Commando Archive

Thread: Whats up with Armor Piercing and Rocklet Launchers

Whittany
Fri Aug 06, 2004 2:22 am
#1

I did some testing With Rocket Launchers. I fired them Against a Master Fencer in Composite Armor 60% Blast Resistance.


15 Shots were taken.


Rocket Launchers used..


Damage: 1275 - 3876

Range: +50 Ideal, +28 Max.


My Skill Level: Commando 3/2/4/0


These Results were fired with Both target and I moving..


Results as follows.


1) Miss

2) Miss

3) Hit - 324

4) Evaded - 724

5) Evaded - 492

6) Evaded - 272

7) Hit - 540

8) Hit - 357

9) Evaded - 433

10) Miss

11) Miss

12 ) Evaded - 514

13) Miss

14 Evaded - 613

15) Hit -445


Ok, Whats wrong with this Picture. I thought if The Armor Piercing was Higher then the Armor it was hitting. Why in the Blue Devil did I get such low results???.


But, then I tried with a Flame Thrower: 471-871. Both targets Moving..


3 out of 15 hit. But, Was using Flame 2. Each time.. The 3 times I hit for 1040s. The Ticks were like only for 300with 30 Wounds tick.


I am Sorry something has to be done about this.. This is totally unacceptable!!!!


I will try again when I am Master. I will record the results..








--------- Keep What YouKill ---------
--------- --Whittany-- ---------
--------- --Maggie-- ---------

Message Edited by Whittany on 03-27-200602:46 AM


B0xwine
Fri Aug 06, 2004 3:59 am
#2

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





Entaro Mulgarias

TeF

RazerWolf
Fri Aug 06, 2004 5:48 am
#3

They're Heavy AP, they get a 56% increase against Comp.

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.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
GankByEwoks
Fri Aug 06, 2004 6:30 am
#4






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

Tyrst
Fri Aug 06, 2004 11:13 am
#5

Couple of things here. Your accuracy sucks unless you have the 4th box for every skill that is why you hit him more reliably with the flame thrower. All of our weapons have an Ideal Range if you aren't within the IR you are probably going to miss. The way Commando is right now my play style has changed.


AP is not broken. AP does notcount in PvP against an unarmored opponent because if you aren't wearing armor you are considered Vulnerable to that damage type. This makesevery weaponAP0 vs AR0. Check the Advanced Armor Guide from SOE.


I no longer us a FT in PvP, it is too slow and does not do enough DPS to make it worthwhile. Add to that the fact that Commandos have some of the worst defenses and I would be commiting suicide. The way I currently play is to use melee for COB and I stay at the back of my group and use Heavy Weapons. If someone comes in I ask for help and go melee until help arrives then I move out and repeat.



Teer Sanbar
Widow Makers

The Emperors Servant
StarNick
Fri Aug 06, 2004 11:21 am
#6





They're Heavy AP, they get a 56% increase against Comp.

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.






Heh 1 thing Razer which I find funny....in 1 pistol shot with a Light AP Dxr2 (too early for me, believe this is the right name) acid dmg type.....I can do about half that in a second or 2...


Meanwhile to do that it takes us 6-10 seconds =o....


Shows how seriously whacked it is....balancing us for PvP will not unbalance PvE...naturally BH's are PvP hitters, we're PvE hitters....so making us at least able to fight well in PvP will put us on the top 3 list for PvE once again....



Also...AP is broken...against a Light AR target such as a Mokk who has Heat Vuln...I hit with full damage with my Flamer - thats good, should be like that (like Janta's who are the same, no heat vuln...they're harder)....meanwhile I shoot a RL against a Blast-Vuln AT-ST....hvy AP doesnt come into effect as its Vuln to Blast...


Somethings wrong here when against a target who's Vuln to a dmg type w/ AP...totally disregards the AP in calculations. The AP should be doing even MORE damage as it's hitting the target even more...



--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

RazerWolf
Fri Aug 06, 2004 4:41 pm
#7



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.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
Tyrst
Fri Aug 06, 2004 4:44 pm
#8

Oh Im not saying it isn't screwy but it isn't broke.



Teer Sanbar
Widow Makers

The Emperors Servant
StarNick
Fri Aug 06, 2004 6:30 pm
#9

Because its screwy, its broke


If it aint broke, its not screwy


To the devs it aint broken, to us it is cuz it doesn't make sense to any of us...



--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

Whittany
Fri Aug 06, 2004 7:43 pm
#10

I am not complaining About The Misses I had.. I know I was going to have alot of them. I was Talking about the Damage done when I hit with the Rocket launcher. I see alot of you guys have done your homework on the number crunching and I salute you for it.. thanks it helped alot.


My Concern is I am hitting with a Heavy Armor Piercing Weapons. There is No armor in the game that has a Heavy Rating. How come my damage is so Low. I am using Weapons with the Highest Damage Possibly to occur and I get the lowest Results from it. Lets see a Riflemen can just about fire his weapon every second. Where we hit the 3 to 6 second and even longer. Our damage should be greatly Increased. Like the DPS method in Dark Age of Camelot. The Slower weapons in this game did alot more damage in the time frame. The Faster weapons hit fast but, with very dimminished Damage Amount sustained. The 2 Handed Wielders Normally Won most Battles due to thier damage output. The Same should be True with Commandos. We kick out some much damage and have a killer Delay time... In that time frame Riflemen Do alot more damage in the same time frame between Shots for commandos.


Our Weapons Should do Alot More damage.. I believe if you get hit by a Rocket Launcher. Its Game over!!









--------- Keep What YouKill ---------
--------- --Whittany-- ---------
--------- --Maggie-- ---------

Message Edited by Whittany on 03-27-200602:46 AM


Tyrst
Fri Aug 06, 2004 9:59 pm
#11

I agree with that completely. Our Heavy Weapons should do as more damge in PvP than a Rifleman using Advanced Strafe. I think one of the ways to make heavy weapons useful in PvP would be to remove the PvP damage reduction from them. CMs don't suffer PvP reduction on their weapons so the code would be the same. Hell I would be willing to lose a little speed to get it removed. We could toss a grenade in and do 3k of damage to unarmored opponents.



Teer Sanbar
Widow Makers

The Emperors Servant
Tyrst
Sat Aug 07, 2004 12:00 am
#12

Read the Advanced Armor Guide. If something is Vuln to a damage type it becomes AP0 vs AR0.



Teer Sanbar
Widow Makers

The Emperors Servant
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