Teras Kasi Archive

Thread: How Damage mitigation effects TKAs

Mister_Heavy
Thu Dec 18, 2003 8:31 am
#1


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.


That's right. After all is said and done, a TKM with average VKs will loose about 9% of his previous damage to an opponent with 60% melee damage mitigation. If you have really good VKs, you'll get hit slightly harder because you have a higher max damage. This is significantly less net mitigation than the other melee professions suffer.


At the moment, DoTs (bleeds, poison, etc) are not effected by anything. They ignore all armor, resists and mitigation. All I can say is that the upcoming rebalance of all combat will be comprehensive in nature. DoTs were added late in Beta3, and do not follow any of the rules associated with other forms of damage. I'd expect that to change.


Bottom line. Don't worry much about damage mitigation as a TKM. The bulk of your damage comes from your unarmed damage bonus, which has no range, and is therefore not mitigated at all. When you're a TKN, and a higher percentage of your damage comes from your VKs, you'll feel the mitigation a bit more.


If anyone sees a flaw with my numbers, please let me know and I'll edit this post for the fix.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
PwyllTwiceborn
Thu Dec 18, 2003 8:51 am
#2

Well, TKA is alot better off than most due to the fact that a TKA gets +250 damage bonus at master coupled with the speed. I know that they are trying to make the melee vs melee and ranged vs ranged fights last longer while still making it that a melee character will whip up a ranged in melee distance and a ranged guy kiting a melee guy (knife to a gunfight arguement), but this damage mitigation does favor the TKA better overall. Try to apply the numbers to average weapons of other melee professions and you will see a more gross outcome.



=====================================================================
Pwyll Twiceborn - Bloodfin Server, Master Fencer / Doc
Masakari - Intrepid Server, TKM / 0444 Pistoleer / 0040 Smuggler
Ngamok - Orc Warrior still in my Orc mother's Womb

*Disclaimer* Posts are my opinions, not FIGHT CLUBS *Disclaimer*
Seomon
Thu Dec 18, 2003 8:52 am
#3

Awesome, thanx a lot, sir



§eomon/§eo §nowlock

Large House-o-Crap located at 1175 -6143 outside the Agro Outpost on Dant

Grey Haven

Forever in remembrance of Tirza. May she rest in peace.

antares_Kauri
Thu Dec 18, 2003 8:54 am
#4

Pikemen get a 32.5% output reduction using an LVA. Plus, our average damage done using an unsliced LVA vs. a 155 max dmg VK is 68% less (525 real combat avg vs 360 real combat avg, and not factoring in AR2 vs AR1, which may lose the damage bonus in the near future).

Power hammers get about a 35% reduction, the rest of the swordsmen and fencer weapons and the VL run right around 15-25%.

antares
master pikeman



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
dashbarron
Thu Dec 18, 2003 11:05 am
#5

Question: I'm a TKA, so when i use Melee Migration, i put a dmg pentatly on other melee chacters and NPCS???



Corrupting The Galaxy One Entity At A Time
The Infamous Orange Lizard ~ Tropi
Anakron
Thu Dec 18, 2003 11:08 am
#6

Dont most VK's have a very low minimum damage? Mine are like 42-146 (not exact numbers but pretty close). So either I have some really crappy VK's or we are taking a serious hit in output damage. With these VK's I am losing about 62-63 damage to a 60% mitigation.


Plus the fact that our specials, blind, dizzy & stun, do not appear to reduce the damge the target can do to us anymore. I thought these specials used to reduce the damage we took from a effected target.


Please correct me if I am wrong. I really hate the nerf from Tuesday & just dont want to play anymore till they fix this. Vehicles are fun... but if I cant fight anymore that just ruins the game for me. Just plain & simple a BAD idea IMHO to take away something we got used to.




In the Darkness, Silence is Deafening


Baton- Corbantis- MTKA/MCH
_Macabre_
Thu Dec 18, 2003 11:26 am
#7

You're losing *at worst* 62-63dmg unless somehow your weapons hit at their max every time. On average, you're losing only 30dmg.


Those states you listed never reduced damage output on the target. You're thinking of intimidate.


If you're a TKM/MCH and feel you "can't fight anymore" then there's something wrong with your playstyle and/or expectations.




Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
Anakron
Thu Dec 18, 2003 11:38 am
#8

I just know that I am taking WAY more damage than I ever have before. I miss being able to clear a Voritor lair in under 5 minutes & getting paid for it. This game has no content, & it's only even slightly interesting after a major patch... takes time figure out all the changes. If it weren't for all the friends I made that I am always grouping or talking with I'd go back to EQ. Trying to get few of them interested so I can actually play something with a purpose to the game.


Please.. if you know of something that actually makes this game fun after you've mastered a few professions... let me know... I have to many friends on here to just abandon the game for it's lack of content. But it's sure a real possibility when everyone else keps leaving.


Mastered 6 professions so far & like this combination at the time.. looks like I need to change it again though.




In the Darkness, Silence is Deafening


Baton- Corbantis- MTKA/MCH
Xytroncore
Thu Dec 18, 2003 11:46 am
#9

Bleeds/dots are most certainly effected by mitigation, all DOTs are based on the damage done in the original shot, if the shot does less damage then it used to the DOT will also do less damage because of it.



_________________________________________________________
Manimal : Gunslinger
Vopn
Thu Dec 18, 2003 12:02 pm
#10

Part of the reason you cant take on some opponents you could easily massacre before has nothing to do with damage mitagation.


The creature balance in this patch greatly upgraded alot of the mobs in the game. Additionally, most humanoid NPC's are now using special attacks ALOT. Armor and resist ratings have also changed on many mobs.


A couple of examples: Rebel Surface Marshals jumped from blue con to white. Free Agents from white to yellow. Nightsisters use force powers (alot) and also jumped a con level in general. On the other hand, the nightsisters don't use ranged weapons as much.


Finally, most creatures do not have DM. (NPC's DO seem to have it in many cases)




------------------------------------------------------

Vopn Hermadur
Master Rifleman - Teras Kasi Master

"The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
Tatho-Corbantis
Thu Dec 18, 2003 12:13 pm
#11






Anakron wrote:

I just know that I am taking WAY more damage than I ever have before. I miss being able to clear a Voritor lair in under 5 minutes & getting paid for it. This game has no content, & it's only even slightly interesting after a major patch... takes time figure out all the changes. If it weren't for all the friends I made that I am always grouping or talking with I'd go back to EQ. Trying to get few of them interested so I can actually play something with a purpose to the game.


Please.. if you know of something that actually makes this game fun after you've mastered a few professions... let me know... I have to many friends on here to just abandon the game for it's lack of content. But it's sure a real possibility when everyone else keps leaving.


Mastered 6 professions so far & like this combination at the time.. looks like I need to change it again though.






Have you and your friends tried the new Night Sister cave?
Mister_Heavy
Thu Dec 18, 2003 2:44 pm
#12






SpunkMuffn wrote:

Mister_Heavy,



Can you please explain were it is you get the +250 unarmed damage in your calculation above? It appears to be related to the unarmed damage mod, but I have been unsuccesful in my board search to determine how the unarmed damage mod is used in damage calculation.



-Spunk






A Teras Kasi Master will have an Unarmed Damage bonus of 250. It's not just related to the unarmed damge mod, it is the unarmed damage mod. The Unarmed damage mod is added directly to your VK damage when calculating total base damage.



Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
ArkMindSpear
Thu Dec 18, 2003 3:00 pm
#13

Adding on to what that antares guy posted....


The only pikeman weapon of any combat value that dosen't have hedious accuracy and HAM cost(REALLY HEDIOUS).....is our wepon called the "Lance"


The "lance" is what we must use early on if we want to hit our target ever. Also we can use it later on if it we don't want to kill ourselves.


The stats on a good lance are about "30-270 @ 6.0", thats a damage sliced one i belive.


For those of you that care that leaves us with about "30-126 @ 6.0"


And the Long Vibro Axe that i use will change from "130-500 @ 4.4" to "130-248 @ 4.4"and that is one of the best "player made" Long Vibro Axes i have ever heard of.


I saw a guy with a"Lance(legendary)" once that was like "30-900 @ 2.3" wich would be "30-378 @ 2.3"....i bet that guy is pissed off now.


Seriously, you guys have to agree, this is rediculous.




My vision for TKAs....
http://www.imagedump.com/index.cgi?pick=get&tp=68040
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