Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer

Fix Elemental Damage

STAR WARS: The Old Republic > English > PvP
Fix Elemental Damage

Alecz's Avatar

05.03.2012 , 09:11 PM | #1
Fix Elemental Damage.

pwnshoppe's Avatar

05.03.2012 , 09:20 PM | #2
Took a 7K hit from a shadow while in warhero tank gear. Was it internal or elemental?

itsmymillertime's Avatar

05.03.2012 , 09:22 PM | #3
1, explain what is wrong with elemental damage.
2. dont pvp in tank gear.

HelinCarnate's Avatar

05.03.2012 , 10:16 PM | #4
Totally agree. Elemental damage numbers are way too low and need to be fixed.
Dear BW,
Please nerf paper and buff rock. Scissors is fine as is.
Signed, Rock. obligatory referral link.

Alecz's Avatar

05.03.2012 , 10:28 PM | #5
There is no resistance to elemental damage outside of a class buff which is minimal. This is also exacerbated by the current level to which expertise affects damage done. This creates an imbalance in pvp due to an inherent lack of damage on the part of any other class due specifically to the type of damage that classes do rather than skill or gear choice.

Also, the classes that do elemental damage in most cases are "tank classes." This maximises both their survivability (CC, Damage Reduction, and/or defensive abilities) and damage capability, creating an imbalance in pvp.

Either gear related resistance options or modifying current resistances to include elemental and internal would help. I would prefer the latter.

KBSIP's Avatar

05.03.2012 , 10:44 PM | #6
Max damage from an elemental ability of something like a powertech is maybe 2k, you can get high ticks on prototype flamethrower if you are dumb enough to stand there and take all its damage, but that functions the same as many high hitting channeled melee powers; interrupt or move away. If you don't do either, you deserve to get killed because you lack basic survival skills for PVP.

Important to note that PFT doesn't even have a snare to it, as the 70% speed reduction is glitched and nonfuncitonal at the moment, so you can't even make claims similar to the ravage rooting you to the ground.

If we're not talking PFT, the other two major internal/elemental abilities I can think of are flame burst, and retractable blades. Flame burst can deal, with optimal gear, maybe 2k area if you crit and customize your gear, might push 3k for a crit. If you want that to be hitting like the 2k per tick other channeled abilities, you have to burn a full 45% of your "mana" for want of a better term. Retractable blades deals extremely low intial internal damage and is a long duration DoT that can be easily cleansed after the first strike. Same goes for the CGC.

So there's nothing wrong with elemental damage as a whole, it only really gets powerful in the spec designed to capitalize on it as the primary burst mechanism (advanced prototype). On the Pyro build it only really racks up points because you can spread DoTs around similar to many other classes, but DoT's don't kill players in PVP, burst does. The primary burst mechanic for pyrotechs centers on kinetic damage, which can be mitigated for most of their attacks except for one when talented properly.