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Re: Speed and damage modifiers for Commando specials.
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GWSteady
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GWSteady
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Reply 16 of 35

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Ahh, I follow you now.

I've also seen some wierd instances of flame ticks rising, but wasn't ever able to pin it down. I once had a single fs2 ticking 6.5k+ damage. (wish i could replicate that lol)
08-31-2004 04:00 PM  

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Re: Speed and damage modifiers for Commando specials.
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Heorot
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Reply 17 of 35

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GWSteady wrote:
I've also seen some wierd instances of flame ticks rising, but wasn't ever able to pin it down. I once had a single fs2 ticking 6.5k+ damage. (wish i could replicate that lol)

I can get flame ticks up to 6.5k pretty often on Elders, sometimes higher, biggest tick I've seen from a 1.2k max FT was around 11k per tick.

A'noq
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08-31-2004 04:06 PM  

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Re: Speed and damage modifiers for Commando specials.
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Neofiliac
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Reply 18 of 35

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i have a 1.6 speed flame thrower w/ 1066 damage is that good?

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08-31-2004 10:19 PM  

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Re: Speed and damage modifiers for Commando specials.
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RazerWolf
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Reply 19 of 35

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... Yeah, that's about twice as good as a good Krayt thrower. Gimmegimmegimme!

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09-01-2004 02:19 AM  

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Re: Speed and damage modifiers for Commando specials.
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Vurtorax
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Reply 20 of 35

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Good job, thanks for taking the time to make the rest of our lives easier


VURTORAX

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09-01-2004 01:07 PM  

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Re: Speed and damage modifiers for Commando specials.   [ Edited ]
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Vurtorax
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Reply 21 of 35

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Almost inspires me to pick up my flamer again....

Message Edited by Vurtorax on 09-01-2004 04:09 PM


VURTORAX

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09-01-2004 01:08 PM  

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Re: Speed and damage modifiers for Commando specials.
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Zhorx
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Reply 22 of 35

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Heorot wrote:


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.




Aah, well there are actually two dots you get from a fire. One of them is a non wounding DoT that is 10% of the combat spam damage, the other is a wounding dot. The wounding dot starts off at 2% of the initial damage you do to a mob but it increases with BF, ie as the mob gets wounds/BF from your fire ticks the wounding part of your DoT will increase.
I am busy doing the cross server war on bloodfin atm so i don't have time to test this further atm but i will in the future.

This is really good when you are killing for example Elders and Krayts as they have a full HAM bar that you can wound. In pvp tho since you cannot wound the buffed part of someones health the scaling is less important.

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09-01-2004 04:35 PM  

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Re: Speed and damage modifiers for Commando specials.
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Zhorx
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Reply 23 of 35

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Staveeno wrote:

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?



Yes, thats the way it works, the wounding DoT works exactly like a CM disease. It will incap if there is any health left to wound when you tick down to 0 health.

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09-01-2004 04:40 PM  

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Re: Speed and damage modifiers for Commando specials.
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Heorot
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Reply 24 of 35

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Zhorx wrote:

Aah, well there are actually two dots you get from a fire. One of them is a non wounding DoT that is 10% of the combat spam damage, the other is a wounding dot. The wounding dot starts off at 2% of the initial damage you do to a mob but it increases with BF, ie as the mob gets wounds/BF from your fire ticks the wounding part of your DoT will increase.


The wound dot though doesn't show as floaty damage though does it?

A'noq
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09-01-2004 04:52 PM  

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Re: Speed and damage modifiers for Commando specials.
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Zhorx
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Reply 25 of 35

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Heorot wrote:


Zhorx wrote:

Aah, well there are actually two dots you get from a fire. One of them is a non wounding DoT that is 10% of the combat spam damage, the other is a wounding dot. The wounding dot starts off at 2% of the initial damage you do to a mob but it increases with BF, ie as the mob gets wounds/BF from your fire ticks the wounding part of your DoT will increase.


The wound dot though doesn't show as floaty damage though does it?



The combined wound and damage dot shows as a floaty.

~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
09-01-2004 05:02 PM  

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Re: Speed and damage modifiers for Commando specials.
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Wolfmann31
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Reply 26 of 35

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I got a old beat up 3.5spd Flamethrower.
 
clocked the specials to 7 seconds. from shoot, till you shoot again.
 
As a MRifleman, I can outdamage a Mcommando with a flamer with that speed in about 3 seconds...7 seconds?...I do 2 to 3 times more damage than the commando. But thats off topic heh.
 
 
So, MCommando, 3.5spd flamer = 7second delay.


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09-01-2004 08:31 PM  

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Re: Speed and damage modifiers for Commando specials.
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Zhorx
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Reply 27 of 35

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Bump, and i made Master Commando so i added Flame Cone 2.

~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
09-06-2004 03:27 PM  

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Re: Speed and damage modifiers for Commando specials.
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Zhorx
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Reply 28 of 35

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Bump again for those interested.

~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
09-13-2004 10:44 AM  

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Re: Speed and damage modifiers for Commando specials.
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Zhorx
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Reply 29 of 35

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Maybe the last /bump as i recently dropped Commando. It was a interesting profession but when all you can excel in is hunting Krayts it get s a bit boring after a while

~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
09-28-2004 04:25 PM  

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Re: Speed and damage modifiers for Commando specials.   [ Edited ]
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BloodMonk
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BloodMonk
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Reply 30 of 35

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also: overcharge1 (works full range) delay X2 damage X2.5
I'm wondering what the delay is on surpression fire (yes yes, a posture down attack which can be used with a FT/HAR)
 
These do not give a fire dot!!!!
 
Sly

Message Edited by BloodMonk on 09-28-2004 05:11 PM

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09-28-2004 05:10 PM  

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