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View Full Version : Hoppers and Maulers....



darkservent
31-03-07, 14:21
WTF is up with the overpowerdness of the hoppers??? fair enough all mobs are strong but these things have killed me more times then anything else in 2.2. They are to strong for their rank as they dont do as much damage as a doomie.

Maulers, terrormaulers. persies.....i swear they h4x with their invisible damage. if yr not gona fix the mobs kk atleast BALANCE THEM.

Seraphin[69]
31-03-07, 14:54
Basically all firemobs do way too more damage (as warbots btw)

Dribble Joy
31-03-07, 16:52
All mobs are generally insane. Even with full inq and camo PA DJ can only take on one hopper. Dmg and hp of mobs needs to be lowered quite a bit.

DoY tunnels are impossible, not even a PPU with anti rad spells can survive.
Chaos caves are doable, but it took three of us (not including a PPU) about two hours to clear.

Dezh
01-04-07, 10:18
Firemobs = NREF! :)
Haven't been in DoY tunnels, though Chaos caves seems to be fine cause it's soloable.. extremely slow though.

Seraphin[69]
01-04-07, 15:35
DAMAGEINFO - Damage (TERROR RAPTOR): WeaponID 0, DmgID 1515, DmgFac 3.457, Energy 176.333, Effect 0.000, Height 27.000
DamageCause: No weapon!
DamageType: Collision!
INS - FIR: 176.333

DAMAGEINFO - Damage (GRIM CHASER): WeaponID 0, DmgID 3221, DmgFac 5.543, Energy 542.722, Effect 67.840, Height 63.000
DamageCause: No weapon!
DamageType: Collision!
INS - FCR: 271.361
INS - FIR: 271.361
DOT - FIR: 67.840, DoT: 4006, Duration: 16.000

DAMAGEINFO - Damage (GRIM PERSECUTOR): WeaponID 0, DmgID 3216, DmgFac 1.311, Energy 160.490, Effect 0.000, Height 0.000
DamageCause: No weapon!
DamageType: Area!
INS - FCR: 96.294
INS - FIR: 64.196

DAMAGEINFO - Damage (GRIM PERSECUTOR): WeaponID 0, DmgID 3216, DmgFac 4.793, Energy 586.602, Effect 0.000, Height 75.000
DamageCause: No weapon!
DamageType: Collision!
INS - FCR: 351.961
INS - FIR: 234.641

DAMAGEINFO - Damage (RAPTOR): WeaponID 0, DