Fencer Archive
Thread: The melee 2.5x damage mod doesn't work at all.!.!
Ok prior to last patch we had the 2.5x melee damage mod, which meant that when ranged classes such as commandos and riflemen were attacked by melee opponents the melee opponent would do 2.5x their regular damage to them.
For exampleaTKM hit a pistoleer for 100 damage, that same attack would do 250 damage against a rifleman.
Now last patch the devs removed this, and stated it had been replaced by a new system where ranged opponents would be easier to hit by melee characters.
For example apistoleer attacked by aTKM would get hit 5/10 times by the TKM, but a commando or rifleman getting hit by the tkm should be closer to 7/10 times....
Now my problem is simple, this does not work, or they have programmed it wrong because by all accounts and hours i've spent testing the opposite is true.
I am a master pikeman/master rifleman, with my rifle out i get hit by korga spiritmasters 3/10 times on average, with my pole out i get hit 8/10 times on average.
This is retarded!
morticide wrote:
the mitigation system replaced it. ranged classes get ranged mitigation which limits the damage on ranged attacks to the player. ranged classes get no melee mitigation so - say, a Master Pistoleer will get hit harder by a melee class than by another ranged class. i don't recall seeing anything about the chance to-hit though.
That is not completely correct. In addition to the mitigation system there was a new system introduced that would decrease your defense Modifiers against Melee attack, while holding a Rifle or a Heavy Weapon. This new system is bugged and works contrary now, thus increasing defense Modifiers of Commandos and Riflemen against Melee attacks.
Dogg
The bonus chance to hit a rifleman with a melee attack seems to be working in reverse, so rifles are now the best non CoB melee defence in the game.
If what I think is correct then it needs looking into for the next patch.