Ranger Archive

Thread: Combat Balance What do we want?

Calculus_Entropy
Tue May 25, 2004 1:38 pm
#1



Lets get a write up going for what kinds of skills we want out of the combat ravamp. I know the basics, but I don't have time to write it up right now. Please talk amongst yourselves and give *all together now* clear and concise definintions of what each request is, exactly. Also, if anyone can find a definiton for "Damage Mitigation' and post it, I would greatly appreciate it. I am going to submit this to the Devs via the In Concept: Combat Balance thread as that is the Combat Balance thead for the devs to look at.


These are suggestions that relate to PvE and PvP combat, not general concerns about the profession.


Edited for clarity???

Message Edited by Calculus_Entropy on 05-25-2004 04:32 PM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Tue May 25, 2004 1:41 pm
#2

FYI, this was not solicited. I want to put together a short document for our own good, that I can submit to the devs (UNSOLICITED). Also,I will look over the Outdoorsman and the SotP to make sure we include the applicable parts of those documents.

Message Edited by Calculus_Entropy on 05-25-2004 04:33 PM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Fred_Skinner
Tue May 25, 2004 2:09 pm
#3

W00T! This was the subject I kept forgetting.


Combat Bonuses:
+to hit creature, melee and ranged, with +100 at master
+damage creature, melee and ranged, with +100 at master


Hardiness:
+to regen, health and action, +100 at master
Reduction on damage taken, 50% at master
Reducion on poison/desease effectiveness, damage by 50% at master and time of effect 30%


Stamina:
Run and burst run improvements, Burst down time reduced.






Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Calculus_Entropy
Tue May 25, 2004 2:12 pm
#4

No stealth Fred? Or are you just slipping...



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Fred_Skinner
Tue May 25, 2004 2:15 pm
#5

In time. We have to convince them that PvP is boring without it . They won't believe that till after the revamp.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Calculus_Entropy
Tue May 25, 2004 2:54 pm
#6

CanI start calling you Palpatine?



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Squidwalker
Tue May 25, 2004 3:00 pm
#7






Calculus_Entropy wrote:
FYI, this was not solicited. I want to put together a short document for our own good, that I can submit to the devs (UNSOLICITED). Also, i will look over the Outdoorsman and the SotP to make sure we include the applicaable parts of that.







Well that's an open ended subject line Calc. Are you sure you wanted to this? Although it is needed. IMHO I think to just submit the Outdoorsman proposal. I think it pretty much covers general changes, combat roll changes(additions), and GCW. I realize it was made up before your position as our coorespondant, at the time though the majority of the forum ranger community agreed on it. How do you feel about it? It is a single document written up with all the changes we would like to see to ranger.


But for now, I will hit the highlights for what I would like to see for our "beginning" into a true combat roll.


1. True accuracy AND damage mods to creatures with ANY weapon. ranged and melee. A difference, at least at master, so its viable, noticable, and worthwhile.


2. Poison and disease resistance mods. Again, high enough at master level to make a difference in pve AND PvP combat. I would say +75 or better at master ranger.


3. More traps. Traps for NPC, traps that work against Creature pets. I have said this for months and months, we need to be the anti Creature Handler.


4. Sneak attack ability of some kind, doing lots of damage(added to your normal of what ever type) to your target. The one laid out in Outdoorsman is great IMO. Also, Fred has a good idea on this in his Stealth post.


5. Damage reduction against creatures. A significant amount at master ranger to make a difference in PvE combat, when not buffed and not wearing armor. Maybe to the point so it's like wearing 70% Adv. Ubese armor. Or maybe(this could be what you're thinking) a damage mitigation against CREATURES. All creatures damage to us is put through the Creature Damage Mitigation first, then that damage is put through any normal Damage Mitigation you have from combat professions.


That's my short and sweet answer for this first pass, being done in the combat rebalance. I will add that the addition of Ranger being able to wear the new mandolorian armor is way cool for us. Makes me wonder what they have in store for us. Of course obtaining it is another story.

Message Edited by Squidwalker on 05-25-2004 03:22 PM



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Kiryoku
Tue May 25, 2004 3:13 pm
#8


not sure if this is what you wanted calc, but "damage mitigation actually mitigates the range, but the result is that only the max damage decreases." (here)... philosopher1976 explains how it works here... basically, for each level of mitigation you have, the max damage of the weapon striking you is decreased by 20% of the damage range...


in that little Q&A from the first post, the devs say that mitigation really does nothing for creatures under CL 30, but that after adding mitigation they altered the damage ranges of most high level critters so that mitigation would have an affect...


i'll try to get some ideas up here soon as the combat balance changes, but i'm a little skeptical about simply submitting the outdoorsman proposal... it is very nice, but i'm not sure that it reflects our current hopes for the profession, especially after our dev answer a few weeks back..




kago

-------------------------------------------------------
Skunkworks Ship Designs and Body Shop
A 10/15/12/17/10/10/17 point FS Shipwright (ridiculous, no?).
Custom Starship Components
(5708, 467) Valinor, Dantooine
Fobik
Tue May 25, 2004 3:14 pm
#9

Fix my camps. This makes me an equilivant of a partial Doc Entertainer.


