Commando Archive

Thread: Update: Our Flame Damage Has Been Increased.

Kohkon
Thu Feb 12, 2004 1:14 am
#53

Hiyas,

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
RankorCity
Thu Feb 12, 2004 1:16 am
#54






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






So...Everyone's initial damage went up...Not just ours...And we still havecrapola accuracy andtissue paper thindefenses?


The more things change...The more they stay the same...


I hate to do it, but tonight I am dropping down to 0/0/4/0 Commando...There is much more I can put those skill pts to use in...



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
maddogs
Thu Feb 12, 2004 1:19 am
#55

yes it dos add a 2k + dameg to your out put and it takes the wound % of your wep of the 2k dam extra so if you have a extreemly haig wound dam flamer you could posibly lay same dot as befor + do 2k more dam in inatial attack



but so what now we cant kill harly any thing thats high lvl becous of most mobs have 100% heat resit



===============================================================


Daniel' Judson-Leonheart

KeltinOxford
Thu Feb 12, 2004 1:19 am
#56

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'.






Furyk Zarowan

Master Commando || Rebel Alliance Pilot

United Pilots Alliance, Bloodfin


DarthTaosin
Thu Feb 12, 2004 1:39 am
#57

"what do you guys think?"


This game is a joke.


Tao





Taosin
~ Dathomir Expert ~
~ & ~
Rare Items Collector

DarthGoofyBunny
Thu Feb 12, 2004 1:43 am
#58

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.






Foz delOso, Merchant/BH/Commando
.....(Wouldn't it suck to die to me?)
Foz' Premium and Grinding Resources
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DarthTaosin
Thu Feb 12, 2004 1:44 am
#59

The pinch?


This is a titan squeeze.. a smashing of everything fun... not a pinch.


Tao



Taosin
~ Dathomir Expert ~
~ & ~
Rare Items Collector

BigAke
Thu Feb 12, 2004 3:02 am
#60



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.



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
Wolfmann31
Thu Feb 12, 2004 5:18 am
#61

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.....)





RK-31
In memory of Stormtrooper Detachment Epsilon

We will not become a shadow of our former self

When the Star Wars world ends, my reason for being here ends. Thank you Helios_SOE for making that clear to me
All Access Pass Status: 4'th of July cancelation
TechnoHic
Thu Feb 12, 2004 7:20 am
#62

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.





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tacwraith
Thu Feb 12, 2004 9:58 am
#63

"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.






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admisgd
Thu Feb 12, 2004 10:18 am
#64

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.





Adda
Master Commando / Master Smuggler


Zabin
Master Pikeman / Master Rifleman
Jeren_Sehn
Thu Feb 12, 2004 10:20 am
#65

I hope thedevs aren't setting us up for nerf cries. Doing 11K damage per special is going to draw in way too many complaints. If they had just sped up our flame specials by 20% (i.e. made them 80% of their present values), we would have gotten the exact same 25% damage increase (on a dps basis) without upsetting nearly as many people.


Now we can wait for the nerf when TH says realizes, "Wow! They do 11,000 per hit! They are way too overpowered!"


(Nevermind that heavy swordmen can do as much or more damage at approximately the same range).






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