Swordsman Archive
Thread: All melee profs except tka suffer from dmg mitigation.
Right from the tka correspondants mouth.. they suffer so little dmg reduction while fencers, pikemen and swordsmen have huge dmg ranges in weapon dmg.
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=39535
I believe this needs to be addressesed for all melee professions.
By: Mister Heavy
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Thought I'd sticky a post on this to make sure everyone has ready access to the info.
Damage mitigation only effects the range of damage done by a weapon. Therefore, only the max damage number is effected. A weapon that does 200-210 will do 200-204 after 60% mitigation.
First, a bit on how TKA damage calculations work. To begin with, all TKAs do 1.5 times their base damage in combat. Fists do 10-30 damage plus whatever your unarmed damage mod is. +250 unarmed damage will take you to a base damage of 260-280. Multiplying the 260-280 base damage by the 1.5 modifier will get you to the observed combat damage range of about 390-420. Adding 50-150 VKs replaces your fists' damage and takes your base damage to 300-400, resulting in an actual combat damage range of about450-600, with an average damage of 525. If you're a trando, or have better VKs, you'll see higher numbers.
Applying damage mitigation to the range of damage takes your base damage to 300-340, and reduces the actual combat damage range to 450-510, or 480 average damage. To find out how much the damage mitigation really effected our average damage, we divide the new average by the old and subtract the result from 1. 1-(480/525) = .09 (rounded up).
This means that we are loosing roughly 9% of our total damage to60% meleemitigation.
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From what I have seen, damage mitigation was initially written up to be a factor in PvE. Then it was added as a bit of extra content for PvP too, but what this entailed may not have been fully appreciated at the time. It takes all the prior weapon damages and shakes them up in a fairly nonsensical manner providing strange side-effects like the fact that TKA damage is relatively unaffected. Adding arbitrary inconsistencies like clearly isn't good for the game balance.
But we have it anyway. We also have a massive combat rebalance coming at some point. Hopefully this will address this issue although I don't think we'll know until we see it. In the meanwhile I can say that changes to this this have been pushed for by several correspondents now.
In my personal opinion, mitigation would be best left to PvE until they can figure out how to get it working in a more productive manner for PvP. But that's just me.
StGabe.
Message Edited by StGabriel on 01-19-2004 05:26 AM
Yeah, I think that the devs were under the impression that they'll sort out any 'bugs' or oversights in the combat / weapons pass.
Possably wont be as much of an Issue when they add new and improved weapons, that 'could' have a similar max damage but with a better range. Although, as usual, this sorta thing is top secret and we never see it till its out.
Just remeber to pass this onto the Swordsman Corrispondant (probably already knows
) as an issue when the time arises, and maybe it'll get some attention.
it's a real sad testiment to the dev team's ability to plan and test after one looks at the current state of brawlers.
TKs have speed, damage, toughness, accuracy and special perks
fencers have defenses and speed
swordsman have high damage.....and bleeds?
pikemen have...........bleeds?
then the last two patches they give the TKs MORE damage and accuracy and take away EVEN MORE of our damage with mitigation.
i think our board correspondants need to lead the cause for balance instead of saying - "well your tradeoff for defense and accuracy is high damage" - when in fact we don't get any damage because
1. we rarely hit
2. we have no defenses so we die in a few seconds and - we never GET TO HIT
3. mitigation destroys our best weapons
and now they are putting in DOT resists because of the CM abuse.
what the hell is going on with melee and why isn't anybody doing anything about it?
and instead of helping riflemen and pikemen and balancing TK's they give RIFLEMEN more melee defense and blocking.
seriously..........so then tks just stack riflemen and the rest of us are left out in the rain .
Ldwater wrote:
Just remeber to pass this onto the Swordsman Corrispondant (probably already knows
) as an issue when the time arises, and maybe it'll get some attention.
Yep yep...as Gabe already stated it has been pointed out on CB that this is an issue and has also been acknowledged as being one by a Dev. The weapon's pass should take this into consideration.
block skill of rifleman isnt working tho <_< not correctly...or not even how its supposed to
it works
i had a rifleman block me in pvp the other day
More than a few times i've killed a monster when it was very low, but got a block message.
And as a master rifleman, i rarely ever block anything.