Okay, I just got done with testing AoE on all the commando weapons I had with me. This was done in the Darktrooper Base (think it's the Weapons Development Facility waypoint) on Naboo. The NPCs there seem to be bugged and most do not aggro you once inside, even after you start shooting them. That made it an ideal place for this test, because I can be certain these numbers are accurate and not muddled by the normal confusion of combat. All of the following stats reflect the damage and effects of the various commando weapons vs. darktroopers. They are done using Bounty Hunter specials. My full template (current) is Master Commando/Master Bounty Hunter/Pistoleer 0/0/0/4.
These numbers are collected from the Combat tab. The first number is the damage to the primary target, the second number (following the "/") is damage to the secondary targets. A "-" indicates no damage at all.
ADDED: Heavy Particle Cannon and damage notes for the basic Ranged Shot attack.
ADDED: stats on the now-working Proton Rifle 
Advanced Improved Improved Basic
TorsoConfusion Underhand Improved CriticalRanged
Weapon ShotShot ShotEyeshot Shot Shot
Plasma Flamethrower 1530/205515/103722/103764/1031674/103681/103
Flamethrower1154/175 392/88545/88576/881248/88 514/88
Lightning Beam Cannon 1350/321 481/161642/161 673/1611381/161 609/161
Rocket Launcher 784/-299/-376/-371/-730/-360/-
Acid Stream Launcher1167/307421/154555/154 582/1541173/154 528/154
Heavy Acid Rifle 777/-277/-368/-364/-789/-777/-
Launcher Pistol 423/117153/59201/59210/59 420/59191/59
Proton Rifle 1533/-478/-717/-765/- 1818/-669/-
Heavy Particle Cannon 968/219343/110459/110483/110998/110436/110
All state effects currently appear to be working properly, but do not apply to nearby targets when no damage is inflicted to them. All secondary damage is unimpressive and could use increasing given increased aggro from AoE.
UPDATE: Heavy Acid Rifle blinds you as well as your target if you are within 10 meters. Further testing has indicated that the Flame DoT does not inflict any damage that I was able to determine. I would stop firing at a flaming Darktrooper and wait for the DoT to tick, but their HAM bars never went down. Eventually, the flames went out with no visible effect.
ADDED: GRENADES
Grenade Type Damage State Effect
C1264 None - not intended to have state.
C22 210 None - not intended to have state.
Cryoban 387 Snare - duration and effectiveness unknown.
Seems to last until another cryoban
is thrown. Note appears over target's
head showing state ending at that point.
Glop 484Blind - lasts for 7 seconds.
Imperial Detonator585 KD - lasts for 4 seconds.
Proton 773Fire DoT - not working.
Thermal Detonator675 Fire Dot - lasts only 2 seconds.
All grenades inflict the indicated damage to all targets within their radius. AoE seems to be working okay, but damage is unimpressive and state effects are weak. No real reason to bother using them in combat.
ADDED: VK
Weapon Type Melee Hit
Massassi Knuckler164 No state effects or AoE.
Message Edited by Rathask on 04-19-2005 10:32 AM
- Reb. Col. Raytheon Kednallen (ret.),
Master Commando/Master Bounty Hunter
Shadowfire
- Raythen: Master Commando/MBH/Pistoleer TC-Ep3