Rifleman Archive
Thread: Changes To Combat In The TC
Here is a post on the Bounty Hunter's forum relating to a few changes in the TC now. http://forums.station.sony.com/swg/board/message?board.id=bounty_hunter&message.id=106796
There are two significant changes on the test center. I have not been able to log on to test them, so all I have at this point is what the devs have said. Here it is:
1) DAMAGE MITIGATION ABILITIES:
All melee/ranged classes get a new ability called damage mitigation.
There are 3 of these abilities for ranged, and 3 for melee. These will limit the range of damage that can be done to you.
Example:
If you are hit with a melee weapon that does 1-100 points of damage and you have melee damage mitigation 3, the damage range we actually use becomes 1-40. This is because melee damage mitigation 3 limits the operative damage range to 40% of the original value.
Level 1 damage mitigation limits damage to 80% of the range
Level 2 damage mitigation limits damage to 60% of the range
Level 3 damage mitigation limits damage to 40% of the range
This change was added to work with the new creature damage/hitpoint baseline that is being defined.
MELEE DAMAGE PENALTIES:
These have been removed. There is no more 2.0x/2.5x/whatever damage multiplier when using ranged weapons. Instead you will simply be easier to hit. This will vary based on the attacker/defender weapons.
WHO GETS WHAT
All melee weapons get melee mitigation
All ranged weapons get ranged mitigation
Bounty Hunters get Ranged mitigation (Melee at TC, have asked the devs for clarification)
Smugglers get Melee Mitigation (None at TC)
Question to ask is this only Pve or PvE and PvP both. I have asked the devs that question.
If you have both abilities from different skill trees, you get both protections.
I will have to see what skill line has the damage mitigation once I get to login.
2) HAM System Changes
This is an experimental change, so there's no guarantee devs will stick with it. However, if it's popular and works with minimal problems, I believe they'll keep it.
The change is that all ham costs for combat moves are no longer damage. With the old system, you would spend 100 points and it would be identical to damage.
With the new system, the HAM points are removed from maximum value, not the current. The ham costs will have SIGNIFICANTLY accelerated regeneration rate. This means that using an action will stil pose a "risk" of being incapacitated, but it's severely diminished.
Example: If I have 1000 Action and use a special with a 100 action cost, then my "special" pool now is 900, but I can still take 1000 damage before incap.
However, you will also be able to heal only your damage pool, and not your "special" pool (that you will have to wait for regen).
Message Edited by klawlegna on 11-29-2003 06:49 PM
1) DAMAGE MITIGATION ABILITIES:
There are 3 of these abilities for ranged, and 3 for melee. These will limit the range of damage that can be done to you.
Conclusion: Laser rifle now useless. Servers without T-21, boned.
"Example: If I have 1000 Action and use a special with a 100 action cost, then my "special" pool now is 900, but I can still take 1000 damage before incap."
So what your saying is there is a new special pools that mirrors your mind, health and action pools. If I use a special itdeducts from one of these pools now, not my health, action, or mind.
Correct me if I'm wrong.
I like the new system,it levels the playing feild. Especially since we will be hit hardest by mitigation, Rifles have the largest range from min damage to max damage.