Commando Archive

Thread: Mitigation for us has been changed on TC

tacwraith
Thu Dec 11, 2003 10:46 am
#14

in any case, most commandos WILL end up with melee2 or 3 because they take melee proffessions.


theres no reason why not to put both mitigations at level 2 in the commando skillset.


it dont affect me, im Mtka. I will have mitigation3 for melee. but it will suck for the support class/crafter + commando players.





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-NOS-
Thu Dec 11, 2003 12:24 pm
#15

thank you god!





Mandalo :-: Master Mandalorian

"Hard work nver hurt anyone, but why take the chance?"



TechnoHic
Thu Dec 11, 2003 2:49 pm
#16

I personally dont want both in the 2's cause then we wouldnt be able to have both 3's since we cannot stack a 2 and a 1 to get 3.


As I said befor, when I said I'd have to wait till it goes live for befor I believed that they truly were going to go melee mitigation for us, I'm kinda in the same spot again. I just hope, whatever they decide to leave us at, it sticks cause I dont want to trade off more skills to get others for the mitigations.


Also, the mitigations will be a good advantage, but not as big as everyone thinks. They said that the RANGE of the damage done is reduced by 60% at mitigation 3. From what I hear that means that if a creature hits you for 40-140 damage it will then do 70-110 damage since the range is between 40 and 140, = 100, 60/2 = 30, 30 taken off both ends of the 100 in the middle means (40+30) to (140-30)damage in short 70-110 damage.


So you see it is an advantage of sorts but in a way you dont have the chance of taking the least amount of damage but you wont take the max damage. In other words, they didnt go out and make every master tanks.




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TechnoHic
Thu Dec 11, 2003 3:45 pm
#17

Befor I give the wrong impression, I want everyone to know that I'm not sure that the range of damage is reduced on both sides i.e 40-140 damage becomes 70-110. It may be shaved off the top to where it becomes 40-80 damage.


All I know is it is not like wearing armor to where the cobat screen would say, "A durni hits you for 100 damage;" "your melee mitigation absorbs 60 damage"


What it means is if the person/thing your fighting can do 40-140 damage, your mkitigation makes it to where it can do 40-80 damage.




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Belce2
Thu Dec 11, 2003 5:22 pm
#18

I think that ranged mitigation is a good thing for us to have.


It should also be remembered that they want to overhaul all aspects of combat and that this is one of four or five bits coming.

garvin
Thu Dec 11, 2003 5:34 pm
#19

To be absolutely honest with everyone...I'm a total pessimist...I always go into each patch figuring my profession is going to be totally bork'd...And with the idea of all these combat changes coming, my faith in a clean patch is not to high...This way if things go right I'm very pleasantly surprised, and if one or two things get messed up, I can deal...


It happens with every patch...something get's screwed up and a few people throw a huge fit...there are threats of leaving the game, boycotts, etc...But these things will be adjusted and fixed...so I just wait them out and enjoy what still works...


So there is a change that Mitigation and the other Combat Balances coming in could totally cripple our profession (worst case scenerio)...but we know that's not what the Dev's are intending...and if it happens it will be fixed...we just have to have faith in the system and our Correspondent to see that our voices are heard!!!




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

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dementedpoultry
Thu Dec 11, 2003 5:39 pm
#20

TechnoHic, the damage does come off the top. Based on what level you have, a percentage of the range is reduced from the max end. Here's a really informative post from the Pistoleer Correspondent who got some dev answers on this:


Answers on Mitigation

dementedpoultry
Thu Dec 11, 2003 5:40 pm
#21

Sorry, screwed up. Here's the link:



http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=29202

Mohrravvian
Thu Dec 11, 2003 7:52 pm
#22

Something good to note here, which I think that no one really has yet, is this:

I believe that the post about the 2.5X damage multiplier says "Reduced", not "Removed".

Just a thought, although I can't for the life of me find the stupid post with it now... doh.



MOHRRAVVIAN - CHILASTRA
Commando 0-1-4-0, Pistoleer 0-0-4-3, TKA 2-0-1-0, Master Marksman,
Smuggler 0-0-1-0, Medic 2-1-4-0, Brawler 4-0-0-0

ALOR - VALCYN
Novice Pistoleer, Smuggler 0-0-0-2, Marksman 0-4-0-4, Medic 2-0-4-0
Scout 3-3-2-1, Brawler 2-0-0-0
Raptor2k1
Thu Dec 11, 2003 9:51 pm
#23

It's removed. I remember double-checking it a while back when someone brought that up earlier.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Vinceroix
Thu Dec 11, 2003 10:37 pm
#24

The question I haven't seen the answer to is would it be so hard to give unarmed 4 melee mitigation 1?


Of course, the two master brawlers have reason to complain, but they tend to die quick anyway...


Lynch, Master Commando of Flurry


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TechnoHic
Fri Dec 12, 2003 8:09 am
#25

I tested the 2.5 multiplier out myself with a rifle equipped on TC and its gone, at least for rifle. Hopefully we get the same courtesy.


Oh, and I ws the one that posted that the patch said reduced and not removed (which it did) and then tested to find that I was wrong. Sometimes it is good to be wrong. Once again, I dont have a commando on TC to test it out, so all I could use was a rifle and hope we are in the same boat.




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