Rifleman Archive
Thread: Keldarin is reviewing AP
klawlegna initially posted quotes from Keldarin, which states how the current AP/AR system on live servers is working as intended. This system does not modify damage to a target in any way, but it modifies the damage to the target's armor. This system does not suggest any reason for players to contemplatethe AP rating of a weapon or the AR rating of a wearable item, because armor can be repaired and replaced easily. Keldarin isquoted again to say "...it is totally possible that something is creeping into the calculations that we didn't catch, but I have to go back and do a more thorough code review to find it. If we do find something that is causing an increase in damage done (to a target) then we will be correcting it."
There is no nerf on the way.
If players and/or correspondents supply data which proves that the live AP/AR systemdoes in fact modify damage done to a target, then the developers will correct the system and it will no longer modify damage to a target.
AP/AR is nearly useless if the quotes are valid and correct. Since klawlegna is the Rifleman Correspondent, I believe what he posts.
Winter Cycle, AR is still good, AP is going to be worthless if fixed. He never stated that AR worked any other way than in the AR manual, only stated that AP worked diffrent than the manual stated.
Just to clearify.
I'm just wondering about something. Since AP works the way Volsted proves it does, and the Devs say it is working the way they inteded it too, and have "tested" this, is it possible both of you are right? I noticed all your tests were run against creatures. From what you posted, and from personal experience, it is obvious that creatures take more dmg from AP weapons than they do from non AP weapons. But since the Devs say that AP isn't adding dmg, is it possible they are isolating their tests to just PVP? I could see how there might be 2 different logic paths in the code for PVP combat and PVE combat and that might be how you are both right.
If I was a dev testing, I would probably test the system by shooting another player I had set up on the test server. It would be a lot easier to get it to stand still and take the shots than it would be to re-code a MOB to stand there and not fight back. It is also possible that MOBs don't "wear" armor, so when we dmg the armor we are actually damaging the creature itself? These are just some things I'm going to try to test tonight, I just bought a composite helmet I can give to somebody and hs them. I will post any results tomorrow.
I just can't believe a Dev, or anybody, can play the game right now and say that AP isn't adding dmg. Nobody could make that blatent of a mistake, so the Devs must not be looking at the same thing we are.
Geddeo wrote:
I just can't believe a Dev, or anybody, can play the game right now and say that AP isn't adding dmg. Nobody could make that blatent of a mistake, so the Devs must not be looking at the same thing we are.
Ah, but that's just it, see.
The Devs don't play SWG.
This is not hyperbole nor jaded cynicism speaking here. Raph Koster (aka Holocron, aka the Chief Creative Officer of Sony Online Entertainment) has out-and-out said that the Devs don't play their own game.
APs working great. Wait, higher AP is not supposed to have damage multiplier on target with lower AP?
-- Ypi
Um, it would be nice to know what the slated change is for AP. The response I goton a ticket for why my 46-404 laser does more damage to a lair than my 127-350 t21 was that the laser has a higher average. it's clear to me now that lairs don't have armor and don't get the multiplier. This wasn't clear to the CSR. What is bothering me -- more and more special attacks no longer damage lairs. OMG!!! I'm going to have to shoot a lair for 50k HAM at 250 damagea shot! UG!!! That's going to take 4 minutes!
What I think is people who like the slated combat changes DO NOT have elite master characters. Thus they haven't played long enough to know things like how combat works as it is (or was yesterday.)
AltharXXX wrote:
The response I goton a ticket for why my 46-404 laser does more damage to a lair than my 127-350 t21 was that the laser has a higher average. it's clear to me now that lairs don't have armor and don't get the multiplier. This wasn't clear to the CSR. .
So they don't know how the game works OR any math?
Thats reassuring.
Sorry to drag this thread back up again, but am I correct in thinking that the devs didnt intend for high AP weapons to get bonuses when hitting lower armoured targets?
If this is the case then I think our damage will be way below par when they fix it. Currently, I have to spam Advanced Straff constantly with my Laser Rifle (56-520 base) to keep up with the damage output of a Pistoleer/Smuggler spamming Last Ditch with a Scout Blasteron an unarmoured target. With the same buffs as me (i.e. good buffs, food and muon) he can spam a lot longer than I can.
In fact, if you actually think about it, it makes more sense that a high AP weapon would do more damage on a soft target than a low AP weapon.
It's clear they never intented for higher AP weapons to do increased dmg to the target but rather just the lower AR armor.
e.g. Laser Rifle with AP2 (medium) vs. Composite armor AR1 wearing target.Base dmg 500 less 80% resists = 100 dmg x 0 multiplier for AP2. Composite armor takes add'l dmg from AP2. Composite condition is reduced from 32465/32465 to 32045/32465 (not sure how they plan to calculate this armor dmg... as if decay wasn't enuf! :/ )
Anyways they want the dmg to the armor itself increased and not anything to the target. But hey who said armor piercing meant it actually pierced something and did more dmg to the target? O.o
What are the devs thinking on this one.
Tenfo