Commando Archive
Thread: My flame 2 is doing 10k plus dmg?
I consistantly hit fs npcs on dant for 10k plus w/ flame 2 and before patch i would hit them for 5-6k
these npc have high resist to all?
dots... it's all about dots. Other specials were already effected by resists. Dots were the only ones I know of which weren't but they now are effected by resists. As for the flamespecials having alot higher damage than before, it is because they are classified as dot specials and all dot specials got an intitial damage boost. Since we already hit for alot (I was hitting for 3k to almost 7k before) with our initial damage, it goes to reason our initial damage would be significantly higher now (I'm hitting for around 8-12k).
ArkanIrami is right though. It doesn't make that much of a difference in pvp theoretically (I haven't tested). Lets throw out a high number. Say 12k. So the formula to calculate your pvp damage for an armored opponentwould look like this.
(x/2)-([x/2]*y)=z
x= initial damage. y= percentage of heat resistance. z= damage against armered target
lets throw in the dudes numbers excpet being generous with initial damage.
(12000/2)-([12000/2]*.6)=z
6000-(6000*.6)=z
6000-3600=z
2400=z
That's the initial damage you'ld get assuming you landed a 12k flame special on an armered target with 60% resistane to heat and no ranged mitigation. Your dot would then do 10% which in this case is 240. If your opponent has ranged mitigation howerever, the formula would look like this.
([x*.75]/2)-([{x*.75}/2]*y)=z
which would bring your damage to 1800 and your dot at 180. That's still pretty damn good. If you can land your flamespecials, you'll one hit kill an unbuffed opponent. If they're buffed, you'ld best get some tactics.