Rifleman Archive
Thread: TC: Damage Mitigration and HAM Costs
/Puts on Evil Mask and Gets ready to Rant and Burn
JACKASS I Said if this hits PVE and MOB's get mitigation we are going to have a rougher time.
Jackass the real problem with Grinding ain't the 2.5 damage, it's our DPS. If MOB's get Mitigation Jackass the grind Will be ten times harder because that 40-400 laser rifle becomes-
@ Level 1 mitigation: 40-328
@ Level 2 mitigation: 40-256
@ Level 3 mitigation: 40-184
Notice how I never said this was a nerf and just tried to explain how this could be a bad thing if MOB's get mitigation.
/Takes off Evil Mask and becomes criminal drunk once again
Oh an AzzKan How much meele mitigation is a rifleman gonna have when he's grinding up to master?
Oh ya none.
What percentage of MOB's use meele attacks?
Well you play the game you tell me AzzKan.
So the 170-270 T21 at +17% would yield about 199-270. So if my understanding is correct, then with damage mitigation 3 from another master we'd have a range of 199-242? Eh, I can accept that.
But yeah, the 40-400 laser rifle would start to stink a bit... at +17% min damage you'd still only be doing 52-261 or so. I would be nice if they worked armor piericing into overcoming damage mitigation somehow.
I just saw a post by the WS corespondant taking about how AP is changing. You know the bug where AP against a vuln adds no bonus? (like the weapon is a ap0 attack an ar0). Well, this is not a bug. They are changing AP to lower resists not add extra damage, Here is the formula that he (WS corespondant) got from the devs:
Actual Resists = Armor resists / ((ap-ar) *2
So a T-21 attacking a composite 80% helm would do would not do extra damage, but would only be reduced by:
80 /((3-1) * 2) = 80/4 = 20% ( and no more 1.25 *1.25 damage increase)
I think a lower ap vs a higher AR still works the same (drop by 50% per level difference.)
--Rorrimot
The following is directly from the Testing section of the official SWG web site:
All new HAM cost system for combat - Special moves take from the max value, but regenerate much, much faster. The end result is that HAM spent on special moves regenerates MUCH faster than damage, so it should make combat more dynamic.
This basic scenario is how I interpret the quote from the Testing page.The numeric values are not equivalent to ingame values.
A PC Rifleman uses /headshot3 and damages my Mind pool for 500 points.
I fire /headshot3 for a cost of100 points from my Mind pool.
I am now missing 600 points from my Mind pool, but the points lost from the special I used will regenerate much, much faster than the damage I received from the PC Rifleman. This seems like a beneficial change to all players involved in combat.
Damage Mitigation is a different change to combat dynamics. The following is directly from the Testing section of the official SWG web site:
Added melee/ranged damage mitigation 1-3 abilities. These abilities are spread through the elite professions and will limit the damage ranges that can be done to you. If an NPC/Creature attacker does 1-100 points of damage, is using a melee weapon, and you have damage mitigation 3, the actual damage range that can be done to you is actually 1-40. There are 3 damage mitigation abilities for ranged, and 3 for melee. They do not stack.
This basic scenario is how I interpret the quote from the Testing page.The numeric values are not equivalent to ingame values.
A Master Rifleman withoutDamage Mitigation (current game on live servers)
a flesh eating chuba bitesme for1-100 damage to myHealth pool.
A Master Rifleman with Damage Mitigation 3 (current game on test server)
a flesh eating chuba bites me for 1-40 damage to my Health pool.
This change will make it even more difficult for weaker/less skilled opponents to defeat stronger/more skilled opponents. A Master Rifleman should be just as evenly/unevenly matched with a Master Pistoleer as they are now on live servers.
This is how I interpret what I've read.
Weapons are not affected. The player abilities/skill treesare affected.
If the chuba bites us it would be melee damage, and our damage mitigation is ranged. So you would still take 100%. If someone shotyou it would be 1-40 yes. I'm still interesting in knowing what happends if the base damage is not 1-100 but rather 100-200. Do we get 100-140 or do we get 40-80?
ok, on damage mitigation.
You take the max damage of a weapon minus the min damage of the weapon. This will give you the range of attack. Now if you have DM (damage mitigation) lvl 3 for said attack, you will take away 60% of the damage. Now with that number you add it to the min damage of the weapon and you now get the new max damage range. For example.
Laser rifle 54-380 damage
380-54=326 <-damage difference between max/min
326*.4=130.4 <- DM of 60% for range attacks
130.4+54=184.4 <-new max damage of weapon
So in total, if someone was shooting you with this weapon, and you have lvl3 DM. The damage range will now be 54-184.4
Weapons with large gaps between min and max damage will suffer the most. So let's try a t21;
T21 168-390 damage
390-168=222
222*.4=88.8
88.8+168=256.8
new damage 168-256.8
This is currently the way damage mitigation works. This isn't final, and rumor has it that this might not make the next patch. It has to go alot of tweaking. I think Pistoleers will hurt the most from it, and laser rifles/carbines.
Quas
Thank you for the correction.
The current Damage Mitigation design seems to have an increased benefit for players who have both an elite melee professionand elite ranged profession (TKA & Rifleman). The DM abilities do not stack, but does anyone know how quickly a player can change from Melee DM3 to Ranged DM3?
I intended to attain Master Pistoleer as a close combat compliment to Master Rifleman. With the current DM design, I would probably be much better off with TKA for close combat. The best of both worlds?
I am wondering, if this will efffect all play (PVE as well as PVP), will we be able to /ex our PVE mob to see what it's mitigration is. I am currenlty 3.1.3.2 and hunt a lot of Pickets(spelling?) on Dant. Would they have Mitigration 3?
I guess with mitigration, a power up that rasies the min dmg and not the max would be best. I've gotten weapons sliced before, but never paid attention, does a weapon slice increas min and max dmg, or just max? Maybe with this slices will becomea bad thing since the spread between the min and max will actually come back to hurt us. Does this make any sense, or am I way off target (-MISS-).
Yes, if this system uses this stupid calculation of lowering the range while keeping the min damage, a min damage powerup will be much better than a max damage powerup. However, it will also badly hurt most Rifles (especially the Laser). No other class has so high ranges as we do. In other words, with level 3 mitigation a Rifle will loose a much higher percentage of it's average damage than a pistol.
And if we are naive enough to believe in "logic" in this game, then Pickets would only get Melee damage mitigation, since they are a "melee profession". Only NPCs using ranged weapons should get Ranged damage mitigation. But I'm not sure if we can count on the system being "logically correct".