Rifleman Archive
Thread: Outdamaging other profs...
Cpl_Fisher wrote:
CrashNgoBoom wrote:
Commando's do have an EXTEMELY powerful attack, only problem is is vs a krayt dragon, they do 12.5% of it while riflemen get to keep 100% of the damage and stay speed capped.
On ancients, Commandoes out DPS rifleman, I have bothe a 856 max T21 and 850ish flamethrowers, commandoes Flame dots are NOT affected by armor or resistance, just raw damage. the problem is that the there dot damage unlike say CM's do not count toward loot rights. I can work on an ancient for 15 mins, have it down to 20k of health, and a rifleman can KS it, because my attacks only did around 400-500 damage, the fire dots did the rest.
exactly... and we hope/pray/wish this will be fixed soon (hopefully before the CURB but if not at least during the CURB).
The removed the ability to gain loot rights with dots due to a small potential to just wander around and put dots on things and not fight it - but when they did that it killed the commandoes looting ability T_T. With the removal of the different armor levels it should be much more fair but still...
OditeFosore wrote:
Commando's flame DOTs have been counting towards XP and looting rights forabout9 months - there was a long period where it did not, but it was re-implemented because that is where a lot of their damage towards looting rights comes from - the same applies to combat medic poisons. There are so few commandoes anymore that not many know the change occurred.
Aspeed capped riflemen using powerups and damage sliced rifleswill rarely loseto KS attempts. Congrats on the nice tissues btw - love to see the kiddies get pissed when they weren't able to KS you. This game really needs a tagging system that so many other games have - it'd reduce the frustration for those who are playing "nice" and would deter those who don't like to play nice from wasting their time trying to take a kill from someone who's already working on a target.
Sidenote: All your damage counts toward looting rights - it's been fixed so if you're worried about getting looting rights, make sure to mix in a mindshot 1 and 2 and any dots you have with your strafe2's in orderto increase your DPS.
Message Edited by Ackehece on 02-14-2005 06:28 PM
Message Edited by OditeFosore on 02-14-2005 05:53 PM
Message Edited by Ackehece on 02-14-2005 06:40 PM
Cpl_Fisher wrote:
as far as dps that counts toward loot rights, only jedi give rifleman problems. Even then I have out DPS'd jedi on juvis before, I so wish I still had that drx-6b
Exactly, I outdamaged 4 jedi's verse an NS Elder beforeand they were surprised. I also did it verse a juvi also, but when it comes to ancients jedi rule there because rifleman have to deal with the 95% resist to all and 65% resist to cold (cold does a rifleman no good because the sg82 has no Armor peircing).
Another thing some people forget.....in the time that it takes a commando to shoot 1 special and then the time it takes for 1 DOT to tick off, a rifleman can still do as much or more damage as the commando due to the long delays of commandos while the rifleman is speed capped and shoot upwards of 4k - 5k shots per second (maybe more if you have a uber t21 or dxr6).
So even if DOT's did count to looting rights, in the time it takes for that DOT to tick 3 or 4 times, a rifleman can equal or do more damage than the commandos DOT. The last time I played as a commando, it took me 8 seconds to do a special....now as a rifleman I can do 28k damage in 8 seconds (that's before resist and also only using 3500 damage base shots, I usually get higher than that though). Now the last time I checked, no commando DOT can tick off 28k damage per tick.....because that's what they would have to do to outdamage a rifleman......and the rifleman don't even have to be speed capped in most cases....they will still do more DPS than a commando. The only thing that can change that is in the case of high level mobs that have 95% resist to everything which will slow down the riflemans DPS in the end result. However, resist are the only thing that slow a rifleman down....with a T21 the amor rating of a mob is never a problem for a rifleman as they either are a wash (AR3 vs AP3) or the rifleman get at least a 25% bonus or more(AP3 vs any other AR).Jedi only get medium armor piercing so they suffer 25% damage reduction to heavyarmor rated targets....andcommando's flamer doesn't have AP.....so everything works in the riflemans favor.
Personally, I think the devsshould change this so that commandos andmid level jedi can contend with rifleman in DPS, but no other professions should be as powerful as a rifleman. I mean, you'll never see any hand gun as powerful as a M82.....a M82 can take a mans head off over 300m and more away....no handgun can do that (that's the difference of being a sniper and a machine gunner on the front line. However, the best way the devs can balance it out a bit is to slow riflemans speed down compared to other professions....but the powerof riflemans weaponsshould befrom 1/3 more than carbsto twice more than pistolsdamage.Any other weapons in the game except for commando weapons and mid - high level jedi shouldn't compare to rifleman, not even melee....well, swordsman could come close, but still not as powerful as a rifleman.....but that's just my opinion.....because one things for sure, I would fear a gun quicker than I would fear a man with a sword or stick with a big rock/metal on the end....
