Commando Archive
Thread: Running the numbers on the new AT-ST and rocket launchers...
To those who say this is too much damage... I don't know about you but if I try to take on an AT-ST solo I never get more than 2-3 shots off with my launcher pistol. With the delay on the rocket launcher I doubt that anyone will survive the experience of going head to head with an AT-ST even so. Granted you may be able to clone and come back but that is another story.
I'm not worried about this being overpowered because if it is I'm sure the devs will bring it back down to acceptable levels rather quickly. I'm happy they are finally addressing the issue.
Sadly...no.
You guys should check out the armorsmith forum, specifically:
http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=7612
The way things are right now you get no armor value bonus on those AT-ST's. The vulnerability completely tosses AR out of the equation, so it's basically an AR0 rocket launcher on an AR0 AT-ST. And no, this isn't just on player armor. The tests were on NPC's.
You don't have to worry about the additional blast defense anymore though. That's still significant.
I'm glad there's finnaly a way to take out ATSTs. There's a lot of Rebels who have "gone underground" until ATSTs becomea littleless invincible (the only thing left now is the bug). I think the complexity of building rocket launchers will even things out and with the damage an ATST does a wary controller would probably be able to hold their own. It's not as if whippinga rocket launcher out and taking off 1/5 or so of a HAMbar is going to be a very subtle manuever. They'll also probably turn rocket launchers into traps for vehicles and droids if it gets overpowered against players.
Steve, you say 0% resistance means AR0, but I don't think that's correct. Ar is independent from Resistance. From my understanding, this is how it works...
First, do the AP vs. AR damage modification. So, a weapon that matches AP for AR (ie. AP3 vs. AR3), will do it's base damage. x1.25 for every AP>AR, x0,5 for every AP<AR.
After that, apply resistance. So a 10% resistance multiplies the post-armor damage by 0.9.
So, a weapon that does 10-100 AP2 attacking a AR3, 20% resist, would do:
dam = Random(10..100)x0.5x0.8
vs AR1 with 70% resistance
dam = Random(10..100)x1.25x0.3
So, the AP3 Rocketlauncher vs an AP3 0% AT-ST will do it's base damage, with 0 modifications, since the AP matches AR and the resistance is 0%.
Still, that base damage is frightening. The RL is definitely a vehicle killer.
No, the launcher pistol will do straight unmodified damage on an AT-ST (assuming it's blast, I'm no commando).
A vunerability does not mean AR0, but it does mean AR is tossed out. If I were to shoot a pistol with AR0 at something with AR2 but a vulnerability to energy it does full damage.
The advanced armor guide they put on the site a while back said a vulnerability implied that ALL effects of the armor were ignored. Others haveconfirmed this.
However it seems things are broke at the moment if your weapon has an AR higher than 0. The target only takes damage as if your weapon and the target were the same AR.
So if you attack something with AR 1 with a weapon whose AR is 3, you'd be better off if it had a 1% resist than a vulnerability, because your AR would still be used.
The original post was correct, vulnerability means AR 0 and 0 %. You will do full damage to anything with a vulnerability.
on the unarmed combat beening hard now.
It is... it is much much harder with out knuklers however i'd sugest still using them even with the penaltiy for no cert. In my case i do 80-100dmg with out and with 77-90 however with knucklers i atack much much faster 1.4 sec if i did the math righ compared to 3 sec attacks