Commando Archive

Thread: Okay all; back and ready to roll!

LordSeckmoth
Mon Feb 23, 2004 10:32 am
#1

Vacation is all done *and yes it was great and I had fun for those that are curious lol * and I am back, ready to work and help, and letting you all know. If anyone wants to start tossing me the big links here as a synopsis it'd be appreciated greatly There is like 10 pages to sort through; and I wanted to see what major things I could get to quicker. So let's all hit the grind
Darkatrina
Mon Feb 23, 2004 10:36 am
#2

Yippee welcome back , watch that eyestrain you are definately going to get. 8)



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SithAdvocate
Mon Feb 23, 2004 11:01 am
#3

I'm a new commando, so forgive me if this question has been asked before (but I can't find the answer and haven't gotten one yet).


Does the flamethrower always do less than the combat window shows to enemies with no armor and no resists to fire? Or is this something new? I've been fighting torturs and huf duns for the last 2 or 3 days and everytime I attack, my damage is more than enough to kill the enemies (torturs have 10% heat resists, but even with that, my damage is more than enough to kill them) but what should be a one shot kill takes multiple shots.


Is this a known issue? Is this new in the latest patch? Is there a modifier that I don't know about that affects flame damage? (not counting bleeds or DOT's, just straight first shot damage)



E'tani Darkmoon
SithAdvocate
Mon Feb 23, 2004 11:31 am
#4

another specific example...tortur with 10% resist to heat, 3261 health gets hit for 4336 (this is the damage in the combat window) but does not die in one shot, as he should, but remains with 141 hp (which means of the 4336 that he was hit with, only 3120 caused damage)...I'm only hitting for 70% of my damage...why?!




E'tani Darkmoon
garvin
Mon Feb 23, 2004 12:00 pm
#5

Welcome back LordS...


The big issues you need to find out more on ASAP are:


In the recent Patch 7 Notes Preview we are being told that with the new Combat balance coming, an early addition is a new Hit To Bonus for Melee Players when fighting Ranged Opponents...Sounds an awful like the 2.5x Melee Damage Multiplier on it's way back...This effects us more then any other Ranged profession because we do most of our fighting in Melee Range (thanks to our specials)...


In a side post, it was mentioned that the HAR will be "fixed and enhanced" in the next patch...we'd love to know 1) Any specifics on this... 2) Why they decided to "fix" or "enhance" a weapon that most of us would rather see replaced or merged into the FT tree...


The fireblanket is coming in the next Patch...apprently Doctors can craft and use this item to put out our DoT at the cost of mind pts...This seems pretty ridiculous since in PvP our FT does less damage at a slower rate then a stim B can heal....so in the long run it seems like using a Stim B until the DoT timer runs out makes more sense then using an item that eats up the mind...


Lastly, there is still no recognition of our Top5...we still have no melee defense boosts...and our 10 Questions is still unanswered...


Some of the posts I suggest you read are:


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=48346


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=47776


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=48126


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=48144





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

ThorBattlehammer
Mon Feb 23, 2004 12:46 pm
#6

I love Garvin



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Behold, a Pale Bantha, and the Wookiee who rode on It was Death, and Hell followed with Him.
TechnoHic
Mon Feb 23, 2004 2:45 pm
#7

Good to see you back LordS.


Like garvin said and especially after the last patch we really dont need a diet FT. Even if it and the FT are at previous FT glory it would just get people yelling nerf at us.



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SithAdvocate
Mon Feb 23, 2004 2:55 pm
#8






LordSeckmoth wrote:

Sith- Okay I'm going to see what I can find out; I haven't actually experienced any of these problems, so if you can get me a list of creatures it would help the dev's search.






Tortur Bull- No armor, heat is listed as a vulnerability


5262 HAM, hit with flamesingle1 for 6023, left the tortur bull with 443/5262 (which means the tortur bull felt 4819 of 6023 - 80.00996% of the damage)


5004 HAM, hit with flamesingle1 for 4430, left the tortur bull with 1460/5004 (which means the tortur bull felt 3544 of 4430 - 80% of the damage exactly)


Tortur- No armor, 10% heat resist


3589 HAM, hit with flamesingle1 for 3583, left the tortur with 953/3589 (which means the tortur felt 2636 of 3583 - 73.5696% of the damage)


Just a couple of examples that I've jotted down as they've come up...however, this is inconsistent. When attacking a savage humbaba (heat vulnerable, no armor) the damage in the combat window was the damage actually delivered, much the same with meager torturs.


To repeat the process, go to Talus and with flamethrower equipped get a tortur mission (5.9k to 6k payoff) or a hufdun mission (vicious 2 to 3k, hufdun 4k)






E'tani Darkmoon
RazerWolf
Mon Feb 23, 2004 3:10 pm
#9

Speaking of the HAR, I channeled the spirit of Ivoni and made a thread with some quick and relatively simple maths showing what would be in my opinion, the best way to improve the HAR until the combat revamp.

AP2 HAR thread: http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=46876



_________________________________________________________
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thepunisher286
Mon Feb 23, 2004 3:30 pm
#10

God bless LordSeckmoth


/salut


Good luck with the war on devs soldier.
SithAdvocate
Mon Feb 23, 2004 3:49 pm
#11

a bit more information...regular attacks with flamethrowers on Torturs yield 90% of the damage (they have no armor and 10% heat resists)...however, special attacks yield around 70% (10% resists + the mysterious 20% loss) but only when I'm using flame single 1 (haven't yet checked if the ratio is the same with flame cone 1)


another example - tortur (445/3066 health left after a 3640 flamesingle1)

single hit however was 717 damage for 797 attack, which is correct damage (against a different tortur but with the same resists)


tortur bulls have flame vulnerability and no armor, and they get hit withflamesingle1for 80% of the damage, while regular attacks damage them correctly (the damage in the combat tab is the same damage they receive)


two more examples-

tortur bull1 (2638/5173 health left after a 3169 flamesingle1)

tortur bull2 (1146/5926 health left after a 5974 flamesingle1)


I'd appreciate it if people who are fighting different enemies that take more than one flamesingle1 to kill could document the HAM of the creature and the HAM immediately following your first flamesingle1 (check their health in the targetted window by leaving the cursor over the HAM bar you damaged) after they are dead go back and record the damage listed in the combat tab.



E'tani Darkmoon
Aidn
Mon Feb 23, 2004 4:18 pm
#12

Welcome back LordS!



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Raptor2k1
Mon Feb 23, 2004 4:30 pm
#13

Might want to take a look at this thread a quick bit as well.


There's some ideas being flown around in regards to potential HAR fixes that we might be able to push for.


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=48727






Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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