Commando Archive

Thread: Update: Our Flame Damage Has Been Increased.

admisgd
Thu Feb 12, 2004 10:21 am
#66

sorry i meant to say a FT would hit for 8-12k on flame single2 as an initial hit.



Adda
Master Commando / Master Smuggler


Zabin
Master Pikeman / Master Rifleman
tacwraith
Thu Feb 12, 2004 10:32 am
#67

admis the AP0 vs AR1 is not 25% reduction, its 50%.


of 2000 damage ap0 hits ar1 , damage applied is 1000. from that 1000, the 50% heat resists lower it to 500. if he has a psg with 50% heat its down to 250. this is before any pvp damage reduction and damage mitigation.


ap0 hits ar3 its 2000 - 50% = 1000 (ar1). then 1000 -50% (ar2) 500.. then 500 -50% (ar3) its 250. before the 75% pvp reduction or the damage mitigation reductions.






'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

admisgd
Thu Feb 12, 2004 10:36 am
#68

lol i forgot to facter in the 75% pvp reduction so it's even worst than i stated especially with ap1 giving an 50% reduction and not a 25% reduction on ap0 weapons. lol man we are in trouble.



Adda
Master Commando / Master Smuggler


Zabin
Master Pikeman / Master Rifleman
Daker-Naritus
Thu Feb 12, 2004 10:43 am
#69






Quote


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).






I am not so sure this is going to be an issue... 99% of nerf cries come from pvp, and it is almost impossible for us to do 11,000 damage in pvp.


By the time you cut our damage 50% for light armor, 50% for heat resists, 50% for ranged mitigation 3, and 75% for the pvp adjustment, that 11000 damage = 350 damage (39 damage per second). Even against melee opponents we are only doing (at max) 700 damage with a 9-10 second delay.


I don't see many complaining about that...



I mean, look at a pistoleer with a FWG5 (AP0 heat weapon) hitting for 1k with stopping shot....10000 damage in 10 seconds = 310 damage (31 damage per second). If they **edit** too much they will end up nerfing themselves...





Edited because I forgot the quote...

Message Edited by Daker-Naritus on 02-12-2004 11:45 AM

tacwraith
Thu Feb 12, 2004 10:50 am
#70

"I am not so sure this is going to be an issue... 99% of nerf cries come from pvp, and it is almost impossible for us to do 11,000 damage in pvp."


oh they will cry. you just wait.


when before a nonarmored target would be hit for like 600 to 800 damage, it will now be hit for 1k from the initial hit. that they will most definetely see.


armored targets will see their ham bars drop even MORE than before in the initial hit. so instead of the 300 to 500 hit they saw before, they will get slapped with 400 to 700 damage. that they will definetely see.


but the dot will not dozilch, that they will ignore, because theywill not see thatanymore.


and now, all commandos will likely be switching from the fast flamer to the highest damage possible flamer, since the 1 hit is all we'll get. enter the 1200 max damage flamers which will hit the above numbers by about 100 more damage. 1 hit incap if armorless ,near dead if armored, half life if armored and unbuffed, 75% life if armored and buffed.


andof course, random hamhitting if weget off a miracle 2nd shot.





'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

admisgd
Thu Feb 12, 2004 12:34 pm
#71






Did a PvP test against a Master Rifleman/ 4344 TKA. He was wearing a full set of composite armor with 81% resist across the board. I was at 10m standing still and used flamesingle2. My flamethrower has stats 443-836 speed 3.4 . Here are results:


You use your flamethrower to spray concentrated fire on Greddy Blitz for 1535 points of damage!

You stop fighting.

You stop fighting.

You use your flamethrower to spray concentrated fire on Greddy Blitz for 1476 points of damage!

You shoot at Greddy Blitz but miss.

You end your duel with Greddy Blitz.


I asked Greddy what kind of damage he was recieving and he said that the initial hitswere185 and 135and the DoT damage was between 125 -183.So the DoT was doing just as much damage as the initial hit. Two flamesingle2 and he was standing strong and could easily heal himself. I can't wait to see what food will do and then in the future fire extinguishers.


Kovix, Master Commando






Yea thats what i have been trying to explain to people, with armour on in pvp our FT is not good, a decent pistol with AP1 is gonna out damg the flame easy. Thanks for the hard numbers Kovix



Adda
Master Commando / Master Smuggler


Zabin
Master Pikeman / Master Rifleman
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