Teras Kasi Archive
Thread: Damage mitigation on TC
Explain and pleaseuse big words and talk slowly![]()
What does it mean for tka and other professions?
Thanks
Shazo
Well first, let's start off with what it says on Test Center...
1) DAMAGE MITIGATION: As I said above, we get three "damage mitigation" abilities. As far as I can tell, these are *passive* abilities and you do not need to use any sort of command to get them to work. EVERY combat profession has these bonuses. All melee professions get melee mitigation abilities, ranged professions get ranged mitigation abilities, Bounty Hunters get melee mitigation abilities, and Smugglers get melee mitigation abilities.
These "damage mitigation abilities" will limit the range of damage that can be done to you. Example:
If you are hit with a melee weapon that does 1-100 points of damage and you have melee damage mitigation 3, the damage range we actually use becomes 1-40. This is because melee damage mitigation 3 limits the operative damage range to 40% of the original value.
Level 1 damage mitigation limits damage to 80% of the range
Level 2 damage mitigation limits damage to 60% of the range
Level 3 damage mitigation limits damage to 40% of the range
This example was given to us by a Dev on the Correspondent Forum, who said we could post this info "AFTER they make it to test center," so I'm following his orders by posting this. I can't be sure that this the numbers he gave us are accurate -- other information he gave in that post has changed, so I'll try to test this myself to be sure. I did not have enough time to test this ability today on TestCenter at any great length. I participated in one duel but couldn't be sure whether the Level 3 ranged damage mitigation (Master Pistoleer) was working. I'll test this next week when I'm back from my Thanksgiving trip.
To put it plainly...depending on what level you are at in a Melee or Ranged Profession, this will determine what level of Mitigation you have (or think of it as an absorbtion rate...similar to how your armor works)...I'm guessing that Master TKA should have a Level 3 Melee Mitigation (the higher you are in a profession, the more mitigation you get)...that means that any damage that you take from a Melee Fighter, only 40% of that damage will actually hurt you (you get hit for 100 pts of damage, only 40pts actually are counted)...This is a good thing for fighting other Melee Opponents as it's like a second set (or in some cases a first set) of armor....But this isn't much help when fighting Ranged fighters...what this is going to mean is that Melee Fighters are more encouraged to dabble in ranged professions so they can have some mitigation defense against ranged opponents as well. Some ranged progessions (like Smuggler) will have Melee Mitigation (and I assume some form of Ranged Mitigation as well). The same may be true for some Melee Professions.
To make it even more blunt...Instead of nerfing weapon power, the DEV's are up'ing Defensive capabilities which should lead to battles lasting longer...
Hope this helps.
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...
I dont think having no mitigation will mean taking more damage.
Having no mitigation will be just like you are now...the same amount of damage...no extra...Think of mitigation as a set of armor...it works the same way...the better mitigation you have, the more damage you absorb...the only difference is the kind of damage your mitigation will absorb (ranged or melee)...
Another way to look at it is to look at the type of Armor most armor wearing TKA's wear...Ubese...the average advanced set does about 70% kinetic protection (kinetic being basically melee protection)...if you are a TKA Master which I'm guessing will have Level 3 Melee Mitigation, then you will do 60% melee damage absorbtion...or in other words, you could almost go without your ubese armor have similar protection...but throw the 2 together and your much better off then you were before.
I really like this change. It is a good balance attempt as stated. I hope it works as listed.
My understanding is that all weapon damage penalties are removed with the change. (the 2.5 for rifle and heavy weapon, and the lower one for carbines)
Of course, I am a bit biased since it basically pumps up both of my professions. ![]()
"Now if we could only get our CoB working, we'd be supertanks."
Heck yea!
so, if i'm reading this right, a master TKA (limit to 40%)wearing 70% ubese being hit for 100 pts will be hit for 12 dmg if the hit lands in an armored slot?
I guess it all depends onhow the damage is assignment...My guess (I need to get my butt to TC to test) is that if I was a TKA Master and I got hit for 1000....400 Damage would get through (600 mitigated)...then my armor would come into play...so if I have 70% Kinetic armor and it absorbed 70% of the 400, then 280 damage points would be absorbed and I would take a hit of 120...so in essance I would take a hit of 1000 and turn it into a hit of 120 before damage is assigned...
Someone might want to double check my math....lol
Be for warned, mobs are being rebalanced with this change in mind...
Krayts have 300k HP on test
....hehe