Teras Kasi Archive
Thread: Damage mitigation on TC
This sound stupid to me... then what would be the purpose of unarmed toughness ect..??
Not sure about all creatures, but if you look at the lastest CH related posts on TC they say that many CH related creatures are actually getting Nerf'd....like the Graul...it's defenses are getting hammered down...so who knows what the dev's will do with non CH pets...
On the positive side...this should make PvP last much longer since it will be much harder to one-shot kill folks....
If I heard correctly (and you never no with the way rumors fly around) Mitigation is dependent on what Profession you have skills in...and if you have the right skills it's always on...For example, Level 1 Melee Mitigation may be granted with Brawler Novice (this is a guess)...if you have that Novice you have Level 1 of Melee Mitigation...but if you make it to an Elite Melee Profession Novice you get Level 2 of Melee Mitigation (another guess) and the Master Melee Professions will give Level 3 (guess)....
If it works this way then someone who is a Master TKA and at least a Novice Pistoleer will have Melee Mitigation Level 3 and Ranged Mitigation Level 2...and they should be always on...but who knows...tests need to be done on TC...I plan on trying to get on there this weekend if not sooner...
is there an official word on how this stacks with unarmed toughness? yes I read the earlier post, but I was wondering if that was taken from an official course of personally verified on TC or if it is just supposition. I think it will be great if it stacks with unarmed toughness as is theorized here.
now.. do I really feel like mastering pistoleer for a THIRD time??? hmmm....
garvin wrote:
Good question...from what I understand it all comes down to how you and the rifleman dabble their extra skill points...but for arguement sake, let's say neither profession has dabbled any pts in the opposite type of profession.
TKA has Melee Mitigation
Rifleman has Ranged Mitigation
Melee Mitigation does nothing against a ranged fighter and vice versa...so everything would possibly be the same as it is now...you would both do the same amount of damage (depending on whether the 2.5x Melee Damage bonus is still around)...
BUT....if a TKA Master was to dabble a bit in Pistoleer for example, or possibly get a Master of a Ranged Profession, they would then have Ranged Mitigation & Melee Mitigation...and if the Ranged Opponent didn't dabble as wisely, then the results would be:
The TKA opponent can mitigate some of the Ranged damage done (up to 60%), but the Ranged fighter could not mitigate any of the Melee damage done...so the advantage would go the the TKA fighter (barring they can get close enough to actually attack)...And in this scenerio the oppostite again holds true...a Ranged fighter who goes out and dabbles in a Melee profession could have a HUGE advantage over a TKA who only focuses on Melee Professions....
But don't forget, TKA already has a great set of Melee & Ranged Defenses...this makes you opponent miss you more often...add that to mitigation and this is actually a pretty good thing...
you can bet that you can only take advantage of the ranged mitigation if you in fact have a pistol equipted not VKs
Hypatian wrote:
I cheer for this new behavior--I've thought for a while that having the most useful defensive mods work the way they do (only with the right weapon equipped) makes defense too hard, while having them always be there and stack would make defense too easy (pile up lots of defense and that's it.) If you have mitigation levels that don't stack, well, that means there's an interesting tradeoff in taking some ranged for ranged defense even if you're melee, and vice-versa. Very nice!
Makes great sense indeed! Fact of life..you want o defeat your enemy..then know yhour enemies weaknesses...and oft times that means learning what they know so that you can counter it. The trade off is excellent, and for a seriously critical person of the devs( as I have been for months now) I have to give them props on this new publish( hopefully it all goes in as stated.....)
Sorry if this has been corrected.
"only 40% of that damage will actually hurt you (you get hit for 100 pts of damage, only 40pts actually are counted)..."
This is not correct at least according to the patch notes.
If someone uses a gun on you and their possible dmg range is 100-500, the difference is 400. Take 40% off that number. 160 I believe. So the dmg range would then be 100-340. It doesn't come out to a 40% reduction except in the case where the range is 0-500 or 0-something.
Honestly I just don't see this helping a whole lot in PvE. Creatures hit for such a small dmg range right now there won't be a noticeable effect. The difference will only occur on very high lvl NPC mobs where dmg can hit 1000+ per hit.
This will also make weapons like the laser rifle much less useful in PvP(not a clue if it is actually used since I don't PvP). High min dmg will actually be a big plus in PvP. PvE it won't matter, creatures I don't think have dmg mitigation.
ok so question then if they stack, and im sure they dotn stack but lets say they do
what if you have master smugler master tk
and have two of the melee ones? is that two of them or just the one.