Commando Archive

Thread: TKA 'armor' superior to all else?

Zilod
Fri Apr 08, 2005 9:27 am
#14






garvin wrote:

2) Let me tell you what Blixtev told me once when I asked the same question...The difference between wearing armor and having TK's Avoidance, is that, when facing a TK who isn't wearing armor, they will be pretty hard to hit, but when they do get hit, they get hit HARD...So basically, a person who faces a TK will want (1) ranged abilities to try and keep them out of range & (2) As much accuracy (both general and specific) as they can get so they can "hit them hard"...


There is a price to wearing armor...but there is also a price to NOT wearing armor...Wearing it gives you movement and speed penalties...Not wearing armor lifts those penalties, but makes you much more vunerable to damage (no damage mitigation). So the question is, which hurts less?








actually atm is not like that, TKA get its own mitigation that, at master level, is quite similar to advanced armors
Enix_Dayspring
Fri Apr 08, 2005 9:41 am
#15






JoKen_Jash wrote:


At Master Commando, you will mitigate all of the penalties for wearing assault armor. The most advanced version has something like 60%, 40%, 20%penalties, all of which are mitigated completely after you get all of the mitigation abilities.





This isn't accurate.


The mitigation stats do not stack, just like they don't stack under the current system.


At Master Commando, the MOST you can have is:
Accuracy Mitigation 40%

Movement Mitigation 60%

Rate of Fire Mitigation 20%


So for example, if the accuracy penalty on a set of shock armor is say -20% (not an actual stat) then the most you could mitigate it down to is -12% penalty, for movement mitigation of -20% the max you could get it down to would be -8%, and for rate of fire mitigation of -20% the lowest you could get it down to would be -16%.


These numbers are made up of course, and assault armor penalties are not -20% to each of these catagories, but it is an example.


You will NEVER be able to completely mitigate away penalties. Mitigation stats don't stack.



**************************************************************************
Pyrrhus
Sunrunner

garvin
Fri Apr 08, 2005 9:51 am
#16






Zilod wrote:





garvin wrote:

2) Let me tell you what Blixtev told me once when I asked the same question...The difference between wearing armor and having TK's Avoidance, is that, when facing a TK who isn't wearing armor, they will be pretty hard to hit, but when they do get hit, they get hit HARD...So basically, a person who faces a TK will want (1) ranged abilities to try and keep them out of range & (2) As much accuracy (both general and specific) as they can get so they can "hit them hard"...


There is a price to wearing armor...but there is also a price to NOT wearing armor...Wearing it gives you movement and speed penalties...Not wearing armor lifts those penalties, but makes you much more vunerable to damage (no damage mitigation). So the question is, which hurts less?








actually atm is not like that, TKA get its own mitigation that, at master level, is quite similar to advanced armors





I just know what I've been told since I haven't seen any specific reports yet or have tested it myself (darn you frogs)...


As far as I know, no matter what innate mitigation TK's get, their best defense will be "avoidance"...if they get hit, they will get hit much harder then someone who is wearing armor...there are probably mitigation put in to make sure that, when they get hit, they are dead in one shot...


The best way for us to test this (and probably really help out the TK community to boot) is when we get some Master Commandos/TKMs, to try hitting that player with a severalblasts wearing armor, thenseveral blasts with them not wearing armor (several blasts because the avoidance factor will make them hard to hit)...we can then see how well the "avoidance" is working, as well as compare how much damage is taken Vs. mitigated. I have a feeling that damage taken when an armorless TK takes a hit will be at least 40% higher then someone who is wearing a full set of advanced armor (if not 60%), but that is just a guess...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

JoKen_Jash
Fri Apr 08, 2005 10:11 am
#17






Enix_Dayspring wrote:





JoKen_Jash wrote:


At Master Commando, you will mitigate all of the penalties for wearing assault armor. The most advanced version has something like 60%, 40%, 20%penalties, all of which are mitigated completely after you get all of the mitigation abilities.





This isn't accurate.


