Commando Archive

Thread: Damage mitigation, will it really matter? (here's some calculations)

Tal-N
Thu Nov 27, 2003 7:57 pm
#1

Lets take a typical CL34 critter which is mainly what we're hunting on the whole and where things start to turn a bit messy in reguards to getting crushed in one hit. In this case we're going to take the Bile Drenched Quenker which is around 310-340 damage per hit.


Under the current system with x2.5 damage we sustain around 775-850 damage every two seconds meaning almost instant death unless you have armor or stims. Combine this with the fact it's best to fire our weapons while crouching it's actually a x4.5 damage increase making the real damage caused around 1395-1530 which certainly is instant death as you all knowknow.


The new system things do actually change a bit, but is it a worthwhile change? Since we dunno if the x2.5 damage multiplier has been dropped completely or what lets make a rough estimate that it's now simply x1.5 as a 50% increase is reasonably fair plus the chance to hit has been raised by us carrying heavy weapons so that totally negates any melee defence you might have really.


So we look again.. these numbers will be with someone standing using a heavy weapon.



  • lvl 1 mitigation = 248-272 (before multiplier) : 372-408 (after multiplier)

  • lvl 2 mitigation = 186-204 (before multiplier) : 279-306 (after multiplier)

  • lvl 3 mitigation = 124-136 (before multiplier) : 186-204 (after multiplier)

So assuming that the melee multiplier has been dropped to a meer x1.5 I'd say we're looking in good shape as even with lvl2 mitigation for melee your looking to be able to last around 6 seconds of constant hits which is long enough to get a stim in or switch weapons and use warning shot ect.. so that is a real life saver. This aren't as good if the melee multiplier has been lowered to x2 instead.


(these are just the after multiplier numbers)



  • lvl 1 mitigation = 496-544

  • lvl 2 mitigation = 372-408

  • lvl3 mitigation = 248-272

So under this scenario we're still dead meat even with lvl2 mitigation, the only benefit is really gained from being a master who can hold out for 3 hits on average which is much like the other simulation. In the end mitigation is going to be nearly pointless for us while dealing with the typical missions spawned for us at terminals, it might not be as bad as one hit death but it's still not nearly as good since 2 hits and your basically down to around half your health without armor and naturally if your caught while firing your weapon from a crouched position that 372-408 range instantly becomes 744-816 so your as good as dead anyway.


The finally conclusion is that everything hinges on what they changed the melee damage multiplier too, the difference of x1.5 and x2 is fairly significant so doubt count on any kind of melee mitigation bonuses making us any better at surviving a sudden encounter with a melee enemy which is around CL30.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

maddogs
Thu Nov 27, 2003 8:17 pm
#2

ok iflooked at asmuch data i could about this


and heres what iv come up with


2.5 mod reduesd vers melee


we get 3 melee migration


as i understand they made it so the mod added with the melee mig make it so we have basicly no + and no - vers melee so we take full dam from melee at master now but if your novice you with no filld tatics you take


+ dam vers melee


wich meens vers a tk or any melee they still do full dam to you and you still full dam to them


o ya BHs take full dam from use to and we do full dam to them (they got melee mig to weird huh)


now we get no range mods


wich meens we take full dame from a pistoler but they only take 25% of are dam (they get range mig 3)


so they shot and do 500-1000 dam to you evry secbut you shoot and do only 250 dam evrey8.5 secsto were at one time you did 1000


and bhs suffer the same thing we do (expt they dont have the extremly high delay time)


so they just made pistolers the altument pvp ppl


ok and for those who are thinking of dabeling in pistoler to get there mig well


there mig only work if you have a pistole equiped and it dont work if you have a launcher pistol or a scater pistoll equiped


the scater and the launcher pistoles some how seem to not qulify as pistoles any more im not sure if this meens that pistole specilc wont work on them any more besides the ones they get in there profesions


ill have to look into that a lite more



but basicly we are now eficely no good at all in pvp as soone as this goes live


becous a pistoler now can spam fanshot and kill us esly in 2-3 hits


but even if we get in rang we wont be abel to kill him unles you swich to some other profesion t kill him




===============================================================


Daniel' Judson-Leonheart

Tal-N
Thu Nov 27, 2003 8:44 pm
#3

Ok, can we have that in english now and not gibberish shorthand cause it's a pain to make out a conhesive sentance from what your saying.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

anttari
Thu Nov 27, 2003 8:52 pm
#4

The melee penalty will be removed, instead you will be easier to hit.
Tal-N
Thu Nov 27, 2003 9:04 pm
#5

If it's being removed then why does the current TC patch notes list that all melee damage multipliers for heavy weapons, rifles and carbines have been lowered?



