Commando Archive

Thread: Patch Notes relating to Commandos

garvin
Wed Feb 11, 2004 2:20 pm
#1

This is huge.. I don't know how you can down play this in any way. I saw a commando this morning after patch hit a corsec in coronet with flamesingle2.. The dot didn't start for about 12 seconds and it had dropped from 2k+ to 799.. That is a huge huge nerf. My mindshot2 was doing 170 dot.. I'm hoping that was just a bad hit.


Can't really form a valid full opinion until I can get into the game and run some tests...I only have what I've read so far to go in...Sounds like to me that this change is great for New Commandos but horrible for Vetern Commandos...why do I say this...well look at it this way...


With XP and Loot rights given back to DoT damage, those working to gain Heavy Weapon XP will be able to challange bigger targets or kill smaller ones faster thanks to a higher initial burst of damage...This should make XP faster and easier to get...


For us Veterns who aren't interesteded in XP, losing the stacking ability brings on mixed emotions...some of us say oh well, stacking wasn't a big deal for me, while other's did use it as part of their strategy...and it will be nice to have an initial burst that does more damage...but at the same time, kiters with DoTs will be able to do us more damage from a distance then they did before and still our DoT specials are negated past 16m...so our improvement means nothing when in combat with a ranged opponent...


Again, it's hard to really make a valid opinion when I haven't actually done any tests...I just wish our recent forum visitors would feel the same way instead of speaking on things they don't know or have no background to speak on...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

TechnoHic
Wed Feb 11, 2004 2:25 pm
#2

Ran into sharnaffs today. DoT has been reduced pretty harsh and I dont think im doing anymore initial damage. I am using my 1200 max damage FT for the first time and the most Ive seen is about 13k damage on initial hit on a crimson razor cat.(no heat resist) Anyone that has had a 1200 max damage FT let me know if this is where it has always been or if this is improved results.





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Elder Commando
Carnage' - Master Munitions Trader
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DarthTaosin
Wed Feb 11, 2004 2:26 pm
#3

"I just wish our recent forum visitors would feel the same way instead of speaking on things they don't know or have no background to speak on..."



I hope you aren't talking about me. I have more experience as a commando, and for that matter, fighting tough mobs, than probably anybody else here.


Last night I and a doctor friend killed 15 Nightsister Elders and other random Protectors and Weavers. In terms of background, I have it in spades.


So, again, I hope you aren't talking about me.


Tao





Taosin
~ Dathomir Expert ~
~ & ~
Rare Items Collector

SkipMalone
Wed Feb 11, 2004 2:28 pm
#4

Garvin wrote:

Weapon DoT effects now only work if you are certified to use the weapon



I assume this is mainly refering to enhanced looted weapons that have DoT's attached...I saw a post the other day for a looted Rifle that added a Flame DoT...Does this mean only a Commando would be able to take advantage of that ability?


------------------------------------------------------------------------------------------------------------


For your example given, I think it means if you are not certified for that rifle, then the DOT will not apply at all. Example: A pistoleer with no rifle skills would be able to use the weapon ( with the modified damage reductions due to the lack of profeciency with it, AND no DOT will stick to his target. ) Whereas a rifleman could use the weapon and the DOT will apply to the target he is firing at.


___________________
Cresslin
-Master Commando-
{Leader of DFR}
First mohawk on Flurry
------------------------------

"Commandos don't give up...and Diehard Commandos Die Hard...." Garvin
Jandel-Har
Wed Feb 11, 2004 2:28 pm
#5






garvin wrote:


kiters with DoTs will be able to do us more damage from a distance then they did before and still our DoT specials are negated past 16m...so our improvement means nothing when in combat with a ranged opponent...





Not to sound noobish but what is a kiter? I have never heard that term and I want to stay up on the linggo




Just Dak - Flurry
garvin
Wed Feb 11, 2004 2:30 pm
#6

That was in no way directed towards you Tao...it was more directed to another post where a couple of people came in and posted NERF support messages against our profession...one based their opinion on the idea that they were once a "Master Commando for 3 months" some time back (although their post makes that questionable) and another just claims that there are other professions more broken then us so we should say nothing...Even if that's true, why would we sit back and not try to get our profession fixed...


So anyway...again, not directed towards you in the slightest bit... =)



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Wed Feb 11, 2004 2:35 pm
#7

Not to sound noobish but what is a kiter? I have never heard that term and I want to stay up on the linggo


No problem...A kiter is someone who stays just out of range effectively nuetralizing all of our specials...it's a bit challenge for Melee Professions especially when a Ranged Class (like Pistoleer for example) stays more then 20m away from them while attacking...the Ranged Professionwill do all the damage, while the Melee Class is unable to land one hit...


