Swordsman Archive

Thread: TKM now does more damage then us.

CorporateDan
Wed Dec 17, 2003 1:18 pm
#14

Yeah the pikeman really need something. They should get AP3 weapons and one of the best accuracies of the brawlers. I mean it is a large pole meant to pierce, not so difficult to accuratly jab with any object. Anyways it gets annoying after every patch the TKA gets a big boost.



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
RicoUnderwood
Wed Dec 17, 2003 3:32 pm
#15

As Hiko Seijuro said, "Its worthless to listen to someone that refuses to listen to you."


*ignores people whining about TKA's and goes to play with his new cleaver. *




Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

NashDarksabre
Wed Dec 17, 2003 4:43 pm
#16

?in pvp TKMs do more dmg then me when i am fighting them, we do more dmg per hit, but they hit way more often. When they are attacking 3x for every time we attack once, and we are blinded, and stunned, and intimidated, and most likely on the floor... it gets really hard to hit.

But we get bleeds and they don't. Just bleed them and run.

Perhaps if both of you are unbuffed, the TKA will wipe the floor with you, but if both of you are buffed, then you should have the upper hand (I've beaten 3 TKMs and lost to none in the last two days, at 0/0/0/3 swordsman with master brawler. All it takes is warcry and mind bleed.).

>in pve no contest i outdamage a tkm by far..

Hehe, TKM totally outdamages us in PvE



Nash Darksabre --- Swordsman since beta, swordsman for life.

"We like our women like our enemies, hammered."
YodaGolem
Wed Dec 17, 2003 5:22 pm
#17

We still do the same, if not a little more damage, it's the moves penalties that kill us in pvp, we cant spam moves quick enough, while TKA gets a short move penalty and can spam hit3 with such deadly force. I do more damage to a tka with my hit3 than they do, except that they'll do 3 to my 1. That's the only thing that needs to be tweaked for us, we do excellent damage. We just have terrible move costs and speed mods.




Kebo Killa
CorporateDan
Wed Dec 17, 2003 6:23 pm
#18

This is not the old debate about swordsmen vs TKM. This is a new debate discussing damage mitigation. In pvp we could do more damage per hit then they did, but now we can not. That is what I am talking about. Yes you can warcy, bleed, intimidate and run like a baby. Yes I can sit there and kite them with my rifle. Yes I can be fully buffed, and have 80% composite and use mind food. I can do all those things and win, but I am talking about a fair duel with or without armor, most cases without, and with now buffs. I am sure just about any profession can win against another when all the planets align for them.



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
CorporateDan
Wed Dec 17, 2003 8:03 pm
#19

Ok I did some more tests. A TKMs unarmed hit 3 does more damage and only varies by 3 damage in range. I used my twohanded hit 3 and did 124-208 damage at about 2-3 seconds a hit, he did 223-226 damage at a speed of 1. This was all unarmored, I was using the same power hammer as my first post, and he was using only his fists. With our mind attacks he did 140-141 damage while I did 100-188 damage. I was doing it about 2-3 seconds, while he was doing it at 1 second. With 1000 mind it takes him 15 seconds give or take a second to incap a master swordsmen. On the other hand it takes me 39 seconds give or take a 2 seconds to incap a TKM in mind. These are test I have just done. As you can see our damage advantage has just flown right out the window.



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
YodaGolem
Wed Dec 17, 2003 10:51 pm
#20

That so blows, but i think this is why all the melee people are being asked what they feel what the melee proffesions should be, i.e. knights of the round forum.


I'm hoping (ever so hoping) that this issue is to be fixed in the next patch in january. With the mitigation thing in place now the only way to balance our proffesion to compensate for speed is to give us advanced weapons that have a higher minimum than the rest of the melee proffesions. Kinda like what they did when they realized BH LLC and Commando weapons were a joke.


Just as TH stated before this is just the first part in phasing out the old battle system and getting it totally revamped to be what they originally intended it to be.


My suggestion atm would be to concentrate on PvE and level your template to the best you think it can be until the new changes come, we can only wait to see what goes on TC next.




