Teras Kasi Archive
Thread: How Damage mitigation effects TKAs
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.
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
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.
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.
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.
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)
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?
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.
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.