Commando Archive
Thread: Patch Notes relating to Commandos
Ran into sharnaffs today. DoT has been reduced pretty harsh and I dont think im doing anymore initial damage. I am using my 1200 max damage FT for the first time and the most Ive seen is about 13k damage on initial hit on a crimson razor cat.(no heat resist) Anyone that has had a 1200 max damage FT let me know if this is where it has always been or if this is improved results.
"I just wish our recent forum visitors would feel the same way instead of speaking on things they don't know or have no background to speak on..."
I hope you aren't talking about me. I have more experience as a commando, and for that matter, fighting tough mobs, than probably anybody else here.
Last night I and a doctor friend killed 15 Nightsister Elders and other random Protectors and Weavers. In terms of background, I have it in spades.
So, again, I hope you aren't talking about me.
Tao
Weapon DoT effects now only work if you are certified to use the weapon
I assume this is mainly refering to enhanced looted weapons that have DoT's attached...I saw a post the other day for a looted Rifle that added a Flame DoT...Does this mean only a Commando would be able to take advantage of that ability?
Cresslin
-Master Commando-
{Leader of DFR}
First mohawk on Flurry
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Not to sound noobish but what is a kiter? I have never heard that term and I want to stay up on the linggo
garvin wrote:
kiters with DoTs will be able to do us more damage from a distance then they did before and still our DoT specials are negated past 16m...so our improvement means nothing when in combat with a ranged opponent...
Kiting is when you string someone along from ranged distance like say... A Kite.
Ranged professions shooting at you at +20m while u chase them all over the galaxy = Kiting.
DoT damage is now tracked for loot permissions.
XP rewards in combat now correctly reflect amount of damage that was done by dots.
The Devs (TH especially) complains that we need to be NERF'd but then give us the above to changes...I appreciate having them back, but it does create the potential for abuse and grief more then ever...And this inturn will lead to more NERF cried against our profession guarenteed...
Special abilities that inflict combat DoT's (Fire and Bleeds), have had there initial strike damage increased and the combat DoT damage reduced.
It should be noted (as it was in another post) that this has to do with all DoT weapons...not just ours...This will be very good for us PvE (although the loss of stacking hurts more for PvE)...PvP should be interesting...Should be interesting to test exactly how much more damage a FWG5 does (for example) firing a /healthshot2 from a distance...Wonder if this will help us or hurt us in ranged fights? Sounds to me like a Pistoleer can now do more damage to us from a distance then they could before...and we still need to get into 16m range to take advantage of our increased damage...
Weapon DoT effects now only work if you are certified to use the weapon
I assume this is mainly refering to enhanced looted weapons that have DoT's attached...I saw a post the other day for a looted Rifle that added a Flame DoT...Does this mean only a Commando would be able to take advantage of that ability?
Bleed/Fire resistant clothing will now have an effect.
Reminder..."resistant" clothing slows the speed of our DoT burn rate...not the actual damage done...so this should also be an interesting change for us...Not only can't we stack DoTs, the burn damage was reduced, but the rate of the burn is also reduced for anyone with this protection. Triple hit!!!
DoT resist changes will make AT-STs more resistant to DoT damage. Dot resistances have been added giving the AT-ST extra protection against flamethrowers and other fire DoT based attacks.
With the Imperial Crackdown in place we'll see more fights with ATSTs...should be interesting to see how this effects the profession that is suppose to be specifically designed to deal with this menance...lol...
garvin wrote:
Special abilities that inflict combat DoT's (Fire and Bleeds), have had there initial strike damage increased and the combat DoT damage reduced.
It should be noted (as it was in another post) that this has to do with all DoT weapons...not just ours...This will be very good for us PvE (although the loss of stacking hurts more for PvE)...PvP should be interesting...Should be interesting to test exactly how much more damage a FWG5 does (for example) firing a /healthshot2 from a distance...Wonder if this will help us or hurt us in ranged fights? Sounds to me like a Pistoleer can now do more damage to us from a distance then they could before...and we still need to get into 16m range to take advantage of our increased damage...