Rifleman Archive
Thread: Mitigation = Broke Rifles?
I came here to see exactly how you guys were taking the new mitigation system, since imo it effects rilfes more than anything. It seems you guys dont know whats goin on but, maybe i missed a post so here ill fill you in.
Damage Mitigation is a passive ability to reduce damage dealt by an opponent of %(based on mitigation level) of the diffrence of their weapons min and max. Basicly a percentage off of the range of a gun.
Example, at mitigation 3 you get 60% damage off. So with a gun that is 100 - 200 this is what would happen:
200 - 100 = 100.
100 * .6 = 60.
100 + 60 = 160, thus makeing the gun
100 - 160 dmg, from a earlier 100 -200 dmg.
Ok, well all professions get some mitigation abilities as they increase, corresponding to their class type (IE ranged classes get ranged mitigation and melee get melee mitigation) Mitigation dont stack. But you can pick up melee and ranged mitigations.
Why is this so important to rifles? Because Rifles have BIG ranges, and that is essentally what is getting killed by mitigation, look at the following example:
Gun1: 100 - 400 dmg, Average Damage(250)
With mitigation 3 it becomes:
Gun1: 100 - 280 dmg, Average Damage(190)
Gun2: 200 - 300 dmg, Average Damage(250)
With mitigation 3 it becomes:
Gun2: 200 - 250 dmg, Average Damage(225)
I dont think the devs thought through with mitigation and it would not have been that bad, but they have stated its going into effect in PvP. So besides killing everyones damage, its hurting bigger ranged guns, like rifles more than smaller ranged guns. Just thought id let you guys know, didnt find anything about it here and that suprised me.
I hope this gets worked with to make it a bit more fair, but the devs seem to feel confident about it.
When shooting at target with Ranged mitigation 3, this will render the Laser rifle completely useless. And you are right, the ones who are affected by this most are Rifleman, due to the way our weapons are laid out.
What is the reason for using this complicated formula instead of a plain reduction of damage dealt or min / max damage? The first one who can name me a single good reason other than "nerf weapons with high ranges" or a variation, "nerf rifleman", I'll get you a free Laser Rifle on Chilastra.
HoraaaH!!!
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=909284#M909284
Ill have some more information for you, but damage mitigation was pulled out for everyone and not just commandos.
It was game breaking and what's going is a larger combat balance. The HAM, specials, damage mods and everything is getting tweaked over the next 60 days and its going to be pushed out in stages. We had hoped to have the neat HAM recovery feature out in this publish, but it made all combat way too easy and based on internal feelings and Test Center comments, we pulled it until the next publish.
Ill be sitting down with a lead dev either tonight or tomorrow and going over all of the details and Ill post it ASAP.
Thunderhart posted this BTW
Swiller wrote:
HoraaaH!!!
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=909284#M909284
Ill have some more information for you, but damage mitigation was pulled out for everyone and not just commandos.
It was game breaking and what's going is a larger combat balance. The HAM, specials, damage mods and everything is getting tweaked over the next 60 days and its going to be pushed out in stages. We had hoped to have the neat HAM recovery feature out in this publish, but it made all combat way too easy and based on internal feelings and Test Center comments,
we pulled it until the next publish.
Ill be sitting down with a lead dev either tonight or tomorrow and going over all of the details and Ill post it ASAP.
Thunderhart posted this BTW
Horaah? Really, I am usually the optimist but what they pulled was a way of reducing damage. They are replacing this with a change in many things, including damage mods.
Now, this may be fine, but I am nervous for our strafe II as well as our other specials. If they want to reduce our damage all they need to do is drop all our mods by .5 or 1.
Now, this may be balancable by adjusting how much our mind ham costs are but I am still not so sure that this is a good thing.
I will try to optimistic, but I have a bad feeling about this, and I'm not one to usually say this.
I thought the whole migration system was screwy and was going to break pvp even more than it is. Why would a Master TKA want melee migration when they are getting kited. Also I never saw if the original 75% damage reduction was going away with migration. Which would have reduced our damage even more against ranged opponents. To the point where we would be hurting ourselves more than our opponents.
I have no exp with migration, but it looked bad to me from my wild speculation of what it would do.
Mitigation is just another of many recent and common attempts by the DEVs to vanilla-fy (cool word) this game. They use the nice, friendly, term 'Balance'. Which when I think about it is stupid. At master levels of any elite/hybrid combat profession, a toon should be doing a lot of damage. But they DEVs want everyone to be less frightening and apparently want battles to last forever. I've played toons on 3 servers and have been a Master BH, Master Gunfighter, Master CH, Doctor, and several starter profs in there too. BH got his very hard too by this 'Balance' concept.
It's plainly obvious to me that the DEVs care more about new subscriptions and less about loyal patrons that have been on since launch...*cough* me *cough*. It doesn't take the noob whiners (you know, the people who use 3's for E's andlove theword 'uber')long to sway the DEVs attention. But, I love this game...haha. Just my always humble opinion.
Omaly - Master Dabbler and taunter of whiners on Flurry