Commando Archive

Thread: So explain to me why the flame DoT takes xps?

Azkor
Mon Mar 29, 2004 7:40 am
#1

I made master commando yesterday after grinding out about 1 million weapons xps on pickets, dont ask but with the meat selling at 100CPU it was a good deal. Anyway something I noticed and started to log was this. When I would come up on lair the pickets would assist each other so I would flamesingle2 the first one then turn to the second and then the third. By the time I had gotten back to the first one it would be below half, if I didnt hit the health pool on my first shot, so I would then finish it or move to the second then the third. What I noticed was that for each tick of the DoT I would lose about 300 xps off each kill. A picket plainswalker should be worth roughly 3000 xps with a grouped droid setting at a mission terminal. But if I killed the first picket plainswalker after my DoT ticked 3 times I would get about 2000 xps.


As a bonus I took down some numbers and did a tiny little calculation the ratio of lost xps was equal to the ratio of wounds inflicted by the flamer. So if the picket had 10000 health and the flame DoT took off 2000 wounds, this is easy to see just hover your mouse over the health pool on the mob it will show you (current health, max health) then total health, I would get 1/5th less xps for it so instead of 3000xps I would get 2400 or so. So new commando rule of thumb dont fricking buy a flamer with high wounds percentage, /sigh.


I would seriously like someone to explain to me why this is the way it is.
Mikail_Ledeuar
Mon Mar 29, 2004 8:00 am
#2

My guess would be it was a mistake, but the basic idea behind it was fairly simple... it was intended that you couldn't use dots to farm xp anymore, basically dotting a creature with one gun and then switching to something that you had less skill in to finish it off, and as long as your initial dot attack didn't do much damage you'd get all the xp as the second weapons type.


Now what would have been more logical would have been to make all the damage done by the dot give the xp for the dot, but as of yet this hasn't been implemented. Like I said though we can always hope it was a bug that will be fixed soon.
SST_Multra
Mon Mar 29, 2004 8:37 am
#3

This is done on purpse. It makes it so you cant DOT something then feign death to get a ton of xp easily.
intvsteve
Mon Mar 29, 2004 10:41 pm
#4






SST_Multra wrote:

This is done on purpse. It makes it so you cant DOT something then feign death to get a ton of xp easily.







Typical half-assed SOE fix. Let's nerf all DoTs instead of just when you're laying there during Feign Death. Golly, jeepers, Jim! I'd have never thought to set DOT xp to zero if the character that laid the DOT was in Feign Death! No, let's get EVERYBODY!


I suppose, that slows the game down some from theskill-tree climbing standpoint. Excellent.

Plasmaboy
Mon Mar 29, 2004 11:51 pm
#5

Before the changes DOTs never use to give exp, never count as dmg for loot rights and if a dot killed a npc and you used no other method you could not loot the Npc. As for getting less exp I can only say it was a measure to stop using Dots as a way for easy exp. But overall you would win out as the down time for killing these mobs would be low as you could easily churn through more mobs over time without using the DoT so you don't lose out that much at all.





"This class MUST have balance and MUST have penalties......" Wolve44
Page 1 of 1
Previous Next