Teras Kasi Archive

Thread: TK Damage in Spatial VS Damage over creatures head?!

Aegu
Fri Oct 10, 2003 4:53 am
#1

Would just like to see if this was happening with anyone else. A friend of mine yesterday just hit TK Novice so i had to train her in a few precision skills. After i trained her she went out to try out some new moves. Well she noticed this before i did.


We were killing noob creatures outside Keren on Naboo when i saw her hit for over 800 with a special, so being proud for her i told her nice job. Mind you i was looking in my spatial at the dmg she was doing, i never looked at the dmg being displayed over the creatures head till she pointed this out. She said she only did like 477dmg apposed to the 800 i seen. Low and behold when i tried it and compared the 2 dmg displays almost half the dmg wasnt there.


So whats up with this? Is the spatial dmg right or is the dmg over the creatures head correct? Whats with the difference being displayed between the 2? Its almost off by half.


If someone could shed some light on this id greatly appreciate it.




- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
ChoNaguriai
Fri Oct 10, 2003 5:21 am
#2

I am pretty sure that spatial damage numbers are the final "true" numbers after all factors have been accounted for (resists, armor piercing, etc). They chat damage is before these factors are accounted for.



Cho Naguriai / Project G.H.O.S.T.
Dark Jedi Knight - JediQuest Blog
alphaforge
Fri Oct 10, 2003 5:47 am
#3

Figure out the HAM of the creature and divide it by the # of hits to kill. This will give you your answer.



Dea'll --- Flurry
Gamzin
Fri Oct 10, 2003 6:53 am
#4

Much like a lot of things after the patch, it appears the damage is being calculated incorrectly. I didn't get a chance totest it thoroughly, but I noticed the same thing Aegu witnessed. I went around killing creatures with pretty much either negligible or no resists or armor, like chubas, vrelts, and gubbers and got the same results; my damage was roughly cut in half. If I hit something for say 750 using UH2, thenumber that would float would be like 320 or so. There should be nothing on these newbie mobs that should reduce the damage this much. Wtih vibroknucks and UH2, I would hit for around the 500's instead of 1000's.
Rox-Tempest
Fri Oct 10, 2003 8:45 am
#5

The floating numbers over the head are correct. It's been like that since launch, maybe since beta, I can't remember. The combat tab numbers are base damage before any modifiers. Modifiers to melee damage include:


Armour Piercing of the weapon


Armour Rating of the target


Posture of the target


Weapon the target is holding


Kinetic Resistance/melee toughness of the target


Mori-Mori
Fri Oct 10, 2003 9:04 am
#6

this is something that really should be fixed. i don't like the floating #s and use the chat spam for combat info. but this info is always wrong because, as noted above, it is the base, unmodified damage.

i wonder if this is something that never got fixed in beta and we think it's suposed to work like this but it isn't really.
Gamzin
Fri Oct 10, 2003 9:12 am
#7






Rox-Tempest wrote:

The floating numbers over the head are correct. It's been like that since launch, maybe since beta, I can't remember. The combat tab numbers are base damage before any modifiers. Modifiers to melee damage include:


Armour Piercing of the weapon


Armour Rating of the target


Posture of the target


Weapon the target is holding


Kinetic Resistance/melee toughness of the target







No, I'm afraid they are not correct after this patch. They WERE correct before this patch.Please read my post above where I mention that I was testing this on things like gubbers and chubas. You'll notice that they have no armor rating and really no resistances to speak of. I believe it has something to do with all the messed up bugs with the resist and armor calculations even on mobs with no armor rating. For those mobs to be reducing my damage by close to 50% is whacked.


ScitzoX
Fri Oct 10, 2003 9:14 am
#8

Isnt this fixed in todays hotfix..?
Gamzin
Fri Oct 10, 2003 9:26 am
#9






ScitzoX wrote:
Isnt this fixed in todays hotfix..?




I truly hope so. In the update notes, it says:


Fixed a problem with player and creature armor that caused it to be ineffective


Whether or not it fixes the issue withdamage calculations on unarmored mobs with and without armor piercing weapons is not known to me yet. If anyone can confirm, please do.


Also, there was an issue with armor piercing in weapons not working (which includes our vibroknucklers) since the patch, but that is a separate issue and I see no mention of it being fixed in this update.

sbjnyc
Fri Oct 10, 2003 11:25 am
#10




Gamzin wrote:


Also, there was an issue with armor piercing in weapons not working (which includes our vibroknucklers) since the patch, but that is a separate issue and I see no mention of it being fixed in this update.



It's not a separate issue because if I'm not mistaken, our AP1 attacks on AR0 mobs normally get a 25% damage bonus. Don't they?
sbjnyc
Fri Oct 10, 2003 11:27 am
#11

By the way, if our VKs are AP1, what is the AP rating of our bare hands? I've generally not been wearing my VKs (one of the best on my server I'm led to believe). Ordinarily I do roughly 2k per UH3 them on and 1.2k without. It seems that bare hands are AP0 (but can spam UH3 mercilessly), is that right?
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