Commando Archive
Thread: Tell me this is a typo!!!
I don't post here very often, even though I regularly try and keep up with whats going on in my profession, so I'll apologise now for what could be a dumb question ![]()
With the addition of "Flameout" am I right in thinking that a commando with a flamethrower now has ALL of the following gimps... umm, I mean "penalties" applied to his damage against a suitably armored and fed opponent in PvP :
If this works with any attacks, as it seems, think about other professions. Our Flamer does say 4k damage in a good FS2 shot.
So 4000
now 1000 after 75% PvP reduction
now 750 after 25% AP0
*say you have a 60% armor on average against, usual for good PvP* it's now 300
now a 90% reduction makes that 30
*I think I did the math right, and I didn't add in Mitigation, becuase that just changes the damage range, not overall damage*
So think of what will happen to other profs with this. Now you also have to realise how full a person is going to get; how many uses are they going to be able to get through *5 shots, 10, 15 at most?* in a PvP battle. Not that many.... but with an item like this; it reduces it across the board. So we're not the only ones that will have reduced damage.
LordSeckmoth wrote:
So think of what will happen to other profs with this. Now you also have to realise how full a person is going to get; how many uses are they going to be able to get through *5 shots, 10, 15 at most?* in a PvP battle. Not that many.... but with an item like this; it reduces it across the board. So we're not the only ones that will have reduced damage.
Logitition wrote:
No... Ap0 hitting AR1 is 25%... Ap3 hitting AR1 is only 35%... and we all know that AP3 hitting a naked is 0%..
Wrong.
AP 0 is no armor reduction plus resists.
AP1 is 50% plus resists.
AP2 is 50% plus another 50% plus resists.
AP3 is 50% plus another 50% plus another 50% plus resists.
AR0vs AR0 = 100% Damage
AR0 vs AR1 = 50% Damage
AR0 vs AR1 = 25% Damage
AR0 vs AR3 = 12.5% Damage
AR1 vs AR0 = 125% Damage
AR1 vs AR1 = 100% Damage
AR1 vs AR2 = 50% Damage
AR1 vs AR3 = 25% Damage
AR2 vs AR0 = 156.25% Damage
AR2 vs AR1 = 125% Damage
AR2 vs AR3 = 50% Damage
AR3 vs AR0 = 195.3125% Damage
AR3 vs AR1 = 156.25% Damage
AR3 vs AR2 = 125% Damage
AR3 vs AR3 = 100% Damage
This is why I have never been depended on my flamer, more on my LP....
Sure these may be across the board..but it affects us in more than one way the most
Ironic that they're adding the cure, before the diagonostic too...with these changes, and that fire extinigsher..now we're most likely going to be one of the weakest classes
Then we have to wait another month to get back to piority, then another month of seeing fixes..most likely another 1-3 months after that actually seeing results...TH promised we'll see stuff in the next 1-2 publishes, but seeing SOE's track record with us..i remain HIGHLY doubtful
StarNick wrote:
This is why I have never been depended on my flamer, more on my LP....
Sure these may be across the board..but it affects us in more than one way the most
Ironic that they're adding the cure, before the diagonostic too...with these changes, and that fire extinigsher..now we're most likely going to be one of the weakest classes
Then we have to wait another month to get back to piority, then another month of seeing fixes..most likely another 1-3 months after that actually seeing results...TH promised we'll see stuff in the next 1-2 publishes, but seeing SOE's track record with us..i remain HIGHLY doubtful
we are going to see stuff in the next publishes.
It's just not the stuff we want to see.
LordSeckmoth wrote:
If this works with any attacks, as it seems, think about other professions. Our Flamer does say 4k damage in a good FS2 shot.
So 4000
now 1000 after 75% PvP reduction
now 750 after 25% AP0
*say you have a 60% armor on average against, usual for good PvP* it's now 300
now a 90% reduction makes that 30
*I think I did the math right, and I didn't add in Mitigation, becuase that just changes the damage range, not overall damage*
So think of what will happen to other profs with this. Now you also have to realise how full a person is going to get; how many uses are they going to be able to get through *5 shots, 10, 15 at most?* in a PvP battle. Not that many.... but with an item like this; it reduces it across the board. So we're not the only ones that will have reduced damage.
LordS, I think you are missing the point... Because of our delay, this effects commando MUCH worse than other classes.
Look at it this way: FS2 = 4000 damage every 8 seconds. Stopping Shot (pistoleer) = 1000 damage every second. (crunch all these numbers through your formulas, and they will be exactly the same, just lesser.
So the pistoleer's 5 avoided attacks take 5 seconds, and the pistoleer looses 5000 damage.
The commando's 5 avoided attacks take 40 seconds, and the commando loses 2000 damage.
So flameout keeps commandos from attacking for 40 seconds...pistoleers for 5. Don't you think that is a little extreme?
**edit** it...I forgot to take the damage numbers by 90%...
Regardless, the point is that it effects commando for over 40 seconds, whereas it affects other classes for much much less.