Commando Archive

Thread: Some questions on the note for this publish that effect us directly or inderctly in combat

TechnoHic
Wed Feb 11, 2004 8:32 am
#1



First off, what are these 2 going to do for us seeing as they are a couple of our weapons?:

Fixed an out of range speed limit on the imperial detonator schematic

Fixed an out of range range limit on the acid beam rifle schematic.


OK and something else here that isnt ours directly but may be nice in PvP if they mean what I think they mean.:

Added visual buff icons to Doctor enhancements and performance mind buffs.

Do they mean docs will be able to buff some stats in the mind? That would help a lot.


Ok now for some ifo on what I do understand is going on.

DoT damage counts toward looting rights and XP.

DoT stacking is gone but Im not sure about DoT resist. I know that AT-STs get speciall protection for it but nothing about other things.


I guess thats it. I would really like to know what is going on with or 2 weapons and how that fixes anything. Always thought other things were broke on it. Gues I just got to get on and try it.



Woot! I can edit.

Message Edited by TechnoHic on 02-11-2004 10:33 AM



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KirkTBrujah
Wed Feb 11, 2004 8:47 am
#2

Performance mind buffs are applied by Dancer/Musicians.. They can be applied in camps in the field also.

Anshar
tacwraith
Wed Feb 11, 2004 8:51 am
#3

techno, there are some weapons that have odd range modifiers... like the tangle pistol and the imperial det. grenade.


to put it briefly, their accuracy mods were 0m, 15m and 40m (tangle pistol as example)..and they would not be able to be fired beyond the third accuracy modifier. in the tangle's case, it cant be fired past 40m. I never usd the imp det. much, but if you tried to lob it at somethign at 50m or so, you wouldnt be able to because you got the 'out of range' message..even though target was inside the 64m max range. BUT it wasnt inside the weapon's max range mod (40m).


only atst gets the special fire dot resist.






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'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
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TechnoHic
Wed Feb 11, 2004 9:01 am
#4


SO really, fixing that on the acid beam rifle isnt going to be worth crap? Since they say rifle Im guessing the meant the HAR, it needs a lot more than that.


And I know entertainers mind buff, I'm not a noob. Im just asking about how they put that in the notes, in those exact words, under the doctor changes. I guess it could just mean added the same sort of graphics for entertainers, just thought for a second doctors were getting some sort of mind buff since they put it right under the doctor changes.


Message Edited by TechnoHic on 02-11-2004 11:03 AM



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KaptainKrude
Wed Feb 11, 2004 9:19 am
#5










From the Patch Notes:

lCombat


Special abilities that inflict combat DoT's (Fire and Bleeds), have had there initial strike damage increased and the combat DoT damage reduced.





Did anyone elsefall out of thier chairwhen they read that?


Is this a reference to the non-stacking DOTs, or something I missed around here?

Message Edited by KaptainKrude on 02-11-2004 11:23 AM




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tacwraith
Wed Feb 11, 2004 9:45 am
#6

yeah. im waiting to see that one. if the flamer initial damage on flamesingle2 isnt at LEAST 22k then its a nerf.


and i say 22k because of 10 second cooldown delay.




'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

Jeren_Sehn
Wed Feb 11, 2004 10:26 am
#7


I think the problem they are referring to with the Imperial Detonator is that the minimum attack speed you can get on one is about 18.0, using the best materials available and heavy experimentation (with the appropriate power up that can be reduced to 12.2!).


So, yay for fixing that, now we have a whole new useless type of grenade.


As for DoT damage reduction, people on Test Center reported that DoTs now do only like 10% of the damage they used to do...so perhaps this is just confirmation of that reduction.



Message Edited by Jeren_Sehn on 02-11-2004 12:35 PM




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TechnoHic
Wed Feb 11, 2004 12:46 pm
#8



Well I tryed my FT out and Im topped at 12k damage it would seem. Gotta get to another planet to really see the burn effected. im on corellia so the best Ive found so far is a war gronda. Probably head to dantooine and pick on grauls.


HAR still sucks.


Update: 13k damage on a crimson razor cat OMW back to town. I dont know how much this is compared to last cause I used to have a 842 max damage FT now I got a 1200 max damage one that I just today really have used.

Message Edited by TechnoHic on 02-11-2004 02:57 PM



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OneStarBandit
Wed Feb 11, 2004 3:50 pm
#9

I mentioned this in one other place.


This change is worse than it appears at first glance. Yes, it's nice to do more initial damage. But that inital damage is directed at a random pool, whereas the bleed itself is on the health bar.


This is true of all bleeds, as far as I know. For example, MindHit1 from swordsman hits a random pool, then (barely) bleeds mind. That extra damage just doesn't matter a whole lot when it targets random pools. Ok, it matters some, but it DPS isn't everything if you have to do far more DPS to kill stuff.









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TechnoHic
Wed Feb 11, 2004 6:03 pm
#10

This is true onestar. This is something that I will bring up somewhere now that you mention it.



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