Commando Archive

Thread: Elemental Damage and PvP: Our ace in the hole

inlord
Thu Jul 07, 2005 2:21 pm
#1

At the moment im away from swg for a couple weeks due to work, but if element damage does work as you say i cant wait to get home and try it out! I have herd from other people that the element damage is not working still, or not showing up on combat log.



-III-

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
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StarNick
Thu Jul 07, 2005 2:27 pm
#2

It works, but few of our weapons approach that 200 elemental mark...only lightsabers as far as I know can do that much elemental (the Bane's Heart Crystal for example I believe adds in 248 acid elemental damage)

Our Plasma FT, without experimentation is around 89, while our Lightning Beam Cannon is similar to that of the Nym Carbine, around 140. Granted its definately a plus, but its not a susbtitute for damage in its current state (experimentation on elemental only raises it a few points per point I believe, and the actual damage doesnt scale up...)



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Hedd
Thu Jul 07, 2005 4:33 pm
#3






StarNick wrote:
It works, but few of our weapons approach that 200 elemental mark...only lightsabers as far as I know can do that much elemental (the Bane's Heart Crystal for example I believe adds in 248 acid elemental damage)

Our Plasma FT, without experimentation is around 89, while our Lightning Beam Cannon is similar to that of the Nym Carbine, around 140. Granted its definately a plus, but its not a susbtitute for damage in its current state (experimentation on elemental only raises it a few points per point I believe, and the actual damage doesnt scale up...)





I have a Acid launcher with 170 acid damage. It scales up to 250 acid with a pup and thats just some stuff I got laying around. Your basic armor soaks half elemental so 125 damage guarenteed to everyone in the area not including base damage (which is often around the same level). Though I do have another question about that...does Elemental damage scale up with the special move amplifiers? Need to test that..*ponder*



As far as lightsabres go, Bane's Heart and Sunriders Destiny encure the same amount of added elemental boost to jedi yes. But.....their elemental damage is based off of a % of their base damage. The higher base damage they have, the higher elemental damage they have. Your example of the Banes was taken from someone who had a dam nice LS btw. But honestly we really don't need to be compairing to Jedi as it stands.





CLAN NEL
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StarNick
Thu Jul 07, 2005 4:58 pm
#4

Elemental remains the same regardless of specials I believe...plus our Plasma FT can't be pupped

If you gotta pup it to get the advantage, then its not really much of an advantage. Its like saying commandos have a 5 in damage, when you need something extra to achieve that damage (another ranged profession).



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

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inlord
Thu Jul 07, 2005 5:20 pm
#5

<>StarNick wrote:
plus our Plasma FT can't be pupped



I hope you can helps us change that ,i know its on our top 5 ,But its very vage on the subject.

Message Edited by inlord on 07-07-2005 08:21 PM



-III-

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Hedd
Fri Jul 08, 2005 12:45 am
#6

As you all know that sinse this last patch our elemental damage has been working properly. Huzzah. And as such we're doing Elemental on area effect granting at least a peice of needed boost. Huzzah. But there is something else that I've come to find out through experimentation.


You see during PvP battles we suffer from a 75% damage reduction to make the fights supposedly last longer. All good and all but theirs an interesting wild card in this for us. Elemental damage doesn't suffer from the same penalty. Thats right. Damage soak is from armor and armor resists only when applied to elemental damage. Why is that our wildcard? We are equipped with the most elementally alligned weapons in the game, some sporting 200+ elemental damage at times. This gives us not only our AoE but an edge in battle.


There is more.


THere is a Power up that converts your core damage type into Elemental by %. The ratio could easily be about +35%elemental for about a -15% core damage type on average on these. Granted as it stands PFT aren't in this tactic due to Pup problems...but....a well built LBC for example...or Acid Launcher. Getting my drift?





CLAN NEL
Woof'f Ewise'Nel, Mandalorian Bothan Firebat
Spook'k Ewise'Nel, Bothan Spynet Ops
Ghost-, Bothan Templar

Hotkey religions and Ancient Jundaks are no match for a good blaster macro, kid

Hedd
Fri Jul 08, 2005 1:23 am
#7






StarNick wrote:
Elemental remains the same regardless of specials I believe...plus our Plasma FT can't be pupped

If you gotta pup it to get the advantage, then its not really much of an advantage. Its like saying commandos have a 5 in damage, when you need something extra to achieve that damage (another ranged profession).




