Swordsman Archive

Thread: Damage Mitigation Issues

FtB
Tue Mar 30, 2004 1:58 pm
#14


Awik wrote:
I am sure this will not be removed, cuss weapon revamp is also coming. I'm sure they will fix the damage range of our power hammer and others as well. But we'll just have to wait and see.
I just have one question about the mitigation, lets say a master fencer/pistoleer. When they equip a gun, does melee mitigation have an effect or just ranged mitigation while gun is on hand and vice versa? I haven't tested this out myself so i don't know. If both mitigation, while equiping a gun, have an effect, maybe this should be fix.

Message Edited by Awik on 03-30-2004 12:42 AM



Melee damage mitigation only works if they have a melee weapon equipped. Same for Ranged.

Message Edited by FtB on 03-30-2004 12:59 AM



Syg Muhrr, Chilastran
MHS, MB, MCarbs
Awik
Tue Mar 30, 2004 6:45 pm
#15






NashDarksabre wrote:
Melee damage mitigation only works if they have a melee weapon equipped. Same for Ranged.

Last I knew, mitigation works for you, no matter what weapon you have equiped.





And FtB is saying melee mitigation works only while equiping melee weapons. So I am still clueless here.



Vazurik Stormrider
~~
"I will control my own Destiny"
FtB
Tue Mar 30, 2004 10:52 pm
#16



Awik wrote:


NashDarksabre wrote:
Melee damage mitigation only works if they have a melee weapon equipped. Same for Ranged.

Last I knew, mitigation works for you, no matter what weapon you have equiped.


And FtB is saying melee mitigation works only while equiping melee weapons. So I am still clueless here.



loL. Hum. I always seem to take more damage from creatures when I have a Carbine equipped than I do with a melee weapon.

Maybe i'm just seeing things, cos I haven't really "tested" it.

Nash is probably right, sorry.



Syg Muhrr, Chilastran
MHS, MB, MCarbs
NashDarksabre
Wed Mar 31, 2004 1:59 am
#17

Melee damage mitigation only works if they have a melee weapon equipped. Same for Ranged.

Last I knew, mitigation works for you, no matter what weapon you have equiped.



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

"We like our women like our enemies, hammered."
raider7734
Wed Mar 31, 2004 10:06 am
#18








the flat percentage reduction is not a bad idea, butI don't see how that is any different than melee toughness, except that there would be a ranged version of it now, as well







here's a question: does anyone notice mitigation doing muchin pve?I don't.Look at lord Nyax... granted, he's not a nightsister elder, but bear with me


his rifle is 775-1240, an average of 1007 per hit.best case, ranged damage mitigation 3tightens thatto 775-961, an average of 868 per hit.So we get barely a 14%damage reduction, on average, for this fairly high level pve content, butitcompletely screws up pvp. Is it just me or is this not worth it?


if they are going to keep mitigation in, they need to get with it and do the weapons balance pass:work on damage ranges, give us new weapons,and do the certs right. and also makemitigation have more effect inpve, a 14% reduction is a joke




----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
Soulburner69
Wed Mar 31, 2004 10:49 am
#19

"mitigation could remain as it is for PvE but become a flat damage reduction like toughness. Perhaps, for example, mitigation 3 would reduce all damage by 30%, mitigation 2 by 20% and mitigation 1 by 10%. That would keep mitigation in the game but would make it much more consistent."


that's actually a good idea. it could work to some people's advantage in pvp.



Anoreoa Lo'Bachi
Master Dancer, Master Entertainer, and Master Musician
Inrepid
*************
Thrass Frassdems
Master Swordsman: Warrior, Master Brawler
Wanderhome
StGabriel
Wed Mar 31, 2004 11:18 am
#20

the flat percentage reduction is not a bad idea, but I don't see how that is any different than melee toughness, except that there would be a ranged version of it now, as well

It's really not and this is a valid concern. Basically this just bandaids the system to work for PvP. If the devs were to say, go ahead and modify all weapons such that they had about the same damage range then they would have achieved exactly the same thing as this system. If everyone has the same sorts of range (Like 100-200, 120-240, 110-220, etc.) then mitigation will always end up being a flat % reduction in average damage anyway. This system would generate about the same result in a way that would require changing weapons.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

TheVeginator
Wed Mar 31, 2004 11:41 am
#21






StGabriel wrote:
Damage mitigation has also been suggessted to be added to PvE too, so IMO, mitigation is here to stay.

