Commando Archive
Thread: New Patch and Commando
I really hope the 2.5x melee penalty comes out, I'm rubbish, and I need it out!! hehe.
It's not in the patch notes though, not that that actually means much...
Just read this on another post...A few interesting notes I saw(http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=947525):
Added to-hit bonus for melee vs. ranged weapon attacks. This is a replacement for the damage multipliers and a sub-feature for the damage mitigation addition. If you use a ranged weapon against a melee combatant, you are easier to hit.
Damage-over-time (DoT) effects (bleeding, poison, etc.) will no longer cause pets to randomly aggro on nearby PvP enemies.
Players now get a TEF when using DoTs (poisons, disease, etc).
Performance buffs now modify the players base attribute not their current max attribute.
Added melee/ranged damage mitigation 1-3 abilities. These abilities are spread through the elite professions and will limit the damage ranges that can be done to you. If an NPC/Creature attacker does 1-100 points of damage, is using a melee weapon, and you have damage mitigation 3, the actual damage range that can be done to you is actually 1-40. There are 3 damage mitigation abilities for ranged, and 3 for melee. They do not stack.
Rifleman
Added "Sniper Support Skill" for Rifleman. Riflemen shooting creatures and NPCs at greater than 50m have a much better chance of drawing a single social creature from a crowd (versus the entire group of angry mobiles immediately charging at the rifleman)
Teras Kasi
Powerboost - boost values are now calculated based on the characters unmodified mind value minus any mind wounds. A boost value of less than 10 is prohibited.
TKAs can no longer incapacitate themselves with /powerboost Quests
I didn't see any specific Commando Notes, but who knows...they tend to leave those note changes out each patch....Did see a note that they fixed the Krayt Skull quest though...
heh, if I get a TEF every time I torch a durni..
oh, this will get interesting ![]()
other interesting note:
All new HAM cost system for combat - Special moves take from the max value, but regenerate much, much faster. The end result is that HAM spent on special moves regenerates MUCH faster than damage, so it should make combat more dynamic.
found it outside at:
http://starwarsgalaxies.station.sony.com/recent_updates.jsp?page=Recent%20Updates