Commando Archive
Thread: THERE IS NO 2.5X DAMAGE PENALTY
its higher than that. i know and i have SREENSHOT to prove it.
i decided to test it against a borvo thug on naboo. so i went into combat with a pistol.
196,122, 186, 162, 282
i switched to my flamethrower and took a hit from the same mob for 1314 damage.
so as you can see. out of 5 hits the highest was 282. a 2.5 modifier would mean it does 705 damage. now can you PLEASE explain to me how it ended up 4.65x higher more damage than the hardet hit i took while using a pistol.
i have no pistol skills other than the pistol line for marksman.
so unless pistol gets a melee modifier that is negative a mob that hits for never more than 300 damage on me when using a pistol, did WAY more than 2.5 modifier.
in fact, 1314 damage devided by 2.5 would mean this mob did a hit for 525 daamge to me. not likely when it was only hitting me for 100-200 damage with a higher crit at near 300.
so tell me, was my test flawed? or did i get a a damage modifer of 4.5+ i know i read holocron said we were supposed to take a 4.5 modifier but took a 2.5 because we have unarmed 4.
looks like a bunch of BS. this game is getting to me in so many aspects right now with broken quests, lack of content, addition of htings like the item decay upon death, and add that on to this now even more broke than though commando line, i'm on the edge.
how can a commando survive when EVERYTHING goes melee on them and also tak a 4.5 damage modifier from melee damage? i mean. i knew i was taking more of abeating than i should, but the numbers don't lie. thats the truth, i am taking a 4.5 melee damage modifier when fighting.
Interesting... I'll have to make the time to run some of my own tests.
Thanks for the heads up; I had no idea it was this bad.
Never turn and run from mobs that are hitting you, use warning shot and then run off. I often turn around to take some serious damage for when my friend needs healing training as they get zip from healing pets.
Having a 16m range with the specials combined with the vulnerability at melee range is very lame but they had to do something to balance it and it has not really worked. The specials hit for a ton of damage but it is a lame attempt to balance them with that kind of penalty. The mob only has to close 6m to get within melee range for a human sized mob, some of the giants can melee you from your maximum special range.
I question the intelligence of the developers for coming up with this as a balancing mechanism. Just lower the effect of the specials so that we can use the weapons up close or change them to long range weapons. As it is its just stupid.
well i wasn't hit in the back, so thank you for the 1 star.
i was standing, mobs don't go around your back to hit you. i was standing shooting with a pistol and took a couple hits, then i switched to flamethrower and died in one hit.
and even if it is as intended then they need to rethink it because other classes now do more damage than us and we die easier and the other classes don't take half the skills we do.
easiest way to test that it IS 2.5x (or 2.something, not sure if its 5 exactly), just let a low level thug hit your naked self while holding the flamethrower.
You got hit for that massive amount of damage because creatures and npc's can pull off special attacks too.
Pal said that since our damage is where it should be, we are no longer a priority.
I believe he also said that other professions were complaining to much about how powerful we were.
I don't get it.
Before the latest nerf, I could watch a buffed melee person with good armor literally wade through a big PvP session and DB 4 - 6 people for every time they went down. I won't even mention a kiting BH, they still destroy even more than melee does. Than Cammando's damage was increased and we could actually lower their ratios a little. Now its back to square one. Eyeshot and melee rule the game..at least in PvP. Just who was screaming that we were overpowered? My only guess is that a lot of the nerf crys came from us dealing a disproportionate amount of damage during hunts.
I've seen the same results, and I'm sure of where the problem is, but not sure it'll get fixed.
The problem is the game is not just multiplying the base damage, but it's also multiplying the special damage. It may even be multiplying base damage, then adding thespecial damage on top and then multiplying a second time, rather than adding base + special and just multiplying that.
Example:
Base: 100 x 2.5 = 250 damage
Special: 200 x 2.5 = 500 damage
combined = 750 damage
I think what is happening is we get:
Base: 100 x 2.5 = 250 damage
Then add special of: 200 damage
new sub total: 450 damage
then multply again: 1125 damage
If the devs did things in the right order, then the multiplier wouldn't be that bad, but it seems obvious they aren't doing that, and it's killing the Commandos that are holding the f/t in hands.
I've definitely seen the same type of results, with hits from creatures or NPCs that should hit me for 400 - 500 points max (which should then be reduced by the 57% kinetic that my armor should be providing) hitting me for much more damage. You can see a special was involved, and you see the damage you take is off the scale of anything that was applied up to that point.
I wish that I had confidence that the devs would see this thread and would go back and check their forumalas, but I doubt that will happen.
It should be looked at, and should be fixed (if it was, then the modifier wouldn't be that bad really), but again, probably won't be.
maybe some others could run this test? make sure you have a pistol or carbine on and not unarmred because with unarmed 4 you get unarmed toughness so you take less melee damage.
let us know the results. this is a serious issue, and if it isn't correct right now they need to know. they might think it is but if we don't provide teh evidence they have no reason to look at the code to make sure its working properly.
Argh! Figured that no one else would comment on this thread and the math in my last post....
I wish we'd see some definite confirmation of the formulas for melee damage as currently applied.
well one thing iv alos noticed that i take mor dam poired with flamer equiped and i only have smugler in pistol
so it can be that ................ o well this game seems to have many many bus i wouldint be to saprized
I think we're on the right track, and honestly, I would love to have some of this info shared with our BH friends, as well as the rifleman that are primarily affected by this.
I swear the math that is being used for the penalty is basically wrong and is being overly harsh as implemented, but it seems that Lord Pall and company may not really want to work on the issue to correct it.
If they did, then they'd probably find we'd all be much less hostile to the penalty, as it wouldn't be hitting us all for the types of damage that it currently does.
Again, the way the penalty should work: (base damage + special damage) * 2.5 = damage done
Instead, it seems to be: ( (base damage * 2.5) + special damage) * 2.5 = damage done
In effect, it seems we are getting hit with 5x original base damage + 2.5x the special damage. That seems to be why we're getting hit so ridiculously hard by even relatively small creatures.
MasterSynn - if you are reading this, please discuss with BH and Riflemen counterparts and see if they can show the same (apparently) flawed math. If they can, then perhaps there's hope for getting things corrected.