Commando Archive

Thread: 2.5x multiplier = GOING OUT THE WINDOW!!!!!

Theedage
Tue Nov 04, 2003 4:28 pm
#1

Due to soe's smarts everyone was given correspondant status so here's what I dug up from lord_paul in the correspondant forum





Combat Changes coming up next publish (not the one on test center)

DAMAGE MITIGATION ABILITIES:

All melee/ranged classes get a new ability called damage mitigation.

There are 3 of these abilities for ranged, and 3 for melee. These will limit the range of damage that can be done to you.

Example:

If you are hit with a melee weapon that does 1-100 points of damage and you have melee damage mitigation 3, the damage range we actually use becomes 1-40. This is because melee damage mitigation 3 limits the operative damage range to 40% of the original value.

Level 1 damage mitigation limits damage to 80% of the range

Level 2 damage mitigation limits damage to 60% of the range

Level 3 damage mitigation limits damage to 40% of the range

This change was added to work with the new creature damage/hitpoint baseline that is being defined by Keldarin(Dave)



MELEE DAMAGE PENALTIES:

These have been removed. There is no more 2.0x/2.5x/whatever damage multiplier when using ranged weapons. Instead you will simply be easier to hit. This will vary based on the attacker/defender weapons.













Dan "Lord_Pall" Rubenfield
Designer
Marksman, Brawler, Pistoleer, Carbineer, Riflemen, Commando, Bounty Hunter, Swordsmen, Fencer, Pikemen, Teras Kasi Artist, Missions, Spawning, Jedi



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
Theedage
Tue Nov 04, 2003 4:30 pm
#2

Part Two:




All melee weapons get melee mitigation

All ranged weapons get ranged mitigation

Bounty Hunters get Ranged mitigation

Smugglers get Melee Mitigation



If you have both abilities from different skill trees, you get both protections.



Dan "Lord_Pall" Rubenfield
Designer
Marksman, Brawler, Pistoleer, Carbineer, Riflemen, Commando, Bounty Hunter, Swordsmen, Fencer, Pikemen, Teras Kasi Artist, Missions, Spawning, Jedi



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
hunt-x
Tue Nov 04, 2003 4:45 pm
#3

Thank God.


I was tired of CHs hitting me for 950 damage with a gurreck while I'm wearing 60% kinetic advanced composite armor.

brokenglass
Tue Nov 04, 2003 6:04 pm
#4

You jinxed it. Now they're going to can the idea I bet.
StarNick
Tue Nov 04, 2003 6:27 pm
#5

dang hunt beat me to it..oh well


THANK GOD!


hmm..since we have unarmed..maybe we'll have both of these new..whatever they're called?




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

maddogs
Wed Nov 05, 2003 2:29 am
#6

yay


now if they keep it so the dots would still incap we might actuly be worth some thing agen




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


Daniel' Judson-Leonheart

AcidGuru
Wed Nov 05, 2003 5:41 am
#7

Hmm I'm slightly worried by part of this proposal.


It's this bit:


-------------------------------------------------------------------------------------------------------------------------------------


This change was added to work with the new creature damage/hitpoint baseline that is being defined by Keldarin(Dave)



MELEE DAMAGE PENALTIES:

These have been removed. There is no more 2.0x/2.5x/whatever damage multiplier when using ranged weapons. Instead you will simply be easier to hit. This will vary based on the attacker/defender weapons.

-------------------------------------------------------------------------------------------------------------------------------------


Firstly if they make the creatures more nasty we are still going to take more damage.


And the second part is a kind of reversal of what we have now, ok we wont take more damage per hit but we are going to get hit more often instead.


Don't start cheering yet folks, we may well be even worse off than we are now. I hope not I really do but I have little faith in SOE's ability to do anything sensible these days.




----------------------------------------------
I've been to -10mil and back again.
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Myrdyr - Renegade Rebel Colonel
Ziz - Jedi Knight
Spin Doctor for The Dark Path
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Making in-game lives of the community a virtual living hell since 2003
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Sadius
Wed Nov 05, 2003 6:42 am
#8

I think this might be a good thing, if the new system works out, but you never know.


On a side note, it looks like I'm going to have to change my sig now, too bad I kinda liked it







Sadu - Master Commando (Lowca)
Straight from Merriam-Webster Online:
Commando: a military unit trained and organized as shock troops
especially for hit-and-run raids into enemy territory.


We can hit and run.... but it's mostly running while being hit.
tacwraith
Wed Nov 05, 2003 8:07 am
#9

interesting if true.


But again, never underestimate SOE's ability to feed you candy with one hand and painfully squeeze your nuts with the other.





'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!)

EcadMistflier
Wed Nov 05, 2003 9:48 am
#10

Move in the right direction. Now if they would only fix the HAR.



Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
OberonMyx
Wed Nov 05, 2003 9:49 am
#11

When exactly is this suppposed to take place? this patch, or do i get beat down for another month?



Twas' brillig, and the slithy toves did gyre and gimble in the wabe. All mimsy were the borogroves and the mome raths outgrabe.

Oberon/Xian', retired, writing poetry.
Theedage
Wed Nov 05, 2003 10:04 am
#12

I don't know, lord_paul posted this within a week so we probably won't see anything soon.



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
garvin
Wed Nov 05, 2003 10:19 am
#13

All melee weapons get melee mitigation
All ranged weapons get ranged mitigation
Bounty Hunters get Ranged mitigation
Smugglers get Melee Mitigation

If you have both abilities from different skill trees, you get both protections.


If I'm reading this correctly, Commando will get Ranged Mitigation automatically...and possibly Melee Mitigation if we take on other professions....but it does cause some questions to arise that we should all get ready to address if they haven't areadly been.


1) Is it weapon based? i.e. if we have a FT equiped, we get Ranged mitigation, but no melee mitigation, but as soon as we unarm, we now get Melee mitigation but no Ranged mitigation.


2) At what level (in the skill trees) do you get the mitigation levels (1 -3)? does it start at Novice, or do we have to go up a tree otherwise useless to us in a melee profession.


3) Do the mitigation levels start at the basic professions, or elite?


4) If someone has only Ranged mitigation, does this mean he will takefull damage from a melee attack (where does armor weigh in)? How is Melee Defense mods weighed in to the equation? I would assume that Melee defense mods are weighed first (hit or miss is determined by that) and if contact is made, then comes in the mitigation factor...after the damage is assessed via mitigation, armor absorbtion is then figured in...is this correct?


5) Shouldn't Melee Weapons have Ranged Mitigation and Vice Versa? Didn't the whole issue start because Melee fighters were getting wasted by Ranged weapons...so shouldn't they get to mitigate some of the ranged damage done to them without having to take up a ranged profession on the side (advisable, but not required). I bring this up becuase it put's us right back where we all were before the 2.5x melee damage bonus issue...Melee fighters getting hammered by Ranged Weapons (like the FT), and forcing the Dev's to look for a solution to give them better odds...will this lead us back to that same situation and in turn lead right back to the 2.5x melee bonus being re-instated. I'm not terribly worried about Ranged Fighters getting Melee mitigation, although nice, the absence of the 2.5x issue already gives us a good leg up.


I may have missed the answers in the intial posts regarding this proposed change. Even with all these questions unanswered, I still see this as a promising change. No more 2.5x melee damage bonus, even if we get hit for full melee damage, will lead to us lasting longer in battle...getting hit for a full 300 damage is far better then getting hit for 750 (300 x 2.5).


Still, even with this, I'd like to see us have at least one ranged special of our own (especially since we are a ranged class) but that's another thread for another time...this is definitely an advancement in the right direction.




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

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