Totally missing my point. This wasn't meant to prove our personal balance with yadda yadda. Your a good guy StarNick, keepin the eye on the big picture for us. No this was just some bits of info passed along for someone to possibly use, a pvp trick of sorts. I'm seein if I can work with it and keep the board updated on any progress.



CLAN NEL
Woof'f Ewise'Nel, Mandalorian Bothan Firebat
Spook'k Ewise'Nel, Bothan Spynet Ops
Ghost-, Bothan Templar

Hotkey religions and Ancient Jundaks are no match for a good blaster macro, kid

Tyyylowyspetily
Fri Jul 08, 2005 5:05 am
#8

Sure it works, but so does a nym's carbine with sprayshot. This is more of a basic pvp tactic than a commando specific ace in the hole. The largest advantage to this by the way, is that the elemental damage seems to ignore defensive modifiers to damage as well. This is important when facing that melee defense stacker with defense boosted into the 1200 range with foods and COB... or would be if you could hit them.



Tyyy LowYspetily:
_______\^/_______
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RagNoRock5x
Fri Jul 08, 2005 7:01 am
#9






Tyyylowyspetily wrote:
Sure it works, but so does a nym's carbine with sprayshot. This is more of a basic pvp tactic than a commando specific ace in the hole. The largest advantage to this by the way, is that the elemental damage seems to ignore defensive modifiers to damage as well. This is important when facing that melee defense stacker with defense boosted into the 1200 range with foods and COB... or would be if you could hit them.





Put a 300 damage fire on them, root em, KD / MEZ them and you will do fine



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Tahina Kelnek - Queen of the Humans
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Envoy3113
Fri Jul 08, 2005 7:52 am
#10


But through using the Elemental pup (which can be constructed really, really well btw with a 14 pt artisian), you loose usage of the only pup I place on my guns which is the SAC pup.


Now I'm no WS so I'm not sure what the SAC window is for our guns on creation, nor the ultimate elemental window. However, look at it this way...


+20% elemental damage = 40 more damage per area target / -10%(depending on construction) target damage = 100 less damage (shot dependant) vs the original target.


-20% SAC on your heavy weapon = 20% more specials/states/recoverys / -8 accuracy = offset by FS, attachments etc...not too much of a hit.



I think in a pitched battle your action costs are better off being conserved, the extra 40 damage per shot is hardly worth the possible 20% more shooting you could be doing.


This by no means says that elemental AoE isn't nice to have given the broken nature of the area attack atm, but for the matter of pupage specifically for this end I would have to say no.


It's obvious that very little thought was placed on elemental damage and it's effects in battle, so little that it was gone and no one in the dev team realized it for a month or more. There is no scaling based on special usage that I can see, so it, imo removes any and all usefullness ofan elemental pup. Unless 2 things occur...your elemental damage is over 200, the pup is atleast +20% with a - under 10%, AND your target in PvP is sporting quad layered primus bringing their elemental resists close to 5000. That is the only time I can see it being usefull and thats only off a basic attack, leg shot, critical shot etc, would all be better suited to be fired at max damage capability.




Yet, I regress...3 commandos firing off into the same crowd, now thats fun

Message Edited by Envoy3113 on 07-08-2005 10:53 AM



There comes a time in every mans life when 86 years is just too damn long...
RagNoRock5x
Fri Jul 08, 2005 8:15 am
#11

3 commandos vs 5 ppl


Commando 1) ROOTING!

Commando 1) ROOTED!

Commando 2) INTIMIDATING!

Commando 3) STUNNING!

Commando 2) INTIMIDATED!

Commando 3) STUNNED!

Commando 1) TARGET *****!

Commando 2,3) TARGET DESTROYED!

Commando 2) ROOTING!

Commando 2) ROOTED!

...

...

...




MUAHAHAHAAA



RagNoRock Kelnek - King of the Zabrak
Tahina Kelnek - Queen of the Humans
The Juggernaut of Bloodfin
Destroying terrorist Scum for 3 years and counting.
Fun and Free Online Game!
Tuscanspeed
Fri Jul 08, 2005 9:40 am
#12

torso shot does 2x elemental for me.

am i the only one this happens for?



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Odinwaa
Fri Jul 08, 2005 10:02 am
#13

all you guys who come n here and talk about root this mez that...WELL COMMANDOS CANT DO THAT!


why does it seem that you all miss Starnick and very few others concept that we are not "5s" without another profession. I am a master rifleman, but my commando is only good if I use those specials.


If you are a smuggler, or BH, or whatever gives you these other powers good for you. But those still do not solve the commando issue only mask it.



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