Kebo Killa
CorporateDan
Thu Dec 18, 2003 12:20 am
#21

I totally understand what you are saying, and I do expect balances in a month or two. It just gets annoying after a while, but it really isn't hurting me as much as you would think. I am master rifleman, and swordsmen. It has taken me since release to get where I am now since I do not grind. I really think this is something the devs have overlooked since TKAs don't have big damage ranges, or any at all it seems. Damage mitigation has little effect on them but boosts their melee defensive abilities. This is the sole statement of my thread, nothing to bash TKAs down into oblivion. I also look forward to our changes, and really hope we can be set apart from the other melees, and get our own special role.



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
Pinski
Thu Dec 18, 2003 1:32 am
#22



Ypiana wrote:

Don't forget that TKM have only AP1 weapons, also, and we have AP2 weapons and multiple damage types. Woah - that Janta is 100% against kinetic and electricity, eh? Good luck, TKM!

-- Ypi






I dont think anybody was talking about PVE here, it looked more like PVP talk over PVE. Hey 100% kin/electricty, welp no-pikeman xp for u!
Hoonge
Thu Dec 18, 2003 1:59 am
#23






Keanti wrote:
they have always done more damage then us... its kind of funny how the devs said that swordsman where suposed to have the best DPS but we have like the 4th best.... the devs lie right to our face





This entire sentence is bull**edit**.


TKM vs. armor = drastically reduced damage.


Master Swordsman vs. armor = only slightly reduced damage.


PvE, PvP... it doesnt matter. Quit looking at the combat spam and look at the damage above your target's head.


I'll use some nice round figures.


Lets say, that a TKM does 100 damage (combat spam) to an opponent with no armor, no resists. 125 damage is what is actually done.


Add light armor. 100 damage.


Add light armor and 50% kinetic resist which isnt uncommon in PvP... 50 damage.


Now for swordsman...


Swordsman does 100 damage (combat spam) to an opponent with no armor, no resists. 150 damage is what is actually done.


Add light armor. 125 damage.


Add light armor, 50% resist... 75 damage.



For **edit**s and giggles lets throw an AR2 mob into the picture.


TKA... 100 damage... no resists on the mob other than AR2... immediately down to50damage.


Master Swordsman... 100 damage.


You guys really need to take all your goddamn blinders off and realize that TKA's aren't **edit**ing gods like you think they are.






Nizro Norea
Getting back to my melee roots...

ThaWhiteKnight
Thu Dec 18, 2003 2:27 am
#24

TK are the babies of the Developers just like Bounty Hunters.
Ypiana
Thu Dec 18, 2003 4:35 am
#25






ThaWhiteKnight wrote:
TK are the babies of the Developers just like Bounty Hunters.





LOL


Try playing Master BH in PvP. I dare you. I was one. +27 ranged +2 melee defense, no resists to state changes or posture change or KD. It was the hardest thing I ever did in the game. It made master gunfighter / expert BH (which I had) so easy in comparison. And vs. melee it was **edit** hard to use unless you kite outside 20 meters the whole time, and it takes two to fly a kite. Within 20 meters you were destroyed 90% of the time. Only way I found the class playable after the Nov. 12 patch that boosted ranged, melee, and passive D was to forgo any defense and get carbine accuracy up to 180 and use charge shot and other carbine moves. Before that it was a good class, but at this point BHs are struggling until they get changed.


Oh, and don't get owned by eyeshot. There's no excuse for that these days since comp armor with acid resist over 60% (mine's 82%), mind buffs from entertainers and food working correctly, not to mention muon, equilibrium, powerboost, whatever else you may have.


-- Ypi




I killed my parents... You're next!
/godmode 1
piezo
Thu Dec 18, 2003 4:39 pm
#26

I found out WHY the tkm's are doing so much better after mitigation. Their unarmed dmg bonus. It is a flat #, not a ranged, so it is not effected at all by mitigation. Everyone else's damage is however. Sux.




Piezoh
DrPiezo



I SAID WE'LL CUT OFF YOUR CHONSON!
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