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All you want to know about Commando specials.   [ Edited ]
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Zhorx
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Zhorx
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I was browsing the commando forums the other day looking for the speed and range mods for commando specials. After not coming up with anything i just went ahead and calculated them myself.
 
I am currently a Master Commando and these are the specials and their damage/time modifiers (note that the regular attack has a 1.5x damage mod, all damage mods are compared to what a regular attack would do).
 
FlameThrower
 
                               Time       Dam
Flame Single 1          x4           x5
Flame Cone 1           x4           x5
Flame Single 2          x4           x8
Flame Cone 2            x4           x6
 
The fire dot for a Flamethrower attack is 10% of the initial damage before armor and resists, ie 10 % of the damage in your combat log, this damage does not scale with BF. There is also a dot giving the target wounds which is 2% of the initial damage, the wounding dot scales with BF. The flame dot lasts for 5 or 6 ticks ie 50 or 60 seconds (strange that, i was expecting it to be the same all the time).
 
A good guess (it is my guess so i am a bit biased) would be that the wound part of the DOT is increased by 1% for every point of battle fatigue.

Some examples:
10.000 damge in spam, 0 BF. The tick will be 1000 damage and 200 wound.
10.000 damage in spam, 100 BF. The tick will be 1000 damage and 400 wound.
10.000 damage in spam, 200 BF. The tick will be 1000 damage and 600 wound.
..
10.000 damage in spam, 1000 BF. The tick will be 1000 damage and 2200 wound.

The numbers might be a bit off but for all you commandos who have hunted Krayts will know that the wound is approximately 2/3 of the HAM bar when the beast dies (if you only use the FT).

For people interested in math the formula for the wound would in this case be:
Wound=Damage in spam*0.02*(100+BF)/100

 

Heavy Acid Rifle

Sucks, no DOT. Why bother with it.

 
Edit: It appears that grenades have approximately the same throw time regardless of the speed of the grenade. Bug?

Message Edited by Zhorx on 11-11-2004 04:13 AM

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08-18-2004 05:08 PM  

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Re: Speed and damage modifiers for Commando specials.   [ Edited ]
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RazerWolf
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I did the same thing about 3 days ago. Didn't do the Single/Cone 1s, just Single2. I've been getting hold of info for the most commonly used specials for all professions.

Forgot to link

Message Edited by RazerWolf on 08-19-2004 01:41 AM

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08-18-2004 05:15 PM  

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Re: Speed and damage modifiers for Commando specials.
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Billreb
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Hmm don't think I have seen those numbers posted anywhere now that you mention it, now whats about us having other attacks outside of flame?

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08-18-2004 05:16 PM  

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Re: Speed and damage modifiers for Commando specials.
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worpete
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cool, give us more details and such.

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08-18-2004 06:28 PM  

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Re: Speed and damage modifiers for Commando specials.
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Zhorx
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RazerWolf wrote:
I did the same thing about 3 days ago. Didn't do the Single/Cone 1s, just Single2. I've been getting hold of info for the most commonly used specials for all professions.

Forgot to link

Message Edited by RazerWolf on 08-19-2004 01:41 AM



Cool work, and using the NPC mission targets same as i did. I seem to have gotten 5x delay on the Flame single 2 and you 4x, i need to check my numbers again.

~ ~ Fhuzzy, Zhorx and Malex ~ ~
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08-19-2004 05:12 AM  

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Re: Speed and damage modifiers for Commando specials.
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Zhorx
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Zhorx wrote:


RazerWolf wrote:
I did the same thing about 3 days ago. Didn't do the Single/Cone 1s, just Single2. I've been getting hold of info for the most commonly used specials for all professions.

Forgot to link

Message Edited by RazerWolf on 08-19-2004 01:41 AM



Cool work, and using the NPC mission targets same as i did. I seem to have gotten 5x delay on the Flame single 2 and you 4x, i need to check my numbers again.


The delay was 4x, my bad

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U R.I.P. War and Haxxor U
08-19-2004 01:44 PM  

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Re: Speed and damage modifiers for Commando specials.
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okojii
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as a note to newbie commandos with flame single 1 u may notice it takes a little longer this is because of the speed mods that u get meaning that it could take as long as 6x speed or up to 7x the speed of the weapon

Jus incase ppl are feeling inferior

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08-19-2004 02:40 PM  

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Re: Speed and damage modifiers for Commando specials.
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Zhorx
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okojii wrote:
as a note to newbie commandos with flame single 1 u may notice it takes a little longer this is because of the speed mods that u get meaning that it could take as long as 6x speed or up to 7x the speed of the weapon

Jus incase ppl are feeling inferior

Ockojii


No, this is the speed multiplier for all commandos. The speed you get as you level up is a percetual reduction to all attacks with your flame thrower. The same time multiplier applies to commandos of all levels.

~ ~ Fhuzzy, Zhorx and Malex ~ ~
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08-19-2004 03:54 PM  

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Re: Speed and damage modifiers for Commando specials.
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FragN8Tr
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Well,
 
I am a 2/3/3/2 Commando, I have FT with speed of 4.1 or something like 4.
I can still count to 6 or measure at least a 5 second delay between flames.
Though I do alot of initial damage, 6k or higher with Flame dots I still have a long wait to get the next one in.
 
