Commando Archive
Thread: Update: Our Flame Damage Has Been Increased.
well my speed sliced flamethrower seems to be doing twice the damage as before on flame single 2. Means i can do shots for 10k what imo is totally overpowered. The dot doesnt seem to have changed.
Why not add a flame single 3 or something for masters instead? I dont think its a good solution as it is now.
Khokon
garvin wrote:
Just read this in the patch notes:
Special abilities that inflict combat DoT's (Fire and Bleeds), have had there initial strike damage increased and the combat DoT damage reduced.
http://starwarsgalaxies.station.sony.com/recent_updates.jsp?page=Recent%20Updates
That it has.....my damage has gone WAY up, more than 5K in some cases.
While this may not be as bad as we thought, I'm still trying to figure out just how this is 'balance'.
Actually, this is interesting.
The way things are set up now, I think swordsman, rifleman, and similar professions will feel the pinch of the bleed changes more than commandoes will. The DOT from rifleman and swordsman is severely reduced, and hardly feels worth the effort of laying one on. Admittedly, I have only their inital bleeds to test, but yesterday they were enough to take out most mobs, while I hung back and waited for the bleeds to work their magic. Today, I couldkeep reapplyingMindHit1 from swordsman when it wore off, butstill take down pikets faster with straight damage from a vibroblade.
Powerlevelers will feel the pinch worst of all.
DarthTaosin wrote:Moron. If you are fighting anything tough you are doing about 500-700% less damage than before.Tao
500-700% less damage, huh?
maybe you should get your math straight before you start to argue.
if you do 100% less damage then before, you will deal no damage now. 500-700% less damage would mean that your shots are actually healing your opponent.
Just a little correction..or tidbit of info here:
Heat resist: Resists heat based attacks.
Fire resist: Resists burn DoT
Close to no mob in the game has Fire resist.
No player made armor has Fire resist.
Fire resist can be found on skilltapes/armor attachments.
So, no, they did not make armors and other help lower Burn DoT. The resist that does that, are few and far apart.
This is why, poisons, diseases, bleeds etc. Are not "lowered" when applied. Unless, you have "bleed resist/poison resist/disease resist".
The bleed and burn DoT, are a equation of the strength your attack that applied that DoT to your target.
The disease and poison DoT are depending on the "power" of the poison/disease.
So, short: Our burn/bleed/ are not restricted by armor in any way, exept by the force of the initial applying hit.
Our poisons/diseases, are in no way restricted by armor, not after applied, and not when applied, as there are no armors with this resist...If a player has this resist on clothes or armor (thru BE clothes or skilltapes/attachments) it lowers the tick, as it should do..
You guys figure out what this means.
Then figure out, what it means for our AP 0 weapons. Then figure out why burns and bleeds have had 90% of their "power" removed...While poisons and diseases have not.
And I'm going to bed now..Tired after cheering for hitting a unarmored, un"resisting" mob for 12000 damage..Then crying when I hit a CM in composite for less than 300 damage...And him laughing of my burn, while his poison and disease incapped me while I waited for the cooldown to end...(I was praying, that the rebel didnt pull out a CDEF pistol, to humiliate me even more.....)
OK so there is fire resist that applies to burn but heat resist aplies to our initial hit? Is this straight?
Hmmm, then with less DoT and more initial hit we merely are more of a one shot pony. Either we kill them in one hit or we die,a weaker burn is nothing to fear with all these medics walking around being able to heal themselves untill the weakened DoT wears off while we lay incapacitated. It wil lbe worse when they can just use a fire extinguisher, not to mention without DoT stacking how many more are going to have medic skills.
Well TH said everything needs a counter and now we can have everything countered here soon rather easily. I have to say I do love the LP and right now that looks like our only hope here soon if you pick up at lest the accuracy and specials from pistoleer.
I keep debating going master TKA/ master Pistoleer/ novice commando but maybe Im a fool to try to ride the storm out.
"OK so there is fire resist that applies to burn but heat resist aplies to our initial hit? Is this straight?"
it has always been that way techno. the 'fire resists' dont lower the dot damage, but rather make the dot tick slower and give a chance for the dot to be outright resisted (just like defense vs stun/kd/etc works).
that is why ive been posting so many times over that this nerf screws us in pvp. the initial damage, dealt by an ap0 weapon on targets that will likely have 50% heat composite (or a 50% PSG ..or worse, a psg on TOP of the composite) turns our initial flamer hit to be lower than that a novice marksman will do to a target in the 10 seconds of the delay.
the DOTS were the bulk of our damage, it has been reduced to uselessness.
Heres what it comes down to as far as I can tell. I have only done limited testing so I have no hard numbers. An average FT is gonna hit for 8-12k damg on the initial hit. We have AP0 on that so if u are hitting a player with a decent set of composite u are looking at light armour with 60-70% heat resists.
8-12k initial hit -25% hitting light armour
subtract anouther 60-70% (on some servers composite has even better res than this)
thenyou need to factor in ranged mitigation wich will decrease the initial hit significantly. I not sure how mitigation works in general but i know it decreases the initial hit.
I'm not gonna do the math because i have no hard numbers but this doesn't leave you with much of a hit.
The Dot isn't gonna save u afer the initial hitin PvP it'sjust to weak now.Feel free to correct me if any of this info is off. I'd also like to see some hard numbers if anyone has any.