Swordsman Archive
Thread: the devs in their infinite wisdom have created a mob NO MHS can kill.
haun wrote:
spiderclan webdancer
100 kinetic
100 blast
RockNwO wrote:
Wouldn't this all be resolved if Armor Piercing worked right?
I can't say I completley understand how it is supposed to work, but if I have a AP2 (Med) weapon, and something is Light AR, I should be doing ATLEAST full damage. If they have no armor, I should get 125% damage. If they have Medium Armor, I should do damage relavant to the resistances of the armor unless it is vulnerable to my damage type, then I should be doing 100% damage again. If they have Heavy AR, then I should get a 50% penalty, then a penalty from resistances. (This is my opinion, probably wouldnt work..but you get an idea what Im thinking).
As it stands, I don't think Armor Piercing does anything at all. If Im using VK's (Light Armor Piercing) against a Light Armored opponent, the opponents armor is taken into account, but not my armor piercing.
Hope I dont make myself sound like an idiot
Just seems like AP isnt working.
You are thinking of this wrong.You are comparing apples to oranges. The AP bonus means that you get 125% more damage than your weapon would do against a target with the same armor rating as your weapon'sAP rating. That is, it is 125% is a comparison to the damage range of your weapon. Oh the other hand, the 100% resists is a measure of how that damage type affects the target. 100% resists means that it is immune to that particular damage type. Therefore, it does not matter how well your weapon peforms against itself due to armor differences, what matters is that that damage type is ineffective no matter how much damage you apply to it. In other words, if the damage type cannot affect the target, it does not matter how much more damage your weapon can do against other targets of the same armor class. Your weapon is ineffective against this particular target.
raider7734 wrote:
I agree that 100% resists areexcessive and should be reduced to ~95%...not so we can take on any and everythingin the wholegame, butto ensure thatan 'all-Swordsman' raidcouldn't be spoiled by a single mob.
At the same time, this wouldbe less of a problemif we got another damage type. I would go for acid or cold damage (anything but the uber types of stun and restraint).
My friend and I...he is a MHS/Master Doctor and I am a MHS/TKM/MB...took 1 down, along with another TKM called Barac. Even with 100% resist, they do take some damage.
So, with my friend using a hammer (and +90 to speed), 2 TKM's spamming UH3, it took us about 15 - 20 mins to take down a 20+k ham mob...all for a huge reward of 450 credits...
Not at all worth it...
100% resists?
Why even bother throw that in the game? In theory they could wipe out the creatures of that planet...all of them.
100% resists are cheap, no questions asked.
I, for one, would be ecstatic if all those 100%s were moved to 95%.
At least then people could scratch em.
NashDarksabre wrote:
If you're that concerned about it, use a vibro axe. They do electricity damage.
umm no that is kinetic to.
btw vibro does not stand for electricity it ivibro= vibration of the weapon making it inflict more damage to a foe