Pistoleer Archive
Thread: Let's talk Damage Mitigation
Update!
Bounty Hunters get *Ranged* Mitigation through the Investigation tree (3 at Master).
Additionally, Smugglers DO get *Ranged Mitigation 1* at 0-0-1-0, as well as *Melee Mitigation 1* at 0-0-3-0!
Commandos get Ranged Mitigation up the Field Tactics tree (3 at Master)
I think somone said you can switch the abillity on and off. How?
And i have been reading this and i still don't know what is going on. What happens? Does your range increase? Damage? TELL ME PEOPLE! *sob*
Why would you want to turn it off?
If you have mitigation on your character it is a GOOD thing. It means the person shooting at you is doing less damage than previously.
Remember even if you're FWG5 is taking a greater hit than your combat pistol its still doing more damage (marginally) and is still incrediably fast. Also not everyone is going to have ranged mitigation 3.
The main result of these changes is that its going make PvP last longer. Maybe 10 shots instead of 3 or so which is a good thing. Once the whole combat changes occur it will be apparent exactly how things look but I'm hoping combat in a PvP situation takes longer and is not about who fires the first shot.
As for in PvE its good because that mob thats hitting you is doing less damage (though we have no melee protection) but in the group situation it will mean melee classes can actually tank now with their melee mitagation whilst you pummel the mob with your ranged attack.
Why would anyone want to be a pistoleer after this happens, or even have anything to do with ranged weapons. your taking all the power away form ranged weapons, i just want to know what good will come from this. If everyone are smart they cross over to being a TKM that hit for like 600 every sec. I thank by doing this your going to make people not want to do ranged weapons.
Don'ta
Doratos wrote:
why dont pistoleers get melee damage mitigation? we get melee defense, but no mitigation. pistoleers are made for close up combat, sooo i think we should get both....like smugglers!
That's true! I'm with you and i say more, we need a better Knockdown system like the smugglers.
Unless I'm ENTIRELY missing the point of this. it's not a difficult concept and is a wonderful thing.
A) You go up an elite combat profession
B) While going up this profession and ending at master, you take less damage from weapons of that type (ranged/melee) (Master a ranged profession, take less ranged damage. Master a melee profession, take less melee damage.)
C) Unless the thing you're shooting at has taken the time to earn the skills to afford them protection vs. ranged attack you're not doing any less damage.
Let's do a story example shall we?
Johnny is an "apprentice gunfighter." He has zero damage mitigation. Ted is a master pistoleer. Ted has 60% damage mitigation. Johnny wants to duel Ted. Johnny can't figure out why his shots aren't doing as much as damage to Ted as they do to a Gnort. Ted's shots do just as much damage to Johnny as they would to a Crazed Durnee.
Now on the subject of the minimum damage power ups becoming popular real quick:
...OK, so it warrants "OMG NERD!" points on me, but have none of you played an AD&D based game. Pistoleers and Smugglers are the "thieves and rogues" of the SWG world. You're going to want to have a good minimum damage to ensure that every shot counts. I'd personally rather have a 75 -150 pistol than a 45 -180. We're not the paladins and warriors of this universe. Get used to it.