Rifleman Archive

Thread: Question about the 2.5x on rifleman

Azzurri15
Tue Mar 16, 2004 7:13 pm
#1

Ok, so this means if I have my Gun equiped they will hit 2.5x harder right? SO that means when they come close all I do is just pop on my VK's and then there will not be the 2.5x?
Sotaudi
Tue Mar 16, 2004 7:28 pm
#2






Azzurri15 wrote:
Ok, so this means if I have my Gun equiped they will hit 2.5x harder right? SO that means when they come close all I do is just pop on my VK's and then there will not be the 2.5x?






That would be correct, but the 2.5x modifier was removed a couple of patches ago. There was also a problem with the change in that the trade off was that we were supposed to be easier to hit by melee, only they messed up and, up to today's patch, we were actually harder to hit than some pure melee builds. Ooops.


Today's patch fixed the to-hit modifier against us. So now, rather than taking 2.5 times the damage if they hit us, they will hit us more often, and, thus, do more damage. But you are correct, this only occurs when we are holding our rifles.


Therefore, if you are concened about the damage you are taking from a melee attack, simply switch to a non-ranged weapon, and you will be on even footing, provided you are as good with that weapon as they are with theirs.


But the 2.5x modifier is history.




Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



Azzurri15
Tue Mar 16, 2004 7:37 pm
#3

Ok that sound goos well being a Master TKA I shouldn't have a problem unless they have a high kenetic resist.
Fedacorr
Tue Mar 16, 2004 11:01 pm
#4

It's possible the 2.5 x melee damage modifier is BACK, and for ALL ranged, not just rifleman. Found this in the combat changes thread...


Note that damage DONE to the player was over 2x higher, almost tripple in fact, when equipped with ranged weapon than it was with melee weapon in use...


-------------


Did a little testing, I am a master commando, master tka on the bria server.


I figure ok, patch day...lets see what the combat changes did. I choose to do some quick gurk missions.


Fairly simple...just run in whomp on the things get paid move on....wrong.


I first attempt to use my flame thrower on a single gurk, no specials. I did not notice any difference on my hitting them.

How ever I did notice that THEY HIT ME EVERY TIME for 151-201 pts of damage there by quickly incapping my sorry toon.


Ok, I'm now a little wiser...and a little more beat up. I figure ok, enough play time. The next gurk runs up and I hit him with a flamesingle2, and of course it hits his action pool.(I come to a sudden realization that the flame dot is not a bleed dot unless it is used in the context of a nerf.). Now after using my special I of course realize that now, I cannot attack or heal myself during the next 7 seconds...where the gurk whom is on fire..but not bleeding very hard proceeds to incap me, since he hits me every single time. for 151-201pts of dmg.


Ok, I'm now a little smarter. I unequip my beloved flame thrower, and decide I'll use my good ole VK's. Bingo...Mr. gurk gets his butt handed to him on a silver platter, and he bearly even hit me...and when he does it was at a max of 70pts of dmg. I can deal with that!


Now I figure....I'll just have to try out the new acid rifle mods. Yep, shoots a little better...yep looks a little cooler...yep dmg works. But then again I get incapped because gurks feel the nature to run up and beat on the person who is shooting them....and dang it..they hit me every time.


Somehow I figure that Melee Defense is somehow tied to the weapon that is equiped, and hope that other ranged people don't see the same problems as I have.


--eakop--

Fedacorr
Wed Mar 17, 2004 12:01 am
#5

Also, in the combat changes line... I note that today, after the patch, with same mind/focus/willpower stats, which USED to be good for about 6 Headshot3's before mind bar dropped into showing a loss, I start seeing white on the mind bar after 3-4 shots. Ham costs of specials increased, perhaps?


The rifle has 102 mind cost, and is costing 175 mind to do HS3 with 935 or so focus. Eek!
OriginalWushu
Wed Mar 17, 2004 4:16 am
#6

i thought i was just being paranoid...... yes ham does seem to be steeper to use specials now, and when they surround me i am a gonna, i have being doing gurks a few times with a master rifleman, before the patch i could happily complete both missions without a problem, now these same gurks hit me for 200-300 dmg (what is higher than usual) and more often,coupled with the fact that i "think" ham cost has being increased makes hunting things a little more dificult. Guess ill just have to pull my pets out and use them as meatshields.


