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Mitigation, the REAL problem. Also, operatives need a 2x dmg multiplier.

STAR WARS: The Old Republic > English > PvP
Mitigation, the REAL problem. Also, operatives need a 2x dmg multiplier.

Nohoth's Avatar


Nohoth
01.11.2012 , 11:35 PM | #501
Still no developer comment on this? ***.

Goonbandito's Avatar


Goonbandito
01.11.2012 , 11:56 PM | #502
Quote: Originally Posted by ltankhsd View Post
Ok I've read OPs post and went through my abilities to try and make sense of it all.

Here is how I understand things:
There are attacks classified as Melee/Ranged which trigger shields and their absorption as stated in the shield chance tool tip.
There are attacks classified as Force/Tech which do not trigger shields.

Each of these attacks has a specific damage type:
Kinetic/Energy which is mitigated by armor.
Internal/Elemental not mitigated by armor.

I went though my Powertech shield tech abilities and as best as I can tell. Most abilities ARE mitigated by something and those that aren't have a lower base damage than other abilities. Here are 3 examples based on numbers from my own toon:
  1. Rocket Punch (Tech): Engages the jetpack, allowing you to strike the target with a heavy punch that deals 1222-1263 kinetic damage. This attack not trigger shield but it's damage would be mitigated by armor.
  2. Unload (Ranged): Unloads your blaster into the target, dealing 577 - 703 weapon damage every second for 3 seconds which is up to 2,109 energy damage. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding. With this attack it has both a chance to trigger shields AND is mitigated by armor.
  3. Flame Burst (Tech): Fires a burst of flame at the target that deals 681 - 749 elemental damage. This ability is not mitigated by shields OR armor.

Now here are my damage reduction and absorption stats Damage Reduction 50.97%, Shield Chance 40.99%, Absorption Rating 36.68%. Applying appropriate mitigation of someone like myself to the above abilities assuming max damage value:
  1. Rocket Punch 1263-50.97% = 619 damage
  2. Unload (2,109-50.97%)-18% = 848 damage assuming I absorb only 50% of time like OP does which case my real chance is even less. Also since this ability is channeled it is unlikely all 3 ticks will hit for max damage.
  3. Flame Burst 749-9% = 681.59

Final Thoughts
Now I obviously haven't parsed through every skill in the game but which I saw from my own abilities was that my Tech attacks that do Elemental damage did a lower base damage as if they already built the mitigation into the ability itself. For example my Flame burst ability automatically does 41% less damage based on tool tips than my rocket punch does. Obviously all these numbers will change based on how you spec but ultimately I think it all evens out. Can someone else go through their own different class and see if this seems to be the case?
The issue is that there are number of very hard hitting attacks that tanks simply cannot defend against with anything other than straight up armour mitigation. Some examples:

Mercenary/Commando:
Tracer Missile/Grav Round - 1.5s cast spammable 30m attack that deals a large amount of Kinetic damage. It also leaves an armour debuff stack that is stackable up to 20% after 5 shots. Tanks cannot defend against it, and it even debuffs the sole mitigation Tanks (and every other class) have against it.

Sorc/Sage:
Every single ranged attack they do is are Force attacks, meaning they cannot be shielded or defended against.

Operative/Scoundrel:
Backstab, Shiv and Hidden Strike all do Kinetic Damage, meaning there is 0 defence against these attacks. They also get things like Acid Blade which adds an Internal Damage dot to their Stealth Openers (completely bypasses armour) and armour penetration to every other attack. Ever wonder why Operatives/Scoundrels wtfpwn every single class they meet? Defensive stats do nothing against Operative burst.

This also raises an very strange balance issue - nearly all the melee attacks the force-wielding classes do consist of Weapon Damage, and therefore can be Shielded/Defended. The melee moves an Operative/Scoundrel do are Kinetic Damage and cannot be defended against. In SWTOR, Vibroblades and Scatterguns are more deadly than Lightsabers.
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Phyrexianist's Avatar


Phyrexianist
01.12.2012 , 12:01 AM | #503
Is this a troll thread?

Juggernauts pick up ball in mid and can walk from mid to goal with 4-5 people beating on them and still not die. They are completely out of control.

Second, Operatives have THE HIGHEST DMG in the game. Crits recorded over 8000 already in the first three weeks. They can kill someone with 3 seconds to spare on their stun.

2 Globals = 14000 dmg.

That is enough to kill a near full Tier 1 PvP geared player.


And Although you may be correct that the stat seemingly does nothing; if they fix that then Juggernauts with be much much much too strong and powertech's as well.

Also; Juggernaut TANKS, top the damage charts in 8/10 PvP Games some breaking 500,000 dmg in 10-15 minute games.
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justcallmetarzan's Avatar


justcallmetarzan
01.12.2012 , 12:10 AM | #504
Quote: Originally Posted by Hamchuck View Post
I think he's looking for a place where all attacks are aggregated and compiled into a list -- maybe a spreadsheet -- that can allow him to sort it as needed. TORhead is the only place I can think of at the moment, and that's grouped by class/AC.
Exactly... I know Torhead has a list, but it's not very accessible... I guess what would be needed is both the kind and activation type of damage (i.e. Kinetic - Force; Internal - Tech; Kinetic - Energy)... the difference being that the consular knockback is a Force-activated skill, but does kinetic damage, while something like dirty kick is a physical attack costing energy that also does kinetic damage.

