Rifleman Archive
Thread: Damage Mitigation/Damage Ranges
Look at the numbers. Rifleman and carbineer damage is HALVED, BH is barely affected.
BlakeIeldan wrote:
So, if you have melee migitation it works against melee weapons, and if you have ranged migitation it works against ranged weapons, right?
almost correct
melee mitigation will work against melee damage; ranged mit. against ranged damage.
it's a small difference, since most creature damage is on a very tight distribution (small range), and therefore won't really be significantlly affected by mitigation.
not that i ever understood why a rifle can do 40-400, but a graul does 350-360. it hits for near max or max.. only two choices? ugh. would love to hear the dev explanation for that
I actually like this idea....The HAM use is actually pretty well though out. Maybe, just maybe, this'll keep from having people just spam specials to Hoth and back and require people to *gasp* use some strategy for once. I admit at first glance it looks like it's a completely bogus, off the wall, cracked out idea; however, this might be quite a bit more realistic.
I like the damage mitigation too, think of it this way: Yes a twelve year old that comes across his ol' man's 30 odd 6 is dangerous to others....Teach that same twelve year old to use the gun PROPERLY and he becomes even MORE dangerous with said weapon.
I say evenkick it up a notch and put in a chance to hit yourself with your weapon when you're a novice, this would be especially hilarious watching novice melee fighters smack themselves upside the head with their respective weapons. (the closer the range of the weapon the higher chance the novice has of hitting themselves
)
What's next? Will encounters require a chain of doctors using Stim D's in a timed interval on a master brawler to fight difficult encounters?
Note: if you haven't played Everquest, you may not get this.
I'm neutral to mitigation because I don't know how well a WS can experiment on Minimum damage for our rifles. I assume it's consistant with experimenting on maximum damage.
The damage mitigation will make the laser rifle less useful in PvP. Since I don't use a laser in PvP this is not that big a deal. The effects on both the T-21 and Jawa are not as significant, and are more in line with what is happening to pistols.
The other aspects of this change are the ones we win out on. Melee classes, pets, smugglers all don't get ranged DM. The 2.5 modifier is GONE. We have the skill points and the abilities to get melee DM, which will still work with a rifle equipped. This is over a 300% possible reduction in melee damge to us.
The HAM changes are all in our favor. Mind will regen at exactly the same rate as health and action, NO ONE can stim heal HAM costs. This levels the field for us. It takes away one of our major weaknesses. It increases our sustainability while reducing everyone else's to our new level. (we can fight longer than before, they can not spam forever)
Over all, the current changes (including HAM) are a net boon to us, not a nerf. This is a very good step toward balance, and so farI like what I have seen.
I used these weapons becausethey're what I see the most in PVP, and I didn't have stats for T21 or the oh-so-common pre-nerf sliced krayt FWG5 handy. No one uses the elite carbine because the stats are horrible and it's only AR1.
Tobolt wrote: Um, Jennai maybe you should compare the dx2 and the scatter with the corresponding rifleman and carbineer weapons (T21 and Elite Carbine) and not with some marksman weapons.
Min/max damage and speed are all lumped into "damage" experimentation. The only ways to improve minimum damage past base stats are slicing and powerups, neither of which will have any significant effect on weapons with low min damage.
PyscoJuggalo wrote:
I'm neutral to mitigation because I don't know how well a WS can experiment on Minimum damage for our rifles. I assume it's consistant with experimenting on maximum damage.
To emphasize what LLJK_Griz said about slices and powerups not helping a low min damage weapon much, note the following:
Take a good Laser starting out at 40 - 402 damage, for an average of 221.
With the best damage slice possible (35%), this would become: 54 - 543, for an average of 298.
With a 16% min/32% max damage powerup, it would move to: 63 - 716 for an average of 390.
The top damage mitigation would take the effective damage range down to: 63 - 324, giving an average of 193.
By contrast, an E11 would break down as follows:
A good E11 can start out at 91 - 189, for an average of 140.
Best damage slice can take it to: 123 - 256, for an average of 190.
Min/Max damage powerup, will take it to: 143 - 348, average of 240.
With damage mitigation, the effective range would drop to: 143 - 221, for an average of 182.
So as you can see, the E11's average damage will drop by 48, while the Laser's average damage will drop by 196. This move the average damage of the E11 from 150 less than the Laser to only 13 points less than the Laser while its minimum damage will remain at over twice that of the Laser.
Thus, he is correct in saying that powerups and slices will not help low minimum damage weapons that much. BTW, putting a 32% minimum damage /16 % maximum powerup (if they exist) would on the surface seem to be an alternative, but the numbers actually get worse for the Laser if you do that. That wouldtake the average damage down to 183, only one point more than the E11.
Of course, the numbers will vary depending on the weapons compared. The two I used above as examples were ones that I have had.
I am relatively new to the rifleman profession, and have a sliced laser right now (537 max damage). These references to weapon powerups have intrigued me. Is this something that is an 'attachment' I can add myself or is it something that must be included when the weapon is originally manufacturered as an optional component?
CAWCAW wrote:
I am relatively new to the rifleman profession, and have a sliced laser right now (537 max damage). These references to weapon powerups have intrigued me. Is this something that is an 'attachment' I can add myself or is it something that must be included when the weapon is originally manufacturered as an optional component?
You can buy them and then 'drag' them in you inventory onto your weapon. Be aware that they cause your weapons 'condition' to decay a little faster. They come with limited usage - usually good for 100 shots. Also be aware that you can remove them (if you didnt want the extra decay) but the leftover uses are thrown away. In other words, when you remove a powerup from a weapon, it just simply disappears.
You can pick and choose the kind of powerups you want. Most enhace two attributes of the weapon, such as max damage, min damage, mind cost, etc.