DaRealSpiffyman
Wed Mar 17, 2004 6:05 am
#7

this is truly a sad day i am master rifleman andnot knowing about the changes, i got pwned....by a savage quenker....



-Spiffyman
Azzurri15
Wed Mar 17, 2004 9:21 am
#8

Pick up a meele profession so when they do come in 20-10m range equip it so they can't hit for the 2.5x
Barb-Wire
Wed Mar 17, 2004 9:26 am
#9



OriginalWushu wrote:

i thought i was just being paranoid...... yes ham does seem to be steeper to use specials now, and when they surround me i am a gonna, i have being doing gurks a few times with a master rifleman, before the patch i could happily complete both missions without a problem, now these same gurks hit me for 200-300 dmg (what is higher than usual) and more often, coupled with the fact that i "think" ham cost has being increased makes hunting things a little more dificult. Guess ill just have to pull my pets out and use them as meatshields.






headshot2 cost me 88ham pre-pub7 hedshot2 costs me 88ham post-pub7

check your wounds those can make your ham rise. strength quickness focus affect ham cost. also changeing out armour or wearing armour your not used to can adversly affect ham costs.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Fedacorr
Wed Mar 17, 2004 11:09 am
#10

Just checked. With a mind 102 weapon, and Focus 936, HS 2 costs me 134 mind. HS 3 costs 174 mind.


That's 1.31x for HS2, and 1.70 for HS2, mulitplier.


Previously, some time ago, with Focus 500, same values were HS2, 1.17x, and HS3, 1.6x. This is, as they say, 'not good'.


Of course, SOE being SOE, we're not to know if this is a deliberate nerf, or just one more 'accidental bug'.


No wounds, no damage, no BF, no armor.
Sotaudi
Wed Mar 17, 2004 11:35 am
#11






Fedacorr wrote:

Just checked. With a mind 102 weapon, and Focus 936, HS 2 costs me 134 mind. HS 3 costs 174 mind.


That's 1.31x for HS2, and 1.70 for HS2, mulitplier.


Previously, some time ago, with Focus 500, same values were HS2, 1.17x, and HS3, 1.6x. This is, as they say, 'not good'.


Of course, SOE being SOE, we're not to know if this is a deliberate nerf, or just one more 'accidental bug'.


No wounds, no damage, no BF, no armor.







I did a lot of PvP last night, buffed and on brandy and Corellian ice cream, I cannot say that I noticed any difference. The only time I had mind problems was when I got poisoned... As someone else stated...Combat Medics ....grrrrrr.





Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



Sotaudi
Wed Mar 17, 2004 11:54 am
#12




[Snip]


This did not look like it posted, so I redid it, but it showed up after I posted the new one. So ignore this post.

Message Edited by Sotaudi on 03-17-2004 11:14 AM



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



Sotaudi
Wed Mar 17, 2004 12:03 pm
#13






Fedacorr wrote:

It's possible the 2.5 x melee damage modifier is BACK, and for ALL ranged, not just rifleman. Found this in the combat changes thread...


Note that damage DONE to the player was over 2x higher, almost tripple in fact, when equipped with ranged weapon than it was with melee weapon in use...


-------------






No, the 2.5x melee modifier is not back. The way that worked was that you took 2.5 times the damage if they hit you. This change affects the to-hit modifier, so, as many have noted, you are getting hit far more often. But this would be for the normal damage. We know this because if I was getting hit twice as often and taking 2.5x the damage per hit, I would actually be taking 5 times the damage from before. And that is not what is happening.


Note that the comparison above is between holding a melee weapon and a ranged weapon, not between damage being done now vs. damage being done before. So the difference being pointed out is simply that, with melee weapons equipped, you are getting hit 2 - 3 times less than you are when you are holding a ranged weapon. Thus, you are taking 2 - 3 times the damage.


And yes, I believe the patch notes indicated that all ranged professions would be affected. However, I would have hoped that this would have not applied to either pistoleers or commandos who are supposed to be close to or within melee range to be most effective. If it is a being applied equally to all ranged professions then we need to all band to together and get it changed so that pistoleers and commandos are not affected by it or are affected by it the least, carbineers are somewhat affected by it, and riflemen are most affected by it. That is the way the 2.5x modifier worked before they started toying with it, and that is the way it should still work with the to-hit modifier.



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



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