Fencer Archive
Thread: Damage Mitigation: Overpowered?
I have not tested this out on my test center character, so maybe the new HAM cost system makes up for this. And maybe I need a little more facts BUT if mitigation stacks with toughness and that stacks with armour erm... is there any melee curently in the game that would be able to take out a melee?
3000 damage
60% damage mitigation brings it to
1200 damage
lets just say 20 toughenss
960 damage
AP1 - AR0
480
50% kinetic resists
240 damage???
Now add on top of that the insane CoB dodge effects makeing what 5 out of 10 hits on a good day? Isnt this too much?
IF all current things stack take a look at a couple of examples:
800 damage AP0 : Intimidated : 60% Damage Mitigation : 32 Toughness : Player Armor AR1 50% kinetic resist
- 800 ( Damage )* 50% ( Intimidated ) = 400
- 400 ( Damage ) * 40% (60% Mitigation ) = 160
- 160 (Damage )* 68% ( 32 Toughness ) = 109 ( rounded up )
- 109 ( Damage ) * 50% ( AP0 -AR1 ) = 55 ( Rounded up )
- 55 ( Damage ) * 50% (50% Kinetic Resist ) = 28 ( Rounded up )
So we went from 800 damage all the way down to 28
3000 damage AP1 : Intimidated : 60% Damage Mitigation : 32 Toughness : Player AR1 50% kinetic resist
- 3000 * 50% Intimidated = 1500
- 1500 * 40% Mitigation = 600
- 600 * 68% = 408
- 408 * 50% = 200
So in that example we went from 3000 damage to 200 damage
Is anyone else seeing this as a problem?
I think that mitigation works off of the weapon base damage, not the actuall damage.
Example: Gaderffi with 110 - 201 dmg
That would reduce, with mitigation lvl 3(40%) the actual range of the weapon to 40% so itd look like this:
44 - 80 dmg.
Thats what i got from reading the messages on pistol and Bh forum, so doing melee hit3 on someone with mitigation lvl 3, at max damage would yield:
80 * 1.84(Fencer modifier) = 147.2
147.2 * 5 = 736
736 * .25(pvp reduction) = 184. And thats with no armour. With out damage mitigation it is:
201 * 1.84(Fencer modifier)= 369.84
369.84 * 5 = 1849.2
1849.2 * .25(pvp reduction) = 462.3
We go from, 462 to 184 damage. Thats pretty significant. But thats with mitigation lvl 3, something you get at master of a melee profession or BH/Smuggler. Ranged professions get Rangemitigation so we would still do out 462 damage. This is going to be very interesting to play out, it basicly makes range vs range and melee vs melee take much longer and will make range vs melee seem significantly easier, as long as you can catch up to your opponent.
Range vs melee will still go fast. This basicly is just encoureging dabbling. I personally dont have much of a problem with this new mitigation, sure we wont do much more damage, but TKA's and everyone else is gettin hit too, so now those melee duels might be a bit funner and take more stratagy because they will last longer!
OH yea, and check out the new HAM usage!! That looks awsome! But thats for another thread, ima go check all this out!
erm.. it doesnt matter which way you calculate it
lets say you land hit at max damage gaff of 200 mitigation after calculation of damage
- D = Damage
- F= Fencer modifier
- C = Move Modifier
- M = Mitigation modifier
- A = Damage dealt
((DF)C) = A A-M = ?
soooo 200*1.83 = 366 ( D * F ) 366 * 5 = 1830 1830- 60% = 732
or
(((D-M)F)C) = A
soooo 200-60%= 80 80*1.83 = 146 146*5 = 732
no matter how you add it up it comes to the same end damage.
but im talking PvE here.
we will now hit a GM for over 2k while it hits us for a whopping 30 or so
im sorry to spam on the asumption that all of this will stack on top of each other however, a fencer wearing 50% kinetic resist armor against a creature with AP0 attack is the equivilent of a whopping reduction of
99.97%
ok gotcha.
This mitigation is a pretty useless/bad idea. I mean dam, with so little damage bein taken its going to suck fighting for 10 min to have someone pop a heal and are fully heald again.
Why the hell is it even being put in? I cant see it solving any problems, only potentially creating new ones.
PvP ranged vs Melee wont change one bit.
Melee vs Melee will be a very long fight
hitting for around 90-200 damage 3 out of 10 swings with Center of Balance on
the reason it was brought in was to make Melee the tanks of the game, which it will, but it is WAY too high.
does seem a bit high, but there has to be some way to take down a 300k hp krayt dragon =)
Plus people, realize the creatures we are currently fighting are being "adjusted." We may very well need that large modifier.
We'll know more as we learn more from the devs, patch notes, TC, etc
Don't jump too fast, you might hit your head on the ceiling before it is raised.
Recall a little while back when I was saying that somethign was cooking that melee was going to benefit from, but I couldn't say what? This was it. However, your perceptions on what it does are not quite accurate.
I have a post all prepared to explain it, but I just got home and I'm getting caught up on all the new posts. I'll address this formally shortly.