Commando Archive
Thread: Mitigation for us has been changed on TC
Thanks to a post I noticed by Garvin, I went on TC to see for myself that we are getting ranged mitigation now.![]()
Maybe I'm a little behind on this, but thought Id help spread the word to anyone else who didn't know.
I figured something was wrong there on TC when BH also got melee.
how about you tell us how much of it?
Im hoping for ranged2 and melee2.
If this sticks this is good news.....that is IF the 2.5x melee curse is removed as well.
Mitigation is a reduction in the actual damage you take from a particular source, whether Melee or Ranged. Originally we Commandos were slated to have Melee Mitigation, which means Melee damage done to us would be Mitigationed to certain degrees dependent on what level we are at...And Yes, we are now slated to have Ranged Mitigation instead.
The Levels of Mitigation exist from 1 to 3 (with 3 being the highest amount). Level 1 comes at Field Tactics 1, Level 2 at Field Tactics 2, and Level 3 at Comando Master. There are other posts specially that go into exactly what Mitigation does better then I can state so I'll leave it there...but I will add that the same type of Mitigation does not stack...in otherwords if you have level 1 through 3 on one or more professions, you do not get 1+2+3 or 2+2 for a higher mitigation level...you just get the highest level...but on that same note if you have Ranged & Melee Mitigation, you get the highest level you've earned on both all the time no matter what weapon you hold or do not hold.
My reason for fighting so hard for us to get Ranged Mitigation over Melee Mitigation was for 2 main reasons:
1) With the 2.5x Melee Damage Multiplier going away Melee Professions will already be doing us a lot less damage then before (back to the days when we had no problem with Melee opponents and melee damage). Having us Mitigate Melee Damage is basically Over-Kill and in reality unfair to our Melee opponents (who in turn will scream NERF).
2) Across the Ranged Forums they say the main strategy in fighting a Commando is to stay outside the 16m range of our specials. Kiting will be our #1 weakness when the Multiplier goes away. Because of this, we sustain heavy Ranged damage while trying to get them into range of our specials. By Mitigating some of this damage we may last longer and inturn have a better chance of getting the ranged opponent within 16m
In otherwords...We are getting a reduction in Melee Damage and in Ranged Damage...With just Melee Mitigation, we would only get a reduction in Melee Damage.
Ranged Mitigation may not be the best solution for us, but I strongly believe it's better then Melee Mitigation and at least this way we get to try it out. If it proves that Melee Mitigation would have been better, then we can fight to have it changed after the patch...but for starting out, Ranged seems the logical way to go.
Thank you, I had a mini panic for a second. I didn't realise we were losing our 2.5x melee multiplier, so was holding out for Melee Mitigation!
From what you posted there Garvin, that seems much more sensible, and since TKA isn't too far for us to go, we can always get Melee Mitigation fairly cheap if we need it anyway.
Sounds good to me ![]()
but as SOE said, they do away with the 2.5x, but make you 'easier to hit'.
so this means our +25 melee defense is forfeit? the mitigation was put in to make up for creatures hitting players so hard so quick so many times... for pure melee or ranged that dont matter cause their defenses are much higher than a mere 25 and on top of those get high mitigation in their weapon type (melee, ranged).
we oth, with our low defenses and now NO melee mitigation, will get hit more often than ever before. Perhaps not as horrid as the 2.5x, but certainly bad enough. And we are a 'melee range, ranged class'.
melee 2 and ranged 2 should be our mitigations imo. not as much as the 'pure' profs, but not as low as basic profs.
tacwraith wrote:
but as SOE said, they do away with the 2.5x, but make you 'easier to hit'.
so this means our +25 melee defense is forfeit? the mitigation was put in to make up for creatures hitting players so hard so quick so many times... for pure melee or ranged that dont matter cause their defenses are much higher than a mere 25 and on top of those get high mitigation in their weapon type (melee, ranged).
we oth, with our low defenses and now NO melee mitigation, will get hit more often than ever before. Perhaps not as horrid as the 2.5x, but certainly bad enough. And we are a 'melee range, ranged class'.
melee 2 and ranged 2 should be our mitigations imo. not as much as the 'pure' profs, but not as low as basic profs.
I don't think we get missed enough for it to be worse than each hit we do take being 2.5x more powerful, that would imply that we're getting missed more than we're hit now, which we ain't. If you see what I mean.
I'd rather be easier to hit, than easier to damage...
Yes mitigation is in, and now we have been changed from Melee 3 to Ranged 3. The reason for no Melee Mitigation *I'm trying to find out the Dev's one for it* I beleive, is that going from 2.5x multiplier to having Melee damage reduced was a bit much.
So the idea would be that we can withstand the far on shots, until we can get up close to use our specails, making Kiting less of an issue. But Melee have to come to use, so we can hit them as they come in. I'm trying to see if the Dev's reason for it coencides with mine.
well, the issue is, no melee mitigation and we are easier to hit means we will take much more damage over time than we did before the 2.5x patch. those 'the kam misses you' messages will likely become rare.
I dont see any reason why commando with ranged2 and melee2 is overpowering. we are nowhere close the pure proffessions in damage mitigation. And a melee class will care less if we get melee mitig2 because they get mitigation3 AND they own us in melee.. same with ranged classes getting 3 and us 2 and they still own us in ranged fights.
the only difference is in PVE, and 90% of PVE is in melee. we NEED that melee mitigation2 for PVE. We NEED the ranged mitigation2 for PvP.
we oth, with our low defenses and now NO melee mitigation, will get hit more often than ever before. Perhaps not as horrid as the 2.5x, but certainly bad enough. And we are a 'melee range, ranged class'
Obviously this will be one of those "we'll have to wait and see what happens...", but if you recall, before the 2.5x Melee Multiplier went into effect on us, we didn't have the +25 Melee Defenses we have now...so back then we were hit more often then we are now at Master Commando...And back then, even at lower levels of Commando I never had to much problems with Melee Opponents...so they may hit us more then before, but we'll still have our increased Melee Defenses then we had way back then...seems to me, the reduction in damage offsets the "more hits" via more Melee Defense.
Imagine it this way...go back to before the Multiplier was ever added to us...imagine it never happened...hmmm...nice...let me stay here awhile...ummmmm....
Oh..sorry...ok...back...Now, without the multiplier, image the dev's saying "Melee Fighters will hit you more often!"....and then they give us +25 Melee Defense at the Master Level...seems like the 2 cancel each other out and we are once again at the "before time". Only difference is, we have Ranged mitigation to boot.
I have tons of good arguements for getting both...even in the BH forum they have had said that professions that require both Melee and Ranged requirements should get both types of Mitigation...i.e. the reason Smuggler is getting Level 1 of both...and therefore Commando should get some form as well...Personally I'm comfortable with taking Ranged 3 now, and if needed, push later to nerf it down to Ranged 2 for Melee 2 as well if we need it...but again, it's one of those, let's see what happens kind of thing....
Besides...the Dev's have also said that the damage mitigation difference will probably only be really noticable when fighting opponents level 30 or higher...the lower levels won't look to much different.