Commando Archive
Thread: Armor Piercing
Barb-Wire
Mon Dec 13, 2004 12:43 pm
#29
armour piercing doesnt work because it is tied to the portion of the formula that calculates resitance. this piece only comes into play when a target has resistance toa damage type. so targets that have no resistance or are vulnerable it skips over the resist calc and also because of the coding error the AP calc.
maybe it will get fixed in the CU maybe it will be removed altogether and tied to weapon damage directly or it might be turned into a vrelt to gnaw at your leg. only the devs know at this point.
Jihaad
Mon Dec 13, 2004 12:50 pm
#30
Well I hope they do something to fix it.
Quite frustrating to attack something with any AP, and have greatly reduced damage, even though they have no lightsaber resist.
NMidas
Tue Dec 14, 2004 10:39 am
#31
The poster two posts above sort of explained AP and resists... but i guess i'm ignorant to how AP works at all.. how is it supposed to work and whats wrong with it?
Sportiva
Tue Dec 14, 2004 10:54 am
#32
Unfortunately I don't have the exact formula ATM, but fundamentally it works like this:
To detemine a weapons damage (not just a lightsaber):
1. First take the weapon's damgage.
2. Thenwhatever the targets resistance to that damge type will lower the amount of damage
3. Finally you compare the weapons Armor piercing to the targets armor resistance. If the AP > AR the damage increases, if the AR > AP the damge is decreased.
The bug is that if a target is vulnerable (0% resistance) to the damage type of a weapon, the the AP/AR calculation is bypassed. Since everything is vulnerable to lightsaber, they never get the added benefit of having a high armor piercing value.
Jihaad
Tue Dec 14, 2004 11:15 am
#33
NMidas wrote:
The poster two posts above sort of explained AP and resists... but i guess i'm ignorant to how AP works at all.. how is it supposed to work and whats wrong with it?
The problem is this. If you attack a lair of say Mereks. All of them have no AP except Deaths Heads and Harvestors. So everything takes 2-4 hits to kill except these two types, which take 4-8. This makes for alot of force loss that in my opinion shouldnt be happening, because they all have 0 lightsaber resists. So if you decide to take on a Krayt or NS with heavy or medium armor peircing, regaurdless of them all having no lightsaber resistance your damage output on them will GREATLY be reduced. It is just very annoying
Jihaad
Tue Dec 14, 2004 11:53 am
#35
SonGouki wrote:
Oh, it'll be fixed in the CU alright...
OH PRAISE THE MAKER! - C3PO
<3 SonGouki
Barb-Wire
Tue Dec 14, 2004 12:28 pm
#36
yeah if it was fixed now you would be doing one hit kills on far too much stuff. its a huge problem for rifles since they rely on the AP bonus for their damage.
TatterSalad
Wed Dec 15, 2004 1:13 am
#37
Speaking of level of Armor Piercing. Does anyone else think that the lightsabers should be Heavy AP? Not sure if this a good idea, but you would think that lightsabers would be the best weapon in the game. Thus, meaning highest level of AP, along with doing the most damage of all the weapons in the game.
joshbrem
Wed Dec 15, 2004 1:15 am
#38
I think what he's trying to get at is if you are wearing armor, you will actually do the 125% damage because of the AP. If you're wearing none, it will be 100%.
Xion of RAID, Scylla
Jedi Sentinel
Teioh
Wed Dec 15, 2004 1:15 am
#39
TatterSalad wrote:Speaking of level of Armor Piercing. Does anyone else think that the lightsabers should be Heavy AP? Not sure if this a good idea, but you would think that lightsabers would be the best weapon in the game. Thus, meaning highest level of AP, along with doing the most damage of all the weapons in the game.
You never know, maybe after the CU, LS might have heavy AP. I assume they will be redoing the whole AP system so they way it works now may not be the way it works after hte upgrade. Right now, assuming the armor piercing worked, heavy ap would be stupidly powerful.
Message Edited by Teioh on 12-14-2004 01:17 PM