And then I guess it would need a yes/no column for each type of mitigation.

Errthu's Avatar


Errthu
01.12.2012 , 12:16 AM | #505
Quote: Originally Posted by Phyrexianist View Post
Also; Juggernaut TANKS, top the damage charts in 8/10 PvP Games some breaking 500,000 dmg in 10-15 minute games.
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lheiken's Avatar


lheiken
01.12.2012 , 12:18 AM | #506
Quote: Originally Posted by Leiloni View Post
I think a clarification needs to be made. Force/Tech is not equal to Internal/Elemental. Force/Tech is not even a type of damage.

-Force/Tech is an ability type that designates that an ability is enhanced by the Force Power or Tech Power stats. The type of damage these skills deal is Kinetic/Energy damage. Mitigated by armor, but not much else. Kinetic/energy damage are both basically the same thing.
This is not completely correct. There are Force/Tech abilities that do Elemental or Internal Damage. Ion Pulse/Flame Burst is one example. In fact, almost every Elemental/Internal damage ability is a Tech/Force ability. However the majority of Force/Tech abilities deal Kinetic or Energy damage. Just thought I would clarify.

For anyone who may be confused, Force/Tech abilities show up in game as yellow damage, and ignore defense and shields. Elemental/Internal damage also ignores armor.

I put together a quick list of each AC and the # of Force/Tech abilities and Internal/Elemental damage abilities they possess. I included all possible talented abilities as I felt this better showed the versatility of the talent trees in certain classes (For example, Guardians can only gain an elemental damage in the Vigilance tree, where Scoundrels have internal damage in both DPS trees).

Also, I just wrote down ability types for the Republic classes, but Empire abilities should have the same classifications, although perhaps that is a dangerous assumption given the differences between some mirror classes.


AC........................Force/Tech Abilities.................Internal/Elemental Abilities

Sage/Inquisitor..................13.................... ............................4
Shadow/Assassin...............10......................... .......................2
Guardian/Juggernaut...........8............................ .....................1
Sentinel/Marauder...............7.......................... .......................2
Gunslinger/Sniper..............10............................ ...................4.5
Scoundrel/Operative...........12............................ ....................4
Commando/Mercenary.......11................................ ...............3.5
Vanguard/Powertech..........13............................. ..................6.5


Note: the .5 is for any ability that does Kinetic/Energy damage initially but Internal/Elemental damage secondarily. Also, I omitted the ability each class gets that only works in PvE.


As someone else already posted, its interesting that Guard/Jug and Sent/Mara have the fewest abilities that avoid mitigation and are considered underpowered.


Quote: Originally Posted by Goonbandito View Post
Operative/Scoundrel:
Backstab, Shiv and Hidden Strike all do Kinetic Damage, meaning there is 0 defence against these attacks. They also get things like Acid Blade which adds an Internal Damage dot to their Stealth Openers (completely bypasses armour) and armour penetration to every other attack. Ever wonder why Operatives/Scoundrels wtfpwn every single class they meet? Defensive stats do nothing against Operative burst.
I hate to nitpick, but Backstab, Shiv and Hidden Strike doing kinetic damage has nothing to do with defense, they ignore defense because they are Tech abilities. Weapons do Kinetic or Energy damage depending on the type, but Weapon abilities are still subject to shielding.

Denubisx's Avatar


Denubisx
01.12.2012 , 12:30 AM | #507
took me well over an hour, to read all 51 pages and i come to the last post and still find no

YELLOW WRITING.....

ARE YOU KIDDING ME BIOWARE. after the OP and the youtube video alone, one would assume you could simply state,

"we will be reviewing current PVP mechanics as they relate to mitigation and PVP stats..."

FIN!
"what seems to be the officer problem?"

VoidSpectre's Avatar


VoidSpectre
01.12.2012 , 12:46 AM | #508
Quote: Originally Posted by Denubisx View Post
took me well over an hour, to read all 51 pages and i come to the last post and still find no

YELLOW WRITING.....

ARE YOU KIDDING ME BIOWARE. after the OP and the youtube video alone, one would assume you could simply state,

"we will be reviewing current PVP mechanics as they relate to mitigation and PVP stats..."

FIN!

i'ts extreme infuriating that this is being ignored while obvious individual forum cries like "I will quit if I don't get a purple crystal" are being specifically answered.

Are they aware how little the tanking stats affect PvP? Do they want tanks to not use the tank gear? Do they even care?

Nohoth's Avatar


Nohoth
01.12.2012 , 12:56 AM | #509
Quote: Originally Posted by VoidSpectre View Post
i'ts extreme infuriating that this is being ignored while obvious individual forum cries like "I will quit if I don't get a purple crystal" are being specifically answered.

Are they aware how little the tanking stats affect PvP? Do they want tanks to not use the tank gear? Do they even care?
Qft

Amto's Avatar


Amto
01.12.2012 , 12:59 AM | #510
This is wrong, My spells get murdered by any armored class in pvp. sometimes i even hit for less then 1/4th what it does on another sorc
(Nuke City)