CrashNgoBoom wrote:
Actually, medium armor piercing vs heavy armor is a 50% damage reduction. However, I don't know if this is the case or not for damage types that are vulnerable. I think that's the difference between a damage type being listed as vulnerable or not being listed at all. We don't get a 25% bonus if something is vulnerable to use (or so they say) so I don't know if they'd get a 50% reduction.
but krayts, Elders and other very high level mobs, aren't vulnerable to anything....I beleive all of their resist are listed under special protection. I'd have to check this again though just to make sure....but I'm fairly sure.
Actually I do remember that NS elders have energy and blast under effectiveness but the spiderclan elder has all of her resist under special protection.
Like you said, though, I really don't know what the difference is between special, effectiveness and vulnerable......I can only speculate....fact still remains though that no profession can compare to a rifleman as far as DPS goes (except high level jedi)
HardwiredXMan wrote:
Cpl_Fisher wrote:
as far as dps that counts toward loot rights, only jedi give rifleman problems. Even then I have out DPS'd jedi on juvis before, I so wish I still had that drx-6b
Exactly, I outdamaged 4 jedi's verse an NS Elder beforeand they were surprised. I also did it verse a juvi also, but when it comes to ancients jedi rule there because rifleman have to deal with the 95% resist to all and 65% resist to cold (cold does a rifleman no good because the sg82 has no Armor peircing).
Another thing some people forget.....in the time that it takes a commando to shoot 1 special and then the time it takes for 1 DOT to tick off, a rifleman can still do as much or more damage as the commando due to the long delays of commandos while the rifleman is speed capped and shoot upwards of 4k - 5k shots per second (maybe more if you have a uber t21 or dxr6).
So even if DOT's did count to looting rights, in the time it takes for that DOT to tick 3 or 4 times, a rifleman can equal or do more damage than the commandos DOT. The last time I played as a commando, it took me 8 seconds to do a special....now as a rifleman I can do 28k damage in 8 seconds (that's before resist and also only using 3500 damage base shots, I usually get higher than that though). Now the last time I checked, no commando DOT can tick off 28k damage per tick.....because that's what they would have to do to outdamage a rifleman......and the rifleman don't even have to be speed capped in most cases....they will still do more DPS than a commando. The only thing that can change that is in the case of high level mobs that have 95% resist to everything which will slow down the riflemans DPS in the end result. However, resist are the only thing that slow a rifleman down....with a T21 the amor rating of a mob is never a problem for a rifleman as they either are a wash (AR3 vs AP3) or the rifleman get at least a 25% bonus or more(AP3 vs any other AR).Jedi only get medium armor piercing so they suffer 25% damage reduction to heavyarmor rated targets....andcommando's flamer doesn't have AP.....so everything works in the riflemans favor.
Personally, I think the devsshould change this so that commandos andmid level jedi can contend with rifleman in DPS, but no other professions should be as powerful as a rifleman. I mean, you'll never see any hand gun as powerful as a M82.....a M82 can take a mans head off over 300m and more away....no handgun can do that (that's the difference of being a sniper and a machine gunner on the front line. However, the best way the devs can balance it out a bit is to slow riflemans speed down compared to other professions....but the powerof riflemans weaponsshould befrom 1/3 more than carbsto twice more than pistolsdamage.Any other weapons in the game except for commando weapons and mid - high level jedi shouldn't compare to rifleman, not even melee....well, swordsman could come close, but still not as powerful as a rifleman.....but that's just my opinion.....because one things for sure, I would fear a gun quicker than I would fear a man with a sword or stick with a big rock/metal on the end....
Commanodoes can stack dots, most I have stacked is 12 1.3k dots at a time. That'saround 1.5k dot damage per second, (flames tick about once every 10 seconds) Even with anexceptional T21, I have a hard time believing that you can do 1.5k damage through heavy armor and 95% energy resistance.
OditeFosore wrote:
My apologies if I was wrong - was the information that I have been working under for quite awhile. I'd trust our commando friends.
Message Edited by OditeFosore on 02-14-2005 05:53 PM
I was a master commando when the change to place, and no dot dmg does not count towards loot right, you also get 0 exp from dots to.
and I am sure that they fixes the dots dmg against armour and resists, as in they effect the dot! or did they undo that change since i droppped commando??