Pistoleer Archive
Thread: Pistoleer Issues 9/8/03 Rough Draft- Please comment
hi tech
mid tech
low tech
The newby weapon - lowtech, advanced guys can already use midtech and absolutely advanced guys- hitech. Certificates on each concrete weapon are bought from teachers. Thus, to pass certification on DX2 a pistol, I should have access to hitech to the weapon (elite profession property) and to get the certificate. According to anyone can choose from all arsenal the weapon to itself to taste and when in game add the new weapon simply registers in its properties to what group of complexity and this weapon concerns to what type.
J, you are doing an excellent job - keep it up!
Holo's response? I bet it will be one of 2:
1. "We are looking into this." - Without being specific.
2. "I will pass it on to the DEV's." - Punt!
Proove me wrong Holo.
Vaugerant wrote:
J, you are doing an excellent job - keep it up!
Holo's response? I bet it will be one of 2:
1. "We are looking into this." - Without being specific.
2. "I will pass it on to the DEV's." - Punt!
Proove me wrong Holo.
Nope, your right. If he doesn't say that then you'll probably make a joke at something one of us said.
Gimptacular wrote:
IMO asking for mind damage is not a good thing. I'd rather them fix what things are "supposed" to do before asking for any gravy.
Jaegen, firstly, fantastic job. I agree with everything you have asked for accept the mind pool attack. I do not think that they will give that to us simply because it is a well known template that rifles hit mind, carbines hit action, and pistoleers hit health (or are supposed to). They will not break the mold for intended targeted pools in the elite professions (as opposed to hybrid, BH, Commando) simply because we ask. However, there does need to be something to make up for that fact that we (as well as Carbineers) attack a healable pool. If a rifleman can two shot kill me by hitting a non-healable pool, then when we attack healable pools, we have to be able to hit them hard and fast.We shouldNOTbe able to kill a rifleman in the exact same amount of time in a straight shootout, but our health targeted damage should be increased, AND, to reconcile thediscrepancycaused by bothDPS and targeting healable pools, our defensive mods have got to work.
Once again, great work Jaegen, I have learned so much from your research into Pistoleer. You are a true asset to the community. Thank you for all your hard work.
Guys, I'm fed up with SOE. I'm sorry. currently this profession is known as the dabblers profession. I'm giving it one more week before I become a dabbler myself, smuggler w/pistoller accuracy line. I made a post on the discussion forum, and as soon as I'm done with some of my work here in the office, I'll be sending it to solo in a private message, every day, till he answer's or I get booted from the forums. Once I get booted, I'll be E-mailing it to SOE and SWG/SOE untill something is done. The link is here:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=515340
agree with it, flame it, I don't care what you do on it, as long as Holo answer's this thread, NOT my thread, but this thread, Jaegen's thread. I'm sorry, after trying my luck at hunting last night, I've lost all hope in being effective in anything anymore.
There is a *known* bug that when you hit a target vulnerable to your damage type, the weapon behaves as if it were AR 0. This is a bug with the system rather than specific weapons.
Thus, firing a DX2 at a target with acid vulnerability will ALWAYS hit it for 100% damage, with no bonuses for the AR1. If you hit a target with, say, 10% acid vulnerability and AR0, the 25% bonus for AR will kick in and you'll actually be doing more damage than against a mob (with any AR) and acid vulnerability.
My question is, are the DX2 tests consistent with that bug?
Jaegen8, you forgot one thing about dodge:
Dodge is far more broken than you explained by it's rarity to happen. Even if my toon dodges, in most cases it renders me into a more useless situation.
There are 2 situations where I see myself often.
A)
I'm chasing someone who is running away from me and is firing backwards. If my toon dodges now, it stands still for a second and makes a sidestep. This nice animationcauses my opponent to gain more distance, so my dodge is a benefit for him instead of me. Yeah, I avoided one hit, great :/
B)
I'm running away from someone. Wether it's burstrun or not, if my toon dodges, he stops and makes a sidestep. My opponent is nearer to me now, which I of course did want to avoid, I wouldn't try running away else. ![]()
This happens in PvE and in PvP. It's really annoying that my defensive skills don't help but hurt me when they ever work.
Kinnah,
True, I was thinking about that last night while I was running from a high con mob. It's not noticeable now, but if we dodge more, it sure as heck will be,and yeah, it can make us melee bait as a result. Good thinking ahead!
-added that dodge animation should not stop movement
Jaegen88 wrote:
A. The DX2 does NOT do bonus damage (From being AR1) on most targets with no armor (AR0). It works "sometimes", but generally it does not add the 25% bonus as other AR1 weapons seem to be doing vs unarmored opponents (PvE, we assume none work in PvP, which is fine) SUGGESTION: Fix so it does AR1 damage bonus.
Okay, out of impulse I was shooting trash mobs outside a city with my DX2, these mobs had AR0 and no resists listed at all, not some resists and some vulnerabilies but no listing at all for resists.
As an example, in the combat chat window it was saying my DX2 was hitting for 369 but the numbers above the head of the mob were reading 461. Now I plugged this into my calculator and the difference is a 25% increase exactly. I tested it numerous times on a few other trash mobs and the same thing.
I then went and found a few tougher mobs that were still AR0 and shot them with my DX2. One of these had no acid resist (bocat on tatooine) and one of them had 20% acid resist (diseased bocat on tatooine). For both of these mobs the damage in the chat window matched the damage above their heads and also matched the damage taken from their HAM bars (I did one shot and then peace so I had time to compare before and after - note I can verify from my tests the 80%/10%/10% damage split between HAMs, funny that this pops up on the boards at the same time).
So acid resist or no acid resist against AR0 mobs makes no difference at all apparently, no bonus for AP1 vs AR0 either. According to the manual, against an AR0 mob I should get the full 25% bonus even against mobs with some acid resist right?
I know about the current belief that the DX2 supposedly doesn't have functional AP1 except against AR0 mobs with some acid resist but my very quick tests showed that, acid resist or not, against AR0 mobs the DX2 gets no bonus.
CONCLUSION: Only against noob mobs with no listed resists at all (call it AR: N/A) does the 25% AP1 bonus from the DX2 appear.
A test that needs to be done also isto find out whethera mob with AR1 (with and without acid resist) also negates the AP1 of the DX2 as the manual says it should.
Again, there's a -known- bug where a mob with a vulnerability to your weapon type acts as if both the weapon and mob had AR 0 (the mob should, the weapon shouldn't). It sounds like the DX2 is being affected by this more global problem because many mobs have a vulnerability to acid.
Noules000 wrote:
Note 20% resist is a special case. AR1 weapon on AR0 w/ 20% resist = 1.25x0.8 = 1.0. You happened to find the one type of mob where the listed damage would be the same as the 'above the head' damage. This is actually an indication of AR 1 -working-, not being broken (the listed damage doesn't account resists, either).
Again, there's a -known- bug where a mob with a vulnerability to your weapon type acts as if both the weapon and mob had AR 0 (the mob should, the weapon shouldn't). It sounds like the DX2 is being affected by this more global problem because many mobs have a vulnerability to acid.
Lol, you are right, it didn't click that 20% resist is balanced by 25% AP. Thanks.