Commando Archive

Thread: Update: Our Flame Damage Has Been Increased.

Daker-Naritus
Wed Feb 11, 2004 12:00 pm
#1

TH...I take back every mean thing I ever said about or to you...



I just did some testing with my flamer. Yes the dot damage was substantially less. However (and most importantly) I was doing about 25% more damage than I was pre patch.


Whereas before I was hitting for 5000 to 7000 (at most) with flame single 2, I was doing 8000 to 10000 damage in my testing today.


NOTE: For all you trolling non-commandos...these ARE NOT actual damage numbers, and are just the raw damage numbers from my combat window. These numbers are significantly reduced by ranged mitigation and armor resistances.



I think I can live without the dot with these improvements...with a good flamer I can do over 1000 actual damage per second now, which is all we asked for.


What do you guys think?
garvin
Wed Feb 11, 2004 12:15 pm
#2

That's good to hear...but it also concerning...for the very point you bring up about those visiting our forum...


Many think that our FT is already way over-powered, and many ignorant people can't tell the difference between initial flame damage and DoT damage...they tend to combine the 2 in their arguements and NERF cries...


We will need a lot of testing on this and will need to educate folks on Damage done vs. Damage Reduction (via mitigation, armor, food enhancements, etc), DoT Damage and most of all, the large number of heavy restrictions that balance our power (16m range, natural unlimited removal method, poor accuracy and speed, long delay, etc)...


If we do have more power to our FT's I for one am going to invest in some nice Krayt speed tissue...LOL...that would give the NERFhearders a bit more to cry about (for those interested it take at least 5 same serial tissues to make a FT...common thought is that it only takes 4, but it's really 5...and -.30 spd is the common krayt level...anything higher is better...)





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Daker-Naritus
Wed Feb 11, 2004 12:16 pm
#3

By the way...this does raise another very important issue:



So...what do we do for the next month against 90% to 100% heat resist mobs?


tacwraith
Wed Feb 11, 2004 12:22 pm
#4

erm...with a mediocre rifle or carbine or pistol I can do 1.5k damage per second. without any delay timer. with a GOOD one I can do 3k damage. per second. now you say that the flamer does 1k damage per second? i mean, even if you did the 10k damage on a 6 to 7 second delay timer (if you have a fast flamer) thats still 1.4k damage per second using a GOOD flamer (speed).. if what you say of a 25% increase in initial damage is true, then my flamer (sliced for damage, exp. for damage) which did 9 to 10k damage on initial hit will now do 12500 a hit..on an 8 to 10 second timer... (using 9 secs for avg), thats 1.4k per second.


run your numbers through again. sounds to me they just cut the dot damage and plugged it into the initial damage. BAD idea.


Go torch a player with composite. If what I think is true, that soe merely 'switched' the damage the dot would do in 1 or 2 ticks and plugged it on the initial damage, then they screwed worse, as now the nerf whiners, and TH by association, will suddenly see their ham bars dropping by 800 damage a hit rather than the pre-patch 500...even as they wear composite. And then the 'weakened' dot , which they will always cry about will start hitting them. but they will not see the dot hits them for less than before, so the damage over time will be just about the same we had before.. but they will not see that. All they will see is the commando doing MORE damage (perceived) and cry nerf.


and to think all this crap wouldve been solved just by putting the dot in master box. sigh.







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garvin
Wed Feb 11, 2004 12:51 pm
#5

Just read this in the patch notes:


Special abilities that inflict combat DoT's (Fire and Bleeds), have had there initial strike damage increased and the combat DoT damage reduced.


http://starwarsgalaxies.station.sony.com/recent_updates.jsp?page=Recent%20Updates



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Daker-Naritus
Wed Feb 11, 2004 2:18 pm
#6






RankorCity wrote:


So...Everyone's initial damage went up...Not just ours...And we still havecrapola accuracy andtissue paper thindefenses?


The more things change...The more they stay the same...


I hate to do it, but tonight I am dropping down to 0/0/4/0 Commando...There is much more I can put those skill pts to use in...





Dude...no reason to panic... We are the ONLY combat class whose main special and dot are the same attack. You will not see riflemen, pistoleers, or carbineers spamming their bleed shots, so this has no real effect on their damage. Especially considering that the damage daused by their bleeds before the patch was so minimal, that even a 50% to 100% increase would be negligable.


The only class this change really helps is commando.


