Commando Archive

Thread: Emphasis on damage per second is misplaced (mostly)

OneStarBandit
Wed Feb 11, 2004 3:59 pm
#1

I've said this is in a couple threads, but figured it deserved its own thread.


Yes, we do more initial damage now. But that inital damage targets a random pool. So, the net effect is that we have to do more damage to kill stuff (because the damage is spread out among the different pools). Even if your DPS goes up in such a scenario, you're potentially tripling the amount of damage you have to do to take a MOB down.


This is not a good tradeoff overall. I think the change was more obvious to Swordsmen, who have an attack called MindHit1 that (barely) bleeds mind but puts its initial damage on a random pool. The same is true of commando, though. I'm pretty sure we bleed Health, but the initial damage goes against a random pool.


So, for those who want to assert our DPS is better than it was, it actually might be. But that doesn't make it better.




The l33t PVP Bandit Death Tracker:
PVP Kills: 0 PVP Deaths: 7
PVP deaths with decay: 5
Jeren_Sehn
Wed Feb 11, 2004 4:18 pm
#2


That's certainly true, though it is much better than I was initially fearing, as I thought we were getting the DoT nerf without any offsetting increase. The DoT damage nerf is still bad for us, but not as bad as I had feared. The fact that reality is better than my expectations leaves me feeling pretty much just relieved.


In any event, when up against a Krayt, these changes hurt us in a big way. When up against a Dark Trroper, with only 10K HAM to start with, not so much.


We seem now to be most hard hit by our inability to stack DoT's now, more than the reduction in DoT damage, where I thought it was a toss up before.


Message Edited by Jeren_Sehn on 02-11-2004 06:20 PM




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