVP. Why would they do more then watch if all they can output is 6dps. Jeez the counter to that would be what? /sit.


From your description of their abilities, they belong in PVP as much as a Master Droid Engineer. granted they do have that one tree devoted to fighting that DEs don't get but aparently, from what you say, they are about as scary.




Brainplay
Sat Aug 07, 2004 5:10 am
#77






Numen wrote:


The normal situtation in todays PvP is everyone in Composite(maybe not 90% but no less than 80% energy I would guess.)


No less than 80% kinetic. No one cares about energy except in the DWB and corvette. Its all kinetic and stun damagePvP'ers worry about. The 90% stuff is incredibly tough to make thanks to the special resource requirements and an incredible slice. 80% special protection with a 65% base is easy to make and buy and 65% energy is plenty more than you need in PvP.








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

CloneofUhews
Sat Aug 07, 2004 9:25 am
#78






vortexala wrote:
Here's a counter argument... Poison does not incap nor does it kill at range. Can the same be said for Riflemen abilities?

A pure rifleman, in your 100 person scenario, would take out every single person eventually. The pure CM wouldn't take a single one down, ever.

DPS means nothing if an incap/kill isn't even allowed.

And before you bring up the 'poison + disease = incap' issue, that's not something that has ever been documented as 'working as intended' or as a 'bug'. Clarification is still being sought on that front.






Ok for a correspondent you are not too bright. Throw a disease and everyone incaps. A CM can throw a poison and a disease take a shuttle to endor log off log on a crafter alt and the person they poisoned and diseasedtriple incaps a planet away. Can a rifleman do that?


If I evade a CM, I am just going to guarantee myself a decay since no matter how far away he is IfI do not have 3000 doc I am dead.


It does not matter if poison + disease incap is a bug. It works like that now and denying that ability is pointless.


Here is also a part you are forgetting CM is not 250 points. You can take another profession and lord forbid that be a master rifleman where you poison 100 people then strafe their 1 point mind for teh win.


Also there are plenty of defensive CM templates out there Master fencer 4004 cm 3000 doc is just one. That can poison everyone and live to do it again.




Uhews Areexpiring Sept 14
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