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

maddogs
Thu Nov 27, 2003 11:47 pm
#6

no no at master you melee mods will now cancel out the 2.5 mod but will not actuly give you any better defence



but a pistoler will have big time + vers us but we will have no defenc vers them


you shoot a master pistoler with flame singel 2 the dam is cut by 60% hence 1000 dam only does 400 dam random pool every 8.5 secs were he shoots and hits you for 500-1000 dam every sec random pool


the same goes for a master bh to he shoots a pistoler for 300-400 dam every sec mind dam but only does 120-240 but that pistoler shoots master bh for 500-1000 dam every sec random pool



i do belive rifel men and carbiners get 3 range to


so the ppl who spend the lest amount of skill points will be the most power full in pvp


DEVS WHAT ARE YOU THINKING




===============================================================


Daniel' Judson-Leonheart

TechnoHic
Fri Nov 28, 2003 8:38 am
#7

I think its strange they dont say pistol melee damage modifier reduced but they say , rifle, heavy wep, and carbine. Didnt pistol take 1.5* and then carbine 2.0* then rifleman and us 2.5*?


I wonder if pistols either dropped or the same, then carbine reduce to 1.5, then us and rifleman reduced to 2.


Heres what I'll do. I'll take a newbie character and get a cdef rifle on the regular servers, go out and get a durni to hit me while Im unarmed, then with rifle, jot down damage. The go do the same thing on TC. I'll let you know as soon as I have the results.




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Belce2
Fri Nov 28, 2003 8:54 am
#8

Melee damage mod is reduced, the total reduction has not been specified.


We get melee mitigation in addition, this ranges from 10% at lvl 1 to 60% at lvl 3.


We still get our range and melee defense modifiers.


Holding a flamethrower or HAR makes us easier to hit by melee. How much that is is not known. This would be affected by your melee defense modifer.


Yes, a pistoleer will have the damage of the initial hit from a flamethrower reduced, but last time I used it, we got a dot with flamethrower, that damage is unchanged.

TheFlump
Fri Nov 28, 2003 8:59 am
#9






maddogs wrote:

no no at master you melee mods will now cancel out the 2.5 mod but will not actuly give you any better defence



but a pistoler will have big time + vers us but we will have no defenc vers them


you shoot a master pistoler with flame singel 2 the dam is cut by 60% hence 1000 dam only does 400 dam random pool every 8.5 secs were he shoots and hits you for 500-1000 dam every sec random pool


the same goes for a master bh to he shoots a pistoler for 300-400 dam every sec mind dam but only does 120-240 but that pistoler shoots master bh for 500-1000 dam every sec random pool



i do belive rifel men and carbiners get 3 range to


so the ppl who spend the lest amount of skill points will be the most power full in pvp


DEVS WHAT ARE YOU THINKING







why do you think that pistoleers are suddenly going to do 3 x as much damage to us ?


could the situation not be that we no longer get x2.5 damge from hand to melee and, and that pisotleers take less damage from us due to there ranged mitigation, but how come we are taking 2.5 x damage from them ??? or do i not know about a pistol that does 500-1000 dam every sec random pool.


also inst this the way is should be, i have had a shot do over 4k of damage using overcharge shot 2, so if you use that on a pistoleer they are still pretty much dead after 1 shot. this is the way it should be, we should not be able to match a pitoleer bullet to bullet, we are 1 hit kill kings we use Heavy duty weapons, (or have i miss understood the profession ?) so if yuo find your self face to face with a pistoleer, hammer a overcharge shot 2 down his neck and see how he likes that !





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TechnoHic
Fri Nov 28, 2003 9:46 am
#10

My results are in and I've never been happier being wrong!


I did my test and was keeping notes on wordpad on how much damage I was taking first as unarmed and with a rifle on regular servers, then on TC. Unfortunately my system crashed when I went to log of TC but I know what I saw and thats whats important.this was done with 2 noob characters withidentical stats and skills while standing.I'll give basics.


Reg server: unarrmed = average max damage taken in the 60's, rifle = average max damage taken in the 120's


TC: unarmed = average max damage in 60's, rifle = average max damage in the 60's!


This was against a durni in the noob spawn. If they hold true to us having the same modifier as carrying a rifle it means the modifier was dropped! Blessed day!


Now all we need is someone with a commando in TC to test it out and to test to see if we take a ranged mitigation skill, if it works while holding a FT.