DarthTaosin
Wed Feb 11, 2004 2:20 pm
#7

Daker you are blind.



This doesn't help commandos AT ALL.


Tao





Taosin
~ Dathomir Expert ~
~ & ~
Rare Items Collector

garvin
Wed Feb 11, 2004 2:25 pm
#8

What we need is numbers...for example we need to know what damage a /healthshot2 did before the patch and what it does now after the patch...


Pistoleers may not have spammed /healthshot2 before the patch, but if the damage totals are right, they may now spam after the patch...And remember there are still many Pre-Patch Krayt FWG5s out there that had a max of 350 to 450 typically (with a powerup on average)...so this could make it easier for Ranged opponents to kite us to death if they can do us more damage by spamming their DoT specials...or it could mean they do the same...


Either way, even if we got a great increase to our Initial damage when using a DoT special...it means nothing when fighting an opponent who stays outside the 16m range of our specials...it leaves us right where we were before...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Daker-Naritus
Wed Feb 11, 2004 2:30 pm
#9






DarthTaosin wrote:

Daker you are blind.



This doesn't help commandos AT ALL.


Tao









Ok Tao, then you are an idiot...


The devs were nerfing the flame dot no matter what.It was gone. They could have just nerfed it like they originally said they were going to do.


HOWEVER, they instead dramatically increased commando damage to compensate for the loss of the dot. We didn't get a nerf....we do the same amount of damage. We just have to do it from close range now instead of kiting.


Really the only changesare that (1) our damage is now 100% subject to armor resists, unlike the way the dot ignored resists before, and (2) we have to stay close to do our damage and cannot dot and run away.


To me, both of these changes make perfect sense. Hell just last week I was soloing 100% heat resistant rancors by flame dotting, and then warcrying to prevent the rancor from hitting me. I have heard of commandos accomplishing similar feats by flaming and then jumping on their bikes and staying just out of attack range.



See this for what it is...devs are nerfing kiting (for ALL classes) not commandos. Count your blessings buddy...the devs didn't have to increaseour damage.

Daker-Naritus
Wed Feb 11, 2004 2:32 pm
#10






garvin wrote:


Either way, even if we got a great increase to our Initial damage when using a DoT special...it means nothing when fighting an opponent who stays outside the 16m range of our specials...it leaves us right where we were before...




Not if we ask for a knockdown move

RankorCity
Wed Feb 11, 2004 2:35 pm
#11






Daker-Naritus wrote:



Dude...no reason to panic... We are the ONLY combat class whose main special and dot are the same attack. You will not see riflemen, pistoleers, or carbineers spamming their bleed shots, so this has no real effect on their damage. Especially considering that the damage daused by their bleeds before the patch was so minimal, that even a 50% to 100% increase would be negligable.


The only class this change really helps is commando.







I am not panicing by any means...I just...I cant see the logic in holding on to those skill points when the trees dont work. I keep hoping for a fix, so that I can use all the cool toys that I have at my disposal effectively. As it stands now, I am just wasting them. I am building this character to help my guild the best I can...I have an alt char on the same server for playing around with...


If I dump those wasted skill points, I will be able to pick up alot more combat skills and still be able to do what I do best: Light up campfires





Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
DarthTaosin
Wed Feb 11, 2004 2:37 pm
#12

Daker wrote,


"Really the only changesare that (1) our damage is now 100% subject to armor resists, unlike the way the dot ignored resists before, and (2) we have to stay close to do our damage and cannot dot and run away."


Change 1 is so significant it compeltely ruins any attempt at killing tougher mobs solo. They are forcing people to group up. I will not be forced into this, so I am leaving, and complaining about it.


Change 2 .. is completely wrong. We can still DoT an run away I did it earlier, it's quite easy. The real change here is that it takes way, way longer now to kite. So, yes, you can still Kite, but the devs have made it take way longer. Why?? Making it take longer to do things just for the sake of making it take longer to do things is WRONG. It's like adding GRINDING to the game. WHY??


Tao



Taosin
~ Dathomir Expert ~
~ & ~
Rare Items Collector

RankorCity
Wed Feb 11, 2004 2:37 pm
#13






Daker-Naritus wrote:


See this for what it is...devs are nerfing kiting (for ALL classes) not commandos. Count your blessings buddy...the devs didn't have to increaseour damage.






How so?


A pistoleer can spam their specials from any distance up to 64 meters, correct?



We are still capped with our specials at 16 meters...



The kiting continues





Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
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