Pistoleer Archive
Thread: Midigation, Is it like armor, or something else?
I was reading, and rereading the Midigation post, and honestly I wish the Devs had used a 10-100 range rather then a 1-100 range in thier example...Because the example, as it was, is extreamly hard to read
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However, from what I did garner, there are two possible ways this works....One a Maximum range cap, and the other, a total range cap.....I will use the examples below...
FWG5 105-360 (Damage sliced and powered up)
DX2 158-283 (again damage sliced and powered up)
Ok, now the first way this could work....A complete range reduction.....I will use an example with stopping shot.
FWG5 (IN PvP)
SS Dmg Before midigation:196-675 After Midigation 3: 78-270
DX2 (In PvP No +25% armor bonus)
SS Dmg Before Midigation: 296-530 After midigation 3: 118-212
Now, how it will look if only the "max range" is affected, which from the wording wounds like it might be the case....
FWG5 (In PvP)
SS Dmg Before midigation: 196-675 After midigation 196-270
DX2 (In PvP no +25% bonus)
SS dmg before midigation: 296-530 After midigation: 296-212(?!)
Now from what I read, it looks like it actually might be case two, which of course wont work, and would only be a band-aid for the infamous (1-2 hit kills).....Of course, it could be example 1.......Which is just a general decrease in combat damage....Which they probably only did because of the way the HAM system is set up (IE it does not grow with the player increasing in power).......One thing that bothers me though....BS3....
From even a Krayt fwg5 with the first way..
196-463.........(pvp dmg per BS3 with midigation 3) 73-173...
Now many will say, whats the problem with this? It just slows the incredibly fast combat down....
Well the *only* problem with this is it puts even more emphasis on mind damage.....With such small damage numbers, and eventually *slow* combat, healing is going to be much easier. Which means health and action damage will be a non-factor for any novice medic, or especially docs/Combat meds...
However mind damage will be *far far* more valuable, for its a type of damage that *can* be done, even at a slow pace, simply because there is no recourse for it......
FWG5 (In PvP)
SS dmgbefore midigation: 196-675 After midigation 3: 78-270
DX2 (In PvP No +25% armor bonus)
SS Dmg Before Midigation: 296-530 After midigation 3: 118-212
Bleh, it spread out the first example for some reason, so I redid it here ![]()
The 1-100 I think was used as a reason. I think Mitigation doesn't effect your minimum rather effects your maximum.
ie. if you weapon was 20-100, you could only potentially do 40% of you maximum when firing on a person with Mitigation III so that would mean 20-40.
I could be wrong, but it's the way I understood it.
SS dmg before midigation: 296-530 After midigation: 296-212(?!)
I agree, thats the way I read it as well....But look what that does to the DX2 hehe...Its maximum becomes lower then its minimum...So does that meen all shots will hit for 212 with stopping shot?
That takes alot out of the dynamics of combat ![]()
I'm not sure how they factor this in.
Would they set a modifier so it couldn't go below the Gun's minimum (thus adding a new dynamic when hunting for a weapon?
Also I think this only effects the gun's base stats and not the overall damage. So your stopping shot would still have its damage modifier on it.
But I could be horribly wrong, I don't have any characters on Test high enough to be able to test this with any certainty.
Taewyn wrote:SS dmg before midigation: 296-530 After midigation: 296-212(?!)
I agree, thats the way I read it as well....But look what that does to the DX2 hehe...Its maximum becomes lower then its minimum...So does that meen all shots will hit for 212 with stopping shot?
That takes alot out of the dynamics of combat
Somewhat OT, but a few months ago one of the Weaponsmiths on my server built a Scatter pistol with greater minimum damage than max damage (moderate successes can do some strange things to a weapon). I think someone bought it, but unfortunately I don't know how it performed in combat.
Somone else on the test center posted another thoery as to how this might work
.....
By limiting the maximum range, as it pertains to the minimum damage...IE...
196-675........Max range=197-675...Or 1-479...So 40%=191....The new damage would be...
196-387....This makes guns with high minimum damage really good, while guns with low min high max...well suck (laser carbine)...as thier max would get cut down alot.
apparrently it's like another word for everyone to incorrectly spell and drive me frickin' crazy. /me adds it to duel/dual and moot.
It's a passive modifier, which means it acts without you doing anything, it IS like armor in that regard. What it does is completely different. If someone shoots you with a gun that does a max of say 300 and you have 40% mitigation then it's max is only 120. So whatever percentage it does is of 120 instead of 300. Savy?
Sorry in my haste I put a "d" rather then a "t"
It's a passive modifier, which means it acts without you doing anything, it IS like armor in that regard
Not the question I asked and I think most, if not everyone was able to pick that up...
If someone shoots you with a gun that does a max of say 300 and you have 40% mitigation then it's max is only 120. So whatever percentage it does is of 120 instead of 300. Savy?
Do you *know* thats how it works?
No one I know has tested it yet...And the way the devs wrote it, using the numerical value of 1 as the base, rather then a larger number, it could be interprited as all *three* possibilities, as I posted....
So if you have *real* tests to tell me *exactly* what it does, then your info is just a guess, like everyone else...
For all *any* of us know, it could be a 60% straight soak and work *exactly* like armor, decreasing both the max range and the minimum range of the pistol.....It could also only decrease the *max* range, as you said...But that leaves an intresting situation with pistols like the DX2, such as the minimum damage being *more* then the maximum....
Or, and most likley, it can work on the range between minimum and maximum, which is what I just posted.....
If you do have hard tests, then please post them....
Got a clear answer
....Fencer raphyl did a nice explanation of it...And it was option 3...
What this does is reduce the MAXIMUM damage a melee-category weapon can do to you, not the whole scale.
For example, if a melee weapon is listed as 100-400 (Average damage of 250), and you have Mitigation 3 (60%), the damage is NOT reduced to 40-160. (Average damage of 100)
What is reduced is the offset of the maximum damage from the minimum. On the example weapon above(100-400), the base (minimum) damage is 100, and the maximum damage is offset by an additional +300. It is this +300 that is reduced by 60%, bringing it down to (300*0.4)= +120. Adding this +120 to the base damage we get a new maximum damage of 220.
Now the weapon's effective damage range is 100-220.(Average damage of 160)