The mitigation stats do not stack, just like they don't stack under the current system.


At Master Commando, the MOST you can have is:
Accuracy Mitigation 40%

Movement Mitigation 60%

Rate of Fire Mitigation 20%


So for example, if the accuracy penalty on a set of shock armor is say -20% (not an actual stat) then the most you could mitigate it down to is -12% penalty, for movement mitigation of -20% the max you could get it down to would be -8%, and for rate of fire mitigation of -20% the lowest you could get it down to would be -16%.


These numbers are made up of course, and assault armor penalties are not -20% to each of these catagories, but it is an example.


You will NEVER be able to completely mitigate away penalties. Mitigation stats don't stack.






Then it's rather odd that we get 60% movement penalty mitigation at master, when the movement penalty on a frog advanced suit is 59.9%. From that, I came to the understanding that at master we will mitigate the 60% of the suit, giving us no penalties. Plus, for some reason or another, mitigating a percent of a percent of penalties just doesn't seem "right".



JoKen Jash
Commando to the end!

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RazerWolf
Fri Apr 08, 2005 10:12 am
#18



Enix_Dayspring wrote:


JoKen_Jash wrote:
At Master Commando, you will mitigate all of the penalties for wearing assault armor. The most advanced version has something like 60%, 40%, 20% penalties, all of which are mitigated completely after you get all of the mitigation abilities.


This isn't accurate.
The mitigation stats do not stack, just like they don't stack under the current system.
At Master Commando, the MOST you can have is:
Accuracy Mitigation 40%
Movement Mitigation 60%
Rate of Fire Mitigation 20%
So for example, if the accuracy penalty on a set of shock armor is say -20% (not an actual stat) then the most you could mitigate it down to is -12% penalty, for movement mitigation of -20% the max you could get it down to would be -8%, and for rate of fire mitigation of -20% the lowest you could get it down to would be -16%.
These numbers are made up of course, and assault armor penalties are not -20% to each of these catagories, but it is an example.

You will NEVER be able to completely mitigate away penalties. Mitigation stats don't stack.





That's not how it works.

If your Advanced Assault Armour has a 59.8% Movement Penalty, and you have 60% Movement Mitigation, then since 60 is more than 59.8, you have no penalty. It doesn't reduce the Penalty by a percentage, it removes penalties of up to that %ge. If you only had 40% Movement Mitigation, you'd suffer a 19.8% Movement Penalty.



_________________________________________________________
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Zilod
Fri Apr 08, 2005 10:34 am
#19

yesterday i ran some test to try to understand armor mitigation


as i saw every point of TKA natural armor prevent 1% damage, so a master with 60 witll mitigate 60% damage


for armors it seem that every 100 points of "armor value" mitigate a 1% damage, so advanced armors we have from frog mitigate 50% to 70% damage, depending on armor and the weapon used against them


note that we don't know how will be real armors, maybe the values will be superior, maybe not....


the thing is also a bit complex as atm there is no more a damage roll, but the "roll"is made comparing accuracy of attacker and defence (melee or ranged) of defender.... this way a char with high defence values will be hit less and for less damage than a char with poor defence.

Zadioc
Fri Apr 08, 2005 10:35 am
#20

Somethin I'm still not sure about is "roles" I hear about. Like if you have MC/TKM when your in a group you will be choosing one of those to be your "role", either you'll be playing as a tka or as a commando, but from what I understand not both at the same time. If that's the case, then when you were in commando "role" you wouldn't benefit from having no armor.
RSBarak
Fri Apr 08, 2005 10:42 am
#21

Yes. Alot of what people are mentioning is what i've been confused about. Weather it's a percentage of a percentage, or simply one figure to deduct from another. Also, if armor works by your way Garvin, i can see it as being fair. However, if other predictions are true e.g. TKM 'armor' works in exactly the same way as other armorswithout penalty it seems unfair...of course, it does depend on how much penalty a master would actually suffer with armor on (still unclear here...)and they are a 'tanking' class as pointed out so maybe they deserve those bonuses...? It's not just the amount of damage asorbed/avoided to be considered, how about rate of fire? If someone was to go MCommando/TKM they would not wear armor (assuming there are still penalties at master for wearing armor) because they would fire faster would they not?