Damage mitigation has always affected PvE, in fact it was initially intended exactly for PvE and the impact on PvP was just a side-effect.

By the way, one possible change that I've suggested (but have no idea if it would even be taken seriously) is that mitigation could remain as it is for PvE but become a flat damage reduction like toughness. Perhaps, for example, mitigation 3 would reduce all damage by 30%, mitigation 2 by 20% and mitigation 1 by 10%. That would keep mitigation in the game but would make it much more consistent.

StGabe.





This would be an acceptable change. It would put everyone on level ground.



The-Veginator, Bria
Master Medic, Master Doctor, Master Swordsman, Ex-Master Combat Medic
ThaWhiteKnight
Wed Mar 31, 2004 12:26 pm
#22






Awik wrote:


I am sure this will not be removed, cuss weapon revamp is also coming. I'm sure they will fix the damage range of our power hammer and others as well. But we'll just have to wait and see.

I just have one question about the mitigation, lets say a master fencer/pistoleer. When they equip a gun, does melee mitigation have an effect or just ranged mitigation while gun is on hand and vice versa? I haven't tested this out myself so i don't know. If both mitigation, while equiping a gun, have an effect, maybe this should be fix.

Message Edited by Awik on 03-30-2004 12:42 AM





You're kidding yourself if you think they're going to fix anything even remotely related to Heavy sword.
Ldwater
Wed Mar 31, 2004 1:03 pm
#23

Really, this issue comes down to two points:


1) Remove Mitigation from PvP:


Problem I can see with this is that alot of players (who mainly PvP) will complain that they worked to get Master and NOT receive the hard earned mitigation that would provide an additonal edge in combat. Damage mitigation has also been suggessted to be added to PvE too, so IMO, mitigation is here to stay.


As far as Melee vs Ranged combat, I think that the accuracy bonus is a step in the right direction, but IMO is not nearly enough. As far as mitigation goes, I think that ranged mitigation should only be for ranged attacks and melee mitigation for melee attacks, which would mean that each profession has is own distinct advantaged / disadvantage. These pros / cons can then be compensated / reduced by using tactics / armour / buffs / food etc etc.


2) Damage range on Swordsmen weapons


Damage mitiagation hurts us much more simply because the range on (mainly the powerhammer) is too large and holds no incentive to have a weapon that COULD hit for more damage than a lower ranged weapon. Personally, I like to have the choice to either have a weapon that consistantly hits low - med, or a weapon that MAY hit the occasional high, and I beleive that this choice shouldn't be negated, but as mitigation stands, this choice will be made for you.


To change the damage range on Swordsmen weapons would perhapes be the easiest method of improving our situation, but would also mean that it would only effect new weapons and require players to re-buy all new weapons.


Another alternative could be similar to TKA's as they have a 'damage bonus' system that increases the min damage range, so as you go through the Swordsman tree, the 'damage bonus' increases and the damage range gets tigher and therefore make us more effective. The question for this issue though, would be how much of an increase would be acceptable.




-ldwater
StGabriel
Wed Mar 31, 2004 1:47 pm
#24

Damage mitigation has also been suggessted to be added to PvE too, so IMO, mitigation is here to stay.

Damage mitigation has always affected PvE, in fact it was initially intended exactly for PvE and the impact on PvP was just a side-effect.

By the way, one possible change that I've suggested (but have no idea if it would even be taken seriously) is that mitigation could remain as it is for PvE but become a flat damage reduction like toughness. Perhaps, for example, mitigation 3 would reduce all damage by 30%, mitigation 2 by 20% and mitigation 1 by 10%. That would keep mitigation in the game but would make it much more consistent.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Uhews
Thu Apr 01, 2004 1:14 am
#25






FtB wrote:


loL. Hum. I always seem to take more damage from creatures when I have a Carbine equipped than I do with a melee weapon.

Maybe i'm just seeing things, cos I haven't really "tested" it.

Nash is probably right, sorry.



Thats not lack of mitigation thats you losing your " toughness defense " when unequipping a melee weapon. mitigation is always on, unarmed, onehanded, 2 handed, and polearm toughness go bye bye when you change to a ranged weapon.




Uhews Aregood


Tempests Most H4KD Loved Imperial



Page 2 of 2