I lump us in with the Melee Professions even though we are actually a Ranged Profession because all of our Specials work only at Melee Ranged (16m or less)...so if a ranged profession fights us, they can avoid all of our Flame Specials by "Kiting" us outside the 16m range...We can still do them some damage, but typically, thanks to their speed and accuracy, they will out damage us with ease....our only hope tends to be to get them within that 16m range once or twice and land a DoT special...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Jandel-Har
Wed Feb 11, 2004 3:01 pm
#8

Ah, very good , thanks.



Just Dak - Flurry
cheechcheech
Wed Feb 11, 2004 3:05 pm
#9

Kiting is when you string someone along from ranged distance like say... A Kite.


Ranged professions shooting at you at +20m while u chase them all over the galaxy = Kiting.





Sagem - Intrepid
Cheech - Radiant
Lifylos
Wed Feb 11, 2004 3:15 pm
#10

Thanks for the Info Garvin...I regret to say I will be giving up commando, but I will still fight for you guys! You guys are awesome!



Seishenoru Verin...gone on Febuary 22, Cyas guys...

Dont mind me, just trolling on my last day...
followthedot
Wed Feb 11, 2004 9:38 pm
#11

So with the new DOT change, is there any point to using flamesingle1? I had a flame macro that used flamesingle1 & flamesingle2 for the dot stacking. Just wanted to be sure.
garvin
Thu Feb 12, 2004 1:47 am
#12

Here are some of the patch notes that I thought directly related back to us...to see the full version see the URL at the bottom of this post..And once again we have nothing specific mentioned about our Profession...we also need to start looking for Stealth Nerfs...we've been promised repeatedly there would be no more Stealth Nerf but amazingly enough they always seem to show up with each patch...


DoT damage is now tracked for loot permissions.


XP rewards in combat now correctly reflect amount of damage that was done by dots.



The Devs (TH especially) complains that we need to be NERF'd but then give us the above to changes...I appreciate having them back, but it does create the potential for abuse and grief more then ever...And this inturn will lead to more NERF cried against our profession guarenteed...


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



It should be noted (as it was in another post) that this has to do with all DoT weapons...not just ours...This will be very good for us PvE (although the loss of stacking hurts more for PvE)...PvP should be interesting...Should be interesting to test exactly how much more damage a FWG5 does (for example) firing a /healthshot2 from a distance...Wonder if this will help us or hurt us in ranged fights? Sounds to me like a Pistoleer can now do more damage to us from a distance then they could before...and we still need to get into 16m range to take advantage of our increased damage...


Weapon DoT effects now only work if you are certified to use the weapon



I assume this is mainly refering to enhanced looted weapons that have DoT's attached...I saw a post the other day for a looted Rifle that added a Flame DoT...Does this mean only a Commando would be able to take advantage of that ability?


Bleed/Fire resistant clothing will now have an effect.



Reminder..."resistant" clothing slows the speed of our DoT burn rate...not the actual damage done...so this should also be an interesting change for us...Not only can't we stack DoTs, the burn damage was reduced, but the rate of the burn is also reduced for anyone with this protection. Triple hit!!!


DoT resist changes will make AT-STs more resistant to DoT damage. Dot resistances have been added giving the AT-ST extra protection against flamethrowers and other fire DoT based attacks.



With the Imperial Crackdown in place we'll see more fights with ATSTs...should be interesting to see how this effects the profession that is suppose to be specifically designed to deal with this menance...lol...


Anyone else have thoughts on anything I missed?


Full Patch Notes:

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

JCruz
Thu Feb 12, 2004 1:51 am
#13

This is huge.. I don't know how you can down play this in any way. I saw a commando this morning after patch hit a corsec in coronet with flamesingle2.. The dot didn't start for about 12 seconds and it had dropped from 2k+ to 799.. That is a huge huge nerf. My mindshot2 was doing 170 dot.. I'm hoping that was just a bad hit.




garvin wrote:


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



It should be noted (as it was in another post) that this has to do with all DoT weapons...not just ours...This will be very good for us PvE (although the loss of stacking hurts more for PvE)...PvP should be interesting...Should be interesting to test exactly how much more damage a FWG5 does (for example) firing a /healthshot2 from a distance...Wonder if this will help us or hurt us in ranged fights? Sounds to me like a Pistoleer can now do more damage to us from a distance then they could before...and we still need to get into 16m range to take advantage of our increased damage...









Jedi Initiate.
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