Rifleman Archive
Thread: how did we fare pub 7?
1. # Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)
2. # Fixed inverted ToHit modifiers. (Melees now get correct ToHit bonus when attacked targets with ranged weapons, Food Accuracy & Dodge Buffs now work correctly, Dead Eye buff now works correctly)
3. # Made droids, vehicles and turrets immune to dizzy, blind and stun.
4. # Fixed targeted pool bleeds to do their initial damage to the correct pool instead of random.
# DoT stacking from combat specials has been changed so that each player attacking a target can only have one fire dot, one health bleed, one action bleed and one mind bleed.
Some good news, some bad.
1. Defense stacking has been capped, meaning a Pistoleer/Fencer will no longer dodge every shot you make even when you areprone and at your weapon's optimum range (had that happen).
2. Melee will now hit us more when we have a ranged weapon equipped. This was a trade off for the 2.5x melee modifier, but they screwed it up and made us harder to hit. So this is a justified fix, not a nerf.
3. Inanimate objects are no longer affected by status changes, including Stun, Dizzy, delays, and Knockdowns. This is a nerf, but I cannot say it is not justified. Strafe2 is only supposed to delay something if it is under cover, that only applies to riflemen. Plus, it affects all classes equally. Plus none of the other effects make sense with regard to inanimate objects. The ony exception is the KD. I seem to recall a lot of ATSTs and even a few ATATs being KDed. But not from the types of attacks players can do, so even then, it is reasonable.
4. It looks like they have fixed bleeds to work they way they said they would in the last publish. And they fixed the fact that bleeds were hitting random pool for the initial damage. So now bleeds will cause initial damage to the targeted pool, and you will no longer be able to stack bleeds. This latter was supposed to have gone in effect the last patch, but people were stating that Mindshot1 and Mindshot2 would still stack. Apparently, this should no longer be the case. However, since the nerfed bleed damage so badly in the last patch, this his pretty much a moot point as it was barely worth using a bleed even if you could stack them that way.
So in all, we fared pretty well, at least no worse than any other profession. No real nerfs, just fixes to things they had already changed and were not working as stated, or correcting things that should not work the way they did. However, defense stacking has been capped, so that is a good thing.
Andrewng wrote:
FYI : I am master TK and 4 2 3 4 in rifle, before the patch I can solo anything by powerboost with 71% kinetic. I hardly get hit by low level creatures like 70% chances they miss me. Today with the same routine, I have hard time to finish choku lair in yavin4. Now I miss them more they miss me ( I got hit like 80% ).
Is this due to stacking or do you think it's due to having a rifle equiped verse a meleer?
I thought the Strafe2 delay was neat until I read further, When was the last time you shot something in a covered state? I would have to say never.
And we need confirmation on how ranged and melee defense stack and how +# clothes will effect the caps and stacking. Cause if you can only use ranged and melee defense numbers from whatever your current weapon is then I'm going switch to CM or something.
Also, bleeds still stack, they still are really crippled but they still stack
Message Edited by Staveeno on 03-17-2004 10:49 AM