Fix my Harvest. MORE


Fix my "To Hit Critters" 100 at Master looks good


Fix my defence to critters...I do not think we should be harder to hit but we should be HELLA harder to poision and disease.


Fix my Rescue I want to be able to draw critters and NPCs on to me.


Fix my traps. I can lob 500 trqps and exactly 0 will hit a krayt. A Master Brawler can Lunge 2 and KD a Krayt 90% of the time. I do not expect to hit an ancient but man....something.


Fix burst run. This is by far the MOST CRAPPED UP SKILL. A MSL can give a group basically infinite burst run and our BR is supposively Uber? There is food that allows you to BR 5x in a row. We should be able to BR as good as anyone else can WITH food because it is our ELITE skill.



I want to say here I DO NOT want to be worked into a template where we are the uber Rifleman Ranger Template. I want Ranger a standalone skill that can go with any combat prof.




Sad to say but give me 30% more harvest and I am happy lol.



Love



GLenda



Calculus_Entropy
Tue May 25, 2004 3:21 pm
#10






Squidwalker wrote:





Calculus_Entropy wrote:
FYI, this was not solicited. I want to put together a short document for our own good, that I can submit to the devs (UNSOLICITED). Also, i will look over the Outdoorsman and the SotP to make sure we include the applicaable parts of that.







Well that's an open ended subject line Calc. Are you sure you wanted to this? Although it is needed. IMHO I think to just submit the Outdoorsman proposal. I think it pretty much covers general changes, combat roll changes(additions), and GCW. I realize it was made up before your position as our coorespondant, at the time though the majority of the forum ranger community agreed on it. How do you feel about it? It is a single document written up with all the changes we would like to see to ranger.


This is structly combat related stuff, otherwise I would point out the Outdoorsman to the devs again. I think we have come up with a few things since then thatI don't want to forget.


*snip*










Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Tue May 25, 2004 3:30 pm
#11

Thanks Kiryoku. I wanted to be sure I understoodmitigation before I tried to apply it to creature combat.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
GoldMemberBria
Tue May 25, 2004 3:50 pm
#12



Well, the combat re-balance should clearly affect rangers a lot since we're obviously overpowered as it is.


Some suggested changes:


rangers shouldn't be able to wear armor: anybody should be able to "one-shot" anyone who wear a ranger tag. This is important because it will save wear and tear on the guns of real combat and support professions.


rangers should have a chance of their gun "backfiring". This percentage should go up as the ranger advances up the tree. So by the time you get to master your chance of hitting the critter your hunting ought to be roughly the same percentage of shooting yourself in the foot.


ranger traps shouldn't affect people... except themselves. So if you light off one of those traps with the impressive flash it should have the effect of blinding the ranger, with a minescule chance of also affecting the surrounding critters. If a p-dart is used, the ranger should get high on the fumes, with a side-effect that a creature that the dart was thrown at may in fact slow down just a bit before it tears the now goof-ed up ranger to shreds.


These suggestions brought to you by FKRU (Foundation for Keeping Rangers Useless)

Message Edited by GoldMemberBria on 05-25-2004 03:58 PM



Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


Nemo0
Tue May 25, 2004 3:59 pm
#13

Note: remember to aim high. The devs are almost certainly not going to give us everythingbut we want them to have plenty to choose from.





Fred_Skinner wrote:

W00T! This was the subject I kept forgetting.


Combat Bonuses:
+to hit creature, melee and ranged, with +100 at master (make sure this works with specials as well)
+damage creature, melee and ranged, with +100 at master (again, this should work with specials)


Hardiness:
+to regen, health and action, +100 at master (this is much less than what a doctor can give with a buff and seems reasonable with the skill point costs)
Reduction on damage taken, 50% at master (much lower than armor[you get 50% from the light armor rating on top of the resists], again reasonable)
Reducion on poison/desease effectiveness, damage by 50% at master and time of effect 30% (probably want resists as well)


Stamina:
Run and burst run improvements, Burst down time reduced. (makes kiting too easy--possibly make this out of combat only?)





I agree with everything here (with a few comments). I also think that Creature Damage Mitigation would be useful as well. I would argue that Stealth and Traps need to be included as well, though.


Stealth HAS to be done now if ever. If not, combat will become unbalanced when it is added. Yes, it does not directly affect combat. But it is enough to completely turn the tide of a battle. If everything is balanced out now and then they add stealth, things will no longer stay balanced. Also, this is one of the few times where the Devs will be testing in a sandbox environment.They say that this means that they can add stuff to test without necessarily needing to commit to keeping it. That is exactly the environment under which stealth will have to be tested.


Traps are definately a part of combat. They are meant to be the Ranger's weapon. I'd personally like to see a modular trap system but would be willing to accept a USEFUL static one (i.e. I can hit big creatures and I can use traps on NPCs and players).


Somewhat off topic but anyone have any ideas on the difference between +95 TN (Master Ranger) and +155 (Master Squad Leader leading a Master Ranger)? I can't seem to find any difference with this (ungrouping makes the bonuses disappear).



Lythender Nirou
Crazy Bothan


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