Commando Archive
Thread: 2.5x multiplier = GOING OUT THE WINDOW!!!!!
Combat Changes coming up next publish (not the one on test center)
DAMAGE MITIGATION ABILITIES:
All melee/ranged classes get a new ability called damage mitigation.
There are 3 of these abilities for ranged, and 3 for melee. These will limit the range of damage that can be done to you.
Example:
If you are hit with a melee weapon that does 1-100 points of damage and you have melee damage mitigation 3, the damage range we actually use becomes 1-40. This is because melee damage mitigation 3 limits the operative damage range to 40% of the original value.
Level 1 damage mitigation limits damage to 80% of the range
Level 2 damage mitigation limits damage to 60% of the range
Level 3 damage mitigation limits damage to 40% of the range
This change was added to work with the new creature damage/hitpoint baseline that is being defined by Keldarin(Dave)
MELEE DAMAGE PENALTIES:
These have been removed. There is no more 2.0x/2.5x/whatever damage multiplier when using ranged weapons. Instead you will simply be easier to hit. This will vary based on the attacker/defender weapons.
Dan "Lord_Pall" Rubenfield
Designer
Marksman, Brawler, Pistoleer, Carbineer, Riflemen, Commando, Bounty Hunter, Swordsmen, Fencer, Pikemen, Teras Kasi Artist, Missions, Spawning, Jedi
All melee weapons get melee mitigation
All ranged weapons get ranged mitigation
Bounty Hunters get Ranged mitigation
Smugglers get Melee Mitigation
If you have both abilities from different skill trees, you get both protections.
Dan "Lord_Pall" Rubenfield
Designer
Marksman, Brawler, Pistoleer, Carbineer, Riflemen, Commando, Bounty Hunter, Swordsmen, Fencer, Pikemen, Teras Kasi Artist, Missions, Spawning, Jedi
Thank God.
I was tired of CHs hitting me for 950 damage with a gurreck while I'm wearing 60% kinetic advanced composite armor.
dang hunt beat me to it..oh well
THANK GOD!
hmm..since we have unarmed..maybe we'll have both of these new..whatever they're called?
yay
now if they keep it so the dots would still incap we might actuly be worth some thing agen
Hmm I'm slightly worried by part of this proposal.
It's this bit:
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This change was added to work with the new creature damage/hitpoint baseline that is being defined by Keldarin(Dave)
MELEE DAMAGE PENALTIES:
These have been removed. There is no more 2.0x/2.5x/whatever damage multiplier when using ranged weapons. Instead you will simply be easier to hit. This will vary based on the attacker/defender weapons.
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Firstly if they make the creatures more nasty we are still going to take more damage.
And the second part is a kind of reversal of what we have now, ok we wont take more damage per hit but we are going to get hit more often instead.
Don't start cheering yet folks, we may well be even worse off than we are now. I hope not I really do but I have little faith in SOE's ability to do anything sensible these days.
I think this might be a good thing, if the new system works out, but you never know.
On a side note, it looks like I'm going to have to change my sig now, too bad I kinda liked it
interesting if true.
But again, never underestimate SOE's ability to feed you candy with one hand and painfully squeeze your nuts with the other.
All melee weapons get melee mitigation
All ranged weapons get ranged mitigation
Bounty Hunters get Ranged mitigation
Smugglers get Melee Mitigation
If you have both abilities from different skill trees, you get both protections.
If I'm reading this correctly, Commando will get Ranged Mitigation automatically...and possibly Melee Mitigation if we take on other professions....but it does cause some questions to arise that we should all get ready to address if they haven't areadly been.
1) Is it weapon based? i.e. if we have a FT equiped, we get Ranged mitigation, but no melee mitigation, but as soon as we unarm, we now get Melee mitigation but no Ranged mitigation.
2) At what level (in the skill trees) do you get the mitigation levels (1 -3)? does it start at Novice, or do we have to go up a tree otherwise useless to us in a melee profession.
3) Do the mitigation levels start at the basic professions, or elite?
4) If someone has only Ranged mitigation, does this mean he will takefull damage from a melee attack (where does armor weigh in)? How is Melee Defense mods weighed in to the equation? I would assume that Melee defense mods are weighed first (hit or miss is determined by that) and if contact is made, then comes in the mitigation factor...after the damage is assessed via mitigation, armor absorbtion is then figured in...is this correct?
5) Shouldn't Melee Weapons have Ranged Mitigation and Vice Versa? Didn't the whole issue start because Melee fighters were getting wasted by Ranged weapons...so shouldn't they get to mitigate some of the ranged damage done to them without having to take up a ranged profession on the side (advisable, but not required). I bring this up becuase it put's us right back where we all were before the 2.5x melee damage bonus issue...Melee fighters getting hammered by Ranged Weapons (like the FT), and forcing the Dev's to look for a solution to give them better odds...will this lead us back to that same situation and in turn lead right back to the 2.5x melee bonus being re-instated. I'm not terribly worried about Ranged Fighters getting Melee mitigation, although nice, the absence of the 2.5x issue already gives us a good leg up.
I may have missed the answers in the intial posts regarding this proposed change. Even with all these questions unanswered, I still see this as a promising change. No more 2.5x melee damage bonus, even if we get hit for full melee damage, will lead to us lasting longer in battle...getting hit for a full 300 damage is far better then getting hit for 750 (300 x 2.5).
Still, even with this, I'd like to see us have at least one ranged special of our own (especially since we are a ranged class) but that's another thread for another time...this is definitely an advancement in the right direction.