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Wolfmann31
Fri Nov 28, 2003 11:04 am
#11

Hmm..the 2,5X is removed, as far as I know...havent had a chance to test it out on a heavy yet.



The new system, is that instead of a 2,5X penalty, we are easier to hit by melee's.


heres a post by Lord Pall:





Combat Changes coming up next publish (not the one on test center)

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

This change was added to work with the new creature damage/hitpoint baseline that is being defined by Keldarin(Dave)



MELEE DAMAGE PENALTIES:

These have been removed. There is no more 2.0x/2.5x/whatever damage multiplier when using ranged weapons. Instead you will simply be easier to hit. This will vary based on the attacker/defender weapons.
All melee weapons get melee mitigation

All ranged weapons get ranged mitigation

Bounty Hunters get Ranged mitigation

Smugglers get Melee Mitigation



If you have both abilities from different skill trees, you get both protections.



Dan "Lord_Pall" Rubenfield
Designer
Marksman, Brawler, Pistoleer, Carbineer, Riflemen, Commando, Bounty Hunter, Swordsmen, Fencer, Pikemen, Teras Kasi Artist, Missions, Spawning, Jedi





Now, as I saw on TC, All melees, Commando and BH got Melee mitigation. Ranged mitigation came from Carbine, Pistol and Rifle..Smuggler didnt have one yet....So I'm eagerly waiting to see what smugglers get.


This means, that if smugglers get Ranged, when I go back to becomming a master commando....again...I willl be a commando/smuggler, to benefit of having both mitigations....if not, pistoleer might be an idea...As we have a decent gun, the Launcher pistol, a pistol profession will be a decent thing to add to a commando...Especially since we get the melee mitigation..so we dont need TKA to get it.


So..things may start to look better...all I need now, is to know if HAR has been fixed, grenades and launchers etc are easier to make..or else...I need to start saving up credits for launchers now...hehe






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maddogs
Fri Nov 28, 2003 11:31 am
#12

theflump


first things first are you or were you ever a master commando


secound how much do you pvp


pistolers can shoot for every 1sec fro 500-1000 dam depending on there wep i know master pistolers who have weps that can do 1500 dam in pvp from 64m away


and with them geting rang defenc even with you useing your cheap group tef trick were you follow this pistoler around and then your friend hits him with a KD and you open fire with a FS2 on him you wont kill him you will do about 600 dam max wich meens he gets back up heals then pops your lite FS2 butt in 2 to three shots why your waiting to be abel to shoot agen with a 8.5 sec delay wich = ded you live pistoler who is now rady to kill your friend


then after he dbs your friend he finly burns to death wow you incaped him only after he incaped and db you




===============================================================


Daniel' Judson-Leonheart

TechnoHic
Fri Nov 28, 2003 12:20 pm
#13






Wolfmann31 wrote:

Hmm..the 2,5X is removed, as far as I know...havent had a chance to test it out on a heavy yet.



The new system, is that instead of a 2,5X penalty, we are easier to hit by melee's.


heres a post by Lord Pall:





Combat Changes coming up next publish (not the one on test center)

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

This change was added to work with the new creature damage/hitpoint baseline that is being defined by Keldarin(Dave)



MELEE DAMAGE PENALTIES:

These have been removed. There is no more 2.0x/2.5x/whatever damage multiplier when using ranged weapons. Instead you will simply be easier to hit. This will vary based on the attacker/defender weapons.
All melee weapons get melee mitigation

All ranged weapons get ranged mitigation

Bounty Hunters get Ranged mitigation

Smugglers get Melee Mitigation



If you have both abilities from different skill trees, you get both protections.



Dan "Lord_Pall" Rubenfield
Designer
Marksman, Brawler, Pistoleer, Carbineer, Riflemen, Commando, Bounty Hunter, Swordsmen, Fencer, Pikemen, Teras Kasi Artist, Missions, Spawning, Jedi






Now, as I saw on TC, All melees, Commando and BH got Melee mitigation. Ranged mitigation came from Carbine, Pistol and Rifle..Smuggler didnt have one yet....So I'm eagerly waiting to see what smugglers get.




Thanks Wolfmann.


By the way, did you notice he said BH's would get ranged and then smuglers will get melee but yet on TC BH's got melee and smuglers dont have anything yet?


They didnt even mention us lol no surprise, but anyway, do you think BH got melee by mistake and in turn, we got melee by mistake also? I'll just worry about my commando skills and just pick up whatever once the TC bugs are gone and they put it live.


lol Another screw up by the stupid ass devs.




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