Serion Mourir
Xerion Mourir
Visit a New ST RPG: USS Lakota Website
garvin
Fri Apr 08, 2005 10:43 am
#22






Zadioc wrote:

Somethin I'm still not sure about is "roles" I hear about. Like if you have MC/TKM when your in a group you will be choosing one of those to be your "role", either you'll be playing as a tka or as a commando, but from what I understand not both at the same time. If that's the case, then when you were in commando "role" you wouldn't benefit from having no armor.





Good question...and one I think I can answer...


You won't select either one role or another...when you meld with other professions, you "merge" their roles...You won't be a Commando/TK anymore in post-CU...you'll be more like a Commando TK (a melding of the 2)...What you gain is the strengths of both, but also the weaknesses...sometimes the strengths will help compensate for the weaknesses.


Looking at the TK/Commando combination specifically, you will have choices to make...TK gives a player an "avoidance" factor that makes them hard to hit, but that factor only works when the player is not wearing ANY armor...so basically, you can be hard to hit, but if you get hit, you get hit hard...OR...you could wear the Commando cert'd armor, but that leads to movement penalties as well as reductions to speed and accuracy. So going without Armor, you'll be able to move better, have better accuracy and speed, and be hard to hit not matter what weapon you use, but you will also be able to mitigate much lessdamage taken...That's the trade off...


So don't think of each professions "role" as it's own entity...think of it more as combining with other professions Merges their individual roles...you change your role the more you dabble.





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

RSBarak
Fri Apr 08, 2005 10:47 am
#23


Zadioc Wrote...


Somethin I'm still not sure about is "roles" I hear about. Like if you have MC/TKM when your in a group you will be choosing one of those to be your "role", either you'll be playing as a tka or as a commando, but from what I understand not both at the same time. If that's the case, then when you were in commando "role" you wouldn't benefit from having no armor.


Actually, so far its my understanding that you could actually be weilding a flamethrower unarmored whilst recieving the benefits of TKA defense. This has been discussed a few times in various places and i believe it to be the case.



Serion Mourir
Xerion Mourir
Visit a New ST RPG: USS Lakota Website
RSBarak
Fri Apr 08, 2005 10:51 am
#24

Lol, it makes me look silly answering somthing that just got answred...ill stop now



Serion Mourir
Xerion Mourir
Visit a New ST RPG: USS Lakota Website
xPREDATORx
Fri Apr 08, 2005 1:15 pm
#25

i bet armoursmiths r pooped i bet armour sales will go down by a small percentage due to tka no needing armour and i cant say im too happy that just coz they r unarmed they dont have to pay for armour....


and actually u know how messed up this is now.... i know this will never be real and blah blah blah yadda yadda yaddabut we are in the future where there should be no room what so ever for melee classes except jedi but the thing is.... look at history medieval knights, samurai all wore armour and the more you go on in teh time line when gunz became the new, armour be came less and less i know u gona say bullet proof vests but even in todays army troops dont get body armour...


seems that swg works in reverese the more ranged dependant u are the thicker the armour u get??? so far im picturing a commando as a medieval knight with gunz??????????? CRAZY?



Boe-Os Darksky Former SWG Veteran (Reactivated)
Proud Member of ATO (Yes we're back!)
Jedi and Melee hater No more...NOW NGE hater (We all preferred pre-cu didnt we!)

Jeren_Sehn
Fri Apr 08, 2005 2:49 pm
#26

TKA armor won't be superior to *all* others' because Jedi who take Master Defender will have +70 innate armor. Of course, taking Matser Defender is a huge pain in the butt, so most Jedi don't want to do that. Many are proposing just "giving" Jedi +70 innate armor, without requiring they spend a single skillpoint on Defender, but I doubt that will fly.




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