Commando Archive
Thread: TKA 'armor' superior to all else?
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?
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.
Accuracy Mitigation 40%
You will NEVER be able to completely mitigate away penalties. Mitigation stats don't stack.
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...
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".
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.
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.