Commando Archive
Thread: getting melee mitigation 1-3
OK, I guess I missed this. Could someone point me to where it explains what Commando changes are coming up.
1. I read that we are getting getting melee mitigation 1-3, but have no idea what this means.
2. I read that they are dropping the 2.5x multiplier
3. What else is happening?
Melee mitigation 1 - 80% damage reduction
Melee mitigation 2- additional 60% damage reduction
Melee mitigation 3 - additional 40% damage reduction
Not sure what tree they are gonna be in, but Melee Mitigation 3 is at master.
2.5x modifier is going the way of the dodo.
Anyone else care to add? Or clarify?
Nyce Ta'Meetcha - Bela Imperial Division
Master Smuggler/Master Commando
Retired MBH/Retired Master Sharpshooter/Retired Master Gufighter/Retired Master Ranger
CarlTheWookie wrote:Melee mitigation 1 - 80% damage reduction
Melee mitigation 2- additional 60% damage reduction
Melee mitigation 3 - additional 40% damage reduction
Not sure what tree they are gonna be in, but Melee Mitigation 3 is at master.
2.5x modifier is going the way of the dodo.
Anyone else care to add? Or clarify?
Nyce Ta'Meetcha - Bela Imperial Division
Master Smuggler/Master Commando
Retired MBH/Retired Master Sharpshooter/Retired Master Gufighter/Retired Master Ranger
Umm, isn't that supposed to read
Melee mitigation 1 - 40% damage reduction
Melee mitigation 2 - 60% damage reduction
Melee mitigation 3 - 80% damage reduction
For a total of 80% reduction at mitigation 3? Otherwise it would be a total of 95.2% damage reduction. Quite a bit too much, I'd say
/Leshyn of Flurry
Thanks for information, guys.
If someone can clarify the % for the different levels, that would be great.
!OR!...
They could Give us both Melee and Ranged....We are commandos after-all TKS Base from the same Melee line as us and get Melee Mitigation And do it with much less points spent, And Riflemen Base from the same Rifle line as us, Again with much less points invested, And get the ranged mitigation.....So Why not put Melee mitigation 1+2in the Feild Tactics line and then Ranged Mitigation1+2 in the Heavy weapons or Current HAR lineand then Get Both 3's at master Commando....This would Make Master commando Much Closer to worthwhile then it is now......
I Vote For BOTH! We are Commandos After all, Lets Start getting Treated like it!!!
Why would people Scream Unbalanced? For Less points spent i could dable in TKS and in rifflemen and then get both...is that Specing combination then Unbalanced? I don't think so.....Going by what i think a Commando is in this game is simplya Combat Expert (Any arguments?), Our Requierments Only support this fact. As a Master of Ranged combat and an Expert unarmed fighteri would imagine a commando would be much moreexperienced at Avoiding damage from both Ranged and Melee attackers....as oppose to a Marksmen in a melee figh or a Brawler in a Gunfight.
The way i See the introduction of this New Mitigation Skill is a Form of "Generic" Toughness(similar tounarmed toughness) in that it Lowers the damage Taken From a Spesified type of attack, Ranged or Melee. While toughness Opperates based on what kind of weapon you have Equiped and ignores the type of attack.
Commandos Should have Skills to Deal with Both Because We ourselves are Both. A TKS By itself has no Experience in Ranged combat and Thus gets no abilities in Ranged mitigation...A Riflemen has No Expeirince in Melee Combat and Obviously Should have no Abilities in Melee mitigation. However a Commando Has an ABUNDANCE of Expirience in ranged combat AND a Strong background in melee Combat, Therforethe Commando Should Be Given Skills to Represent this backgroung With Both Melee and Ranged mitigation.
...*Thinks to himself, "**edit** i Should have gone into Law..."^_^
Also Something i snaged from the Sword forum a minute ago :
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
So that means you only get a total of 60% Avoided damage.....Example: You get hit for 100 and you only take 40 damage
LordSeckmoth wrote:
To get both we'd have to have some sort of downside to it; otherwise people would scream unbalanced, and it would be unbalanced. No I don't mean downsides like current weapons not working or being useless.... but some penalty to having both. Let's brainstorm.
How about the fact that we are considered ranged but our specials have to be fired in melee range. Seems like a downsize to me.That alone IMO should allow us to have both ranged and melee mitigation.