With a full buff and some mind I will never die.  (I don't use my composit), but with the change to the AI system where the MOBs will change weapons, I get beat down and knocked down alot.
 
Dots are good...

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08-19-2004 04:50 PM  

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Re: Speed and damage modifiers for Commando specials.
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Zhorx
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FragN8Tr wrote:
Well,
 
I am a 2/3/3/2 Commando, I have FT with speed of 4.1 or something like 4.
I can still count to 6 or measure at least a 5 second delay between flames.
Though I do alot of initial damage, 6k or higher with Flame dots I still have a long wait to get the next one in.
 
With a full buff and some mind I will never die.  (I don't use my composit), but with the change to the AI system where the MOBs will change weapons, I get beat down and knocked down alot.
 
Dots are good...



You can toggle one thing in the ctrl+o menu (forgot what it was exactly, something in the chat menu) to get the exact times of your attacks in the Combat chat tab.
 
Updated with some info in edit2.

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U R.I.P. War and Haxxor U
08-26-2004 05:07 AM  

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Re: Speed and damage modifiers for Commando specials.
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Jhyson-Bria
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FragN8Tr wrote:
Well,
 
I am a 2/3/3/2 Commando, I have FT with speed of 4.1 or something like 4.
I can still count to 6 or measure at least a 5 second delay between flames.
Though I do alot of initial damage, 6k or higher with Flame dots I still have a long wait to get the next one in.
 
With a full buff and some mind I will never die.  (I don't use my composit), but with the change to the AI system where the MOBs will change weapons, I get beat down and knocked down alot.
 
Dots are good...


If I remeber correctly FT speed mod at FT3 is 30?   4.1*4*((100-30)/100)=11.48

This what it will be with FT4                                       4.1*4*((100-45)/100)=9.02

This is my 3.2 speed FT with mod for FT4                3.2*4*((100-45/100)=7.04

08-26-2004 06:35 AM  

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Re: Speed and damage modifiers for Commando specials.
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Heorot
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Zhorx wrote:
The fire dot for a Flamethrower attack is 10% of the initial damage before armor and resists, ie 10 % of the damage in your combat log, this damage does not scale with BF. 

I'm confused by this statement. I've killed NS Elders with a Flame Tick, but they have 100% heat resistance.

Also, the damage tick does scale with targets BF.

A'noq
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08-30-2004 10:40 AM  

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Re: Speed and damage modifiers for Commando specials.
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Staveeno
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Heorot wrote:


Zhorx wrote:
The fire dot for a Flamethrower attack is 10% of the initial damage before armor and resists, ie 10 % of the damage in your combat log, this damage does not scale with BF. 

I'm confused by this statement. I've killed NS Elders with a Flame Tick, but they have 100% heat resistance.

Also, the damage tick does scale with targets BF.



I see wierd stuff happening with flame ticks,  It seems that wounds will push the pool smaller and damage grows with the ticket but will push the non-damage area off

 

For example,  Lets say u have a 1000 pt pool.  and you have 100 wounds and 100 damage,   so u have 800 of the red bar left.   So now lets say you have a flame tick that does 100 wounds and 50 damage,  now the pool has 200 wounds and 150 damage, leaving only 650 of the non damage bar left.  So u lose 150 pool pts even though the tick only did 50 "white area" damage.  Can anyone else confirm that this is what happens?


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08-30-2004 11:33 AM  

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Re: Speed and damage modifiers for Commando specials.
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GWSteady
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Thanks for taking the time to some testing, i've done some of my own but havent seen any threads about people testing flame dots.


Heorot wrote:


Zhorx wrote:
The fire dot for a Flamethrower attack is 10% of the initial damage before armor and resists, ie 10 % of the damage in your combat log, this damage does not scale with BF.

I'm confused by this statement. I've killed NS Elders with a Flame Tick, but they have 100% heat resistance.

Also, the damage tick does scale with targets BF.





That supports what you're seeing.

Say you hit a NS elder for 10k, even though you get no over the head damage, you still got a 1000 damage flame tick, because it is calculated from the pre-armor level, pre-resist hit - ie 10 % of the damage in your combat log.

PS: hey a'ker haven't seen you around in a while, you do the vette at all anymore? We're down to one a week or so these days. I didn't realize you had a commando.

Steady [GWIS]
08-30-2004 08:32 PM  

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Heorot
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GWSteady wrote:
That supports what you're seeing.

Say you hit a NS elder for 10k, even though you get no over the head damage, you still got a 1000 damage flame tick, because it is calculated from the pre-armor level, pre-resist hit - ie 10 % of the damage in your combat log.

Sorry wasn't being clear in what I said. As the mob's BF increases, the flame tick increases. The easiest way to see this is to apply mind/action disease that raises BF, but does not damage health. You can watch your flame tick floaty increase over time.

 

ps - been busy out of game, but I'm always up for taggin along with the Ownage train.

A'noq
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08-31-2004 02:03 PM  

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