Commando Archive
Thread: Whats up with Armor Piercing and Rocklet Launchers
75% PvP damage reduction
25% light armor reduction
60% Blast resistance
= Right around your numbers. Because Heavy Weapons have such large ranges, that would explain the inconsistency in your damage, when you do indeed hit.
Also, about your flamethrower...
-DOT's bypass armor, so that damage will not be reducted, explaining why it is a lot higher.
Message Edited by B0xwine on 08-06-2004 06:00 AM
Hovever:
3000
x 1.5 (damage increase for all weapons)
x 1.25^2 (AP3 vs AR1)
x 0.25 (PVP)
x 0.4 (60% resist)
= 703. That's over a 75% total reduction off the damage on the weapon.
B0xwine wrote:
I'm no number crunching genious, but I think it go's something like this...
75% PvP damage reduction
25% light armor reduction
60% Blast resistance
= Right around your numbers. Because Heavy Weapons have such large ranges, that would explain the inconsistency in your damage, when you do indeed hit.
Also, about your flamethrower...
-DOT's bypass armor, so that damage will not be reducted, explaining why it is a lot higher.
Message Edited by B0xwine on 08-06-2004 06:00 AM
B0xwine your wrong..
I myself am a Master Commando and I too have done my numeroustests. All tests were performed in PvP conditions to regenerate the 75% PvP dmg reduction.
I too believe that Armor Piercing is still bugged or never was working as intended.
Using a FLAME SINGLE 2 with a zero armor piercing valuedoes roughly the same amount of damage as a high end rocket launcer sporting heavy armor piercing value. The damage on the average is 500 dmg -700 dmg.
My theory is thateither Armor Piercing doesnt play as muchof role as we like to believe in combat, and if so its very, very, insignificant.
I have usedProton Grenadessliced for dmg and yeilding dmg well over 5000 pts, and have thrown them at players that were buffed but not wearing armor at all, and only did on the average 800 dmg - 1200 dmg.Proton Grenades doLight Armor Piercing Value,whileplayer running around in boxershas Zero Armor protection.If you took the 5000 pts x.25% (to simulate pvp conditions)= 1250 pts of dmg.So where is the bonus for using Armor Piercing Weapons ?? 50 pts ??? Because I will be dead honest with you I have NEVER been able to do reach 1250 pts of dmg even when usingProton Grenadessliced for 5000 dmg.
And the reality is I dont think my opponent is going to fight me butt naked with no buff in combat conditions. So when its all said and done, after your enemy puts armor on, and is buffed to the max, and adds aPersonal Shield Generator, your doing roughly 300 points of dmg with a 5000 dmg proton grenade.
PAPER TIGER
Our heavy weaponsinitial damage is wiped out by all thevarious protections the devs have added to the community ( Buffs, Stims, Synsteak, Flame out, Armor, PSGs, Dmg Mitigation, Dodge,Center of Being etc etc.. ) , andwith our currentdamage per a second (DPS) , we can not compete with other professions in doing damage over time. So we can niether hit hard or hit fast but we sure dolook scary. You see a Heavy Rocket Launcher with over 3800 - 4000dmg max after being sliced, andyou think, " Man this is gonna seriously put the hurting on someone !" but in the end, its nothing more then a Paper Tiger..
THE DEVELOPER MINDSET
The Devs are in the same mentality, they see that big number of 1700 min- 4000 max , Heavy Armor Piercing and they instantly say , " Wow thats powerful ! Thats gonna unbalance everything if we change it and make it more powerful !" However the devs fail to see the speed factor, the protection factor, the 75%PvP reduction factor, and the Buff Factor.. History has proven that the Devs are very short sighted, and are quick to dismiss anyone asking for more power. Yet we are the "COMMANDOS" and we are the ones that are suppose to be using the " HEAVY WEAPONS", and the way things stand now wedo less dmg then a Pistoleer.
I know Garvin has asked the devs countless times to increase the ARMORPIERCINGon our weapons.Yetthe way I see it, even if allour weapons werebrought up to Heavy Armor Piercing ( AP3 )it still doesnt do muchof a impact, as shown with the rocket launchers.
ARMOR PIERCING REVAMPED
If the devs are hesistant to change the numbers on the weapons, then ARMOR PIERCING itself needs to be fixed and made more useful. The Commandos are the "Heavy Hitters" of the Galaxy, the devs should not be afraid of the one shot kill mentality. Because thats what the Commando relies on to win battles. The perfect template of the Heavy Hitter is Extremely High Damage at the expense of Speed.Accuracy and Defense really dont come into play in the template even tho many believe the commando shouldnot have good defenseor accuracy. My opinion isif I am gonna have to wait 30 seconds to fire one shot, it better hit the target and it betterfreaking kill it.For this reason there should be a significant difference between NoArmor Piercing (AP0)and HeavyArmor Piercing (AP3).
POINT BLANK
COMMANDO WEAPONS -Should do Medium- Heavy Armor piercing ,make them slower, increase accuracy. I dont careabout blast damage, reserve HEAVY ARMOR PIERCING strictly forCommandos.We are the experts at Heavy Weapons and the way it stands nowthe majority of the Heavy Weaponshave zero armor piercing values. which makes weapons like stun weapons appearso powerful.The Commando should be the most feared player on the battle field, andin termsof skill points and desire we should be allowed to be that fearedcombatant.The commando should be allowed to do enoughdamage to make even a buffed,armored , combatant think twice before just rushingup to us. Anyone else that doesnt take nesscary precautions shoulddie without much of a fight. This reinforces the entire gamedynamics andmakes players think more, look for more cover, and plan out there moves withoutjust zerging everything they see and pressing spam spam spam.
ARMOR PIERCING / PROTECTION - Needs to be revamped, change the numberstoallow a more significant impact between the armor values. A multipler of some sort needs to be added as I am sure it already is, however that multiper needs to be increased greatly becauseafter numerous tests I just dont see it.
- GANK BY EWOKS
Message Edited by GankByEwoks on 08-06-2004 06:51 AM
Hovever:
3000
x 1.5 (damage increase for all weapons)
x 1.25^2 (AP3 vs AR1)
x 0.25 (PVP)
x 0.4 (60% resist)
= 703. That's over a 75% total reduction off the damage on the weapon.
Tyrst wrote:Read the Advanced Armor Guide. If something is Vuln to a damage type it becomes AP0 vs AR0.
We know. The question is why is that the case?
Example: T21 vs No armour Energy Vulnerable target: 100% damage
Same T21 vs a Light Armoured 30% Energy Resistant MOB: 109.375% Damage.
That equation makes zero sense.