Commando Archive

Thread: Commando Flame Specials Bugged- Damage done is reduced by Kinetic and Heat resists

OnlyMaestro
Thu Feb 26, 2004 1:23 am
#14

Wow...that is a major bug.


One test we need to do -- is THIS the reason our DoT is useless in PvP now? Are both defensive % going against the DoT...which is causing the screwy 80 point DoTs we see?


What I mean, are both Heat AND Kinetic % of the armor being added together against it, which made a mega nerf?


Basic math....we hit on average for 2100 with a flame attack in PvP, against a normal 70% resist heat armor...2100 x .7 = an automatic 1470 reduction. Which equals a 630 point hit, even with AP0 vs AP1 = we seem to hit on average for 200 against armored foes...add mitigation its reduced further...


Both percentages must be stacking in PvP also -- this is the only way to explain the 80pt burns we seem plagued with inflicting anymore.



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SithAdvocate
Fri Feb 27, 2004 7:52 am
#15

if flame single 2 does more damage, switch to flame single 1...although in some cases, flame single 2 should kill them (lower end of the flame single 2 damage for me is the 5k range, some of the bull torturs have just up to 5k HAM so they should be one shot kills) but it doesn't


I've been working on pickets for the last day or two and am still noticing a ~20% damage reduction using flamesingle 2, and this is against enemies that are vulnerable to heat


So apparently the problem is not gone entirely






E'tani Darkmoon
SithAdvocate
Fri Feb 27, 2004 8:15 am
#16

hmm...apparently the floaty number is no longer correct. This too seems to be a recent change (I thought I noticed something different) with flame specials...case in point:


picket, no armor, vulnerable to heat, 25% kinetic resists


flamesingle 2 in combat tab says 9401, damage above pickets head floated (in green, so action pool) 9401...however, the pickets action pool was 908/8429 after all was said and done...80% of the damage against an enemy with a weakness to heat


so don't trust the floaty number! for all tests, record their HAM value (of the damaged pool) after the first flame single 1 or 2, subtract current HAM from total HAM and there's your damage done.


I feel slightly betrayed on that, since the floaty number used to accuratenly convey the damage done after resists were factored in (they may still do so, just not for commando flame specials)







E'tani Darkmoon
SithAdvocate
Fri Feb 27, 2004 8:31 am
#17

ok, more testing done...the floaty number over the head does factor in heat resists and it is mathematically correct (for instance, against plainswalkers with 25% heat resists, the floaty number is now 75% of the number listed in the combat tab) however, the floaty number above the head of the enemy is NOT the damage being done


what does this mean? that regular flame attacks are doing 20% less damage than they should! not even specials, but regular flame attacks...try it out on a regular picket. just did it myself.


shoot the picket and hit peace, record the HAM of the picket, then compare the combat tab and floaty numbers to the actual damage done. I just did this and here's the result:


floaty number matched number in combat tab: 1160 health damage

Pickets HAM after the single regular attack 8324/9252...actual damage of 928...928/1160 = 0.8 exactly


LordS, please pass this info on as well



E'tani Darkmoon
LordSeckmoth
Fri Feb 27, 2004 9:30 am
#18

I'm going to update my message, and just say it seems Flamer Damage is bugged.... anyone have another Heat weapon they can test this with? It could be heat damage in general.
SithAdvocate
Fri Feb 27, 2004 9:37 am
#19

fwg-5 is heat damage as well, I tried it against a picket...151 shot left a picket with 9025/9148 HAM...80% of the damage displayed actually hit


so I tried it with stun and got the same results (both vulnerabilities of pickets)





E'tani Darkmoon
RazerWolf
Fri Feb 27, 2004 12:32 pm
#20

You do all realise that only 80% of the damage from all non-HAM-pool-specific shots (i.e. BodyShot/LegShot/HeadShot) hits one of the three pools, the other 20% being distributed evenly between the remaining two...



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Quevey
Fri Feb 27, 2004 8:30 pm
#21

i havent been pvping much but today i did in theed was the length of time a fire dot lasted cut down because i whacked 3 people and the dot went away in like 6-11 seconds on each i expected them to run for water instead they just stood there healed until it was gone not long at all yeah i watched i was on my back lol.


they were buffed 2 wearing comp 1 not.





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Tepic_Sand
Sat Feb 28, 2004 12:22 am
#22

Hmmm im not so sure, i performeda test with my commando and here were my results:


Ancient Reptilian Flyer with 50% Heat Resist, HAM of 5116/5345/4996


The Combat log showed a hit of 6339, which you would expect to be halved by the 50% heat resist


This isa record of the damage i did with one flamesingle1, taking readings directly from the HAM bars;


Health started at 5116 and read 2581 after attack. Total damage of 2535


Action started at 5345 and read 5028 after attack. Total damage of 317


Mind started at 4996 and read 4679 after attack. Total damage of 317


Add these 3 damage totals together and you get a grand total of 3169, which when multiplied by 2 to account for the heat resist comes to 6338 (only 1 off combat log record of 6339). If you just look at the health pool after an attack then yes it looks like the creature has resisted for more than 50%, but this is only because the damage on the other 2 pools has not be taken into account.


I dont think kinetic is affecting heat resist at all, looks more to me like you didnt notice and/or take into account the damage on the other two pools when doing your calculations, but i might be wrong.....






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SithAdvocate
Sat Feb 28, 2004 1:10 am
#23






RazerWolf wrote:
You do all realise that only 80% of the damage from all non-HAM-pool-specific shots (i.e. BodyShot/LegShot/HeadShot) hits one of the three pools, the other 20% being distributed evenly between the remaining two...




certaintly explains a lot



E'tani Darkmoon
La-grange
Sat Feb 28, 2004 1:19 am
#24

Ahh. Splash damage. Makes sense.



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RazerWolf
Sat Feb 28, 2004 1:41 am
#25

Yeah, it's one of those things which is only noticable when you do a very large amount of damage in one hit. Before Flame specials, I had no idea about the 80/10/10 thing. I was wondering why Huf Duns were only taking about 80% of the damage I was supposedly hitting them for. With the 80/10/10 thing, the floaty numbers are supposed to be correct though, they give the total damage you did per shot. If they don't make sense according to combat spam - (armour + resists), then something's up.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
Yrega
Sat Feb 28, 2004 12:47 pm
#26

Well I have a comment, F[edit]ING RETARDED.

This splash dmg thing is making the FT do 0 damage, you should NEVER IN ANY CIRCUMSTANCE do0 dmg to any target unless it has 100% resistance to the dmg type you are attacking with.


-Yrega Darkstrider

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Yrega Darkstrider
Avatar Alliance
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