Commando Archive
Thread: THERE IS NO 2.5X DAMAGE PENALTY
its bull**edit**
I had posted earlier:
A grand wrix hit me for ungodly damage.
A master CH friend of mine said grand wrixes (and all tamables, as far as he was aware) had AR0 attacks.
So..
A grand wrix has a max damage of 220... and so with AR0 and 2.5x multiplier (and a frigging "hole" in my full composite), max damage = 550. Maybe specials add on, fine, and maybe theyre multiplied separately... but a g. wrix's special is a dizzy attack, and he didnt use that on me at any time during the said encounters.
But these grand wrixes hit me, over the course of 4 or 5 encounters, for never less than 600 damage (ALL specials???) and once for 947 points.
What the heck?
Athein
if so i have some logs i can chech on this so ill do that
but i also swaer its not only melee dam its rang dam to i was bing hit for 100 dam with pistol equiped and i swiched to flameto testthe imp medic and was hit for 3004 times in a row until i killed the imp medic {i had armor on or i would of ben ded}
so dose that meen we have a 3X mod on rang and a 5X mod on melee ?
o ya i have no pitol skills expt dirty fighting
i need to run test and i ask u guys to do so to
maddogs right. When this mod came out and I was getting my but kicked by creatures that always came into melee with me I started taking gang missions where I know teyd shoot at me and I easily took out with my pistol. I /con them and it say looks like theyd be defeated but then they wooped my arse from range. Thought I was just imagining it.
Also, want to know another real kick to the nads? Im also TK, so when I was in a fight and about to be mobbed I switched to my VK and yet, I still took the extra damage. SoI tested this out by going up to a bageraset and punching him in the face and watched the damage. I didnt write down any numbers but it wasnt bad. I killed that one and went to another this time with flame in hand at the start. I flamed it once with normal shot and it bit me for a lot more damage than when only TK. I quickly flame singled itto kill it then went to the next one I saw. This time I took one shot at it with flame to initiate combat then switch to VK and waited for it to come bite me. The damage it did was equal to that of when I was using flame, and know I was not in reload state from the regular flamethrower shot. In other words, start a fight with damage mod, finish with damage mod so no matter what you do you get beat on.
TKA defenses do not help you in absorbing damage.
Melee and Ranged defenses only LOWER the CHANCE of the opponent HITTING you.
Once they hit (and ask any master TKA just how often they get hit.. LOTS), the damage multiplier comes into play.
What made commando take damage when having heavy weapons equipped was the fact that the game read the commando weapons as 'melee' and gave commandos the same multiplier as melee classes have (I think its 1X).
To test this, just fight a low level mob with your bare hands and see how much damage you take..it will be exactly the same as what you took pre-patch. But equip the flamer and that low level mob will cream your arse before you can blink.
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TechnoHic sed
All I know is that right now im better with my TK than my comando skills and that shouldnt be right, I mean yes I have to run my enemy down but thats not a problem at least in PvE.
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ya tka is way batter and not only in pve also in pvp have u ever wached a master tka solo 4 bh and one master pisoler i have he used low blow kd them was using burst run and ran uped kd+dizzy them then ran to the next got them all kd+dizzyed and came back and killed them all
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There is debate on whether BH should be tougher or not since they have more skill requirements but yet their skills are more for tracking, but I dont care if they are tougher, but that should be the only one and I am talking by there own hand. We know creature handlers will always be dangerous but thats by the hands of their pets. I can deal with BH being tougher, its better than everyone being tougher.
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same here i dont care if there batter the spent more skill points
but for a punk pistoler or carbener {a sniper im cool with i think they should be abel to kill in one shot in pvp}
to be abel to creem me is just down right messed up
yes i do agree, occassionally it seems higher...
ex: a shallow torton (or rav torton, forget which) sometimes does around 181 dmg..next with FT i got hit with two 650's and was incapped
however:
ST's usually hit around 150-200 a shot, with 2.5X this is in the 450-500's range, and in 2-3 hits a ST did exactly that
of course, with the torton, it could be his special attacks...remember the PvE world can do all sorts of special attacks that effect everyone differently
btw, very off course from this post...apparently the yankees just tied the game with florida...im hearing screams of joy from the other room ![]()
Well, the Yankees didn't hang in there for whomever was cheering...
But, getting back on topic, I still believe that the game's math is severely broken in how it applies the specials along with the damage modifier.
It still looks like it's working the way I documented above, and if so, it's hitting players for 4 - 7.5x damage, when it should be hitting for more like 3 - 5x damage at most.
There's talk over on the CH forums about lower level creatures getting modded (along with talk about CH being nerfed, as if we didn't all see that coming!!!) so they'd be easier, and higher level creatures becoming harder. We'll have to see what happens.
If the game applied the math correctly, then I don't believe we'd even have any complaints from the Commando profession about the modifier being applied to us, as most of us could actually deal with the damage that is coming our way.