Commando Archive

Thread: Tell me this is a typo!!!

Raptor2k1
Fri Jan 30, 2004 10:46 pm
#14

Hehe, I bet the KD resistance one is going to be popular with jedis. Heck, I bet that one becomes the best selling one next to flameout.



Kyeran Halkyon

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


Ravenspite
Sat Jan 31, 2004 6:36 am
#15


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 :


75% Damage reduction applicable in PVP

25% Reduction due to a flamer being AP0

??% Heat resist on whatever armor is worn

20 - 60% Damage reduction for any class with ranged mitigation

90% Due to "Flameout" (applicable to first 5 attacks only)


I haven't gotten involved in PvP much yet to even know what kind of damage I'm likely to cause once I do start toasting things... but come on, if these are right surely thats a bit excessive ??


Druce Bayne - Shadowfire

Master Commando, Teras Kasi Trainee
LordSeckmoth
Sat Jan 31, 2004 10:07 am
#16

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.


Hellshot
Sat Jan 31, 2004 10:14 am
#17






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.








True all proffesions will be affected by this (yes I can admit I was wrong earlier :smile, but we are put at a disadvantage in that our rate of fire is slower than that of other proffessions, thereby taking longer to hit 5 times, and we miss more often. Now if I were going to use this I would hold off until after the battle started to use it to prevent people from using noramal attacks at the outset to defeat it.



Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
tacwraith
Sat Jan 31, 2004 10:37 am
#18

ap0 hitting ar1 is 50% damage reduction not 25%




'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

Logitition
Sat Jan 31, 2004 10:53 am
#19

No... Ap0 hitting AR1 is 25%... Ap3 hitting AR1 is only 35%... and we all know that AP3 hitting a naked is 0%..



g!g (()beh )(aum'jmi)\~
][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
Sifer2
Sat Jan 31, 2004 2:57 pm
#20

I think the guy that said blast them a few times with a pistol has the right idea. All this new item means is that people wont be able to open up with thier most powerful attacks and expect to win a fight anymore. I would be more concerned about the new fire extinguishers. I wonder will they instantly put out fire or take a few applications? If its instant then that's a pretty big nerf to the flame single seeing as using it makes you unable to attack for a while afterwards and now its DOT would be useless in PvP.





-Sifer Two-
Master Pistoleer/Teras Kasi Artist/Smuggler

Imperial Inquisition Ace Pilot

Jedi Padawan

RayvinCorp
Sat Jan 31, 2004 3:52 pm
#21






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




"Anybody can die to a durni, but it takes a Commando to do it with just the right flare...."
JoNakU
Sat Jan 31, 2004 4:37 pm
#22

StarNick
Sun Feb 01, 2004 12:22 am
#23

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





--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Danjun
Sun Feb 01, 2004 10:01 am
#24






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.




------------------------------------------------------------------
Comosly: The lizard without a bite, Master Commando

"We the few have done so much with so little for so long that we now qualify to do everything with nothing at all"
Daker-Naritus
Sun Feb 01, 2004 7:58 pm
#25






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?

Daker-Naritus
Sun Feb 01, 2004 7:59 pm
#26

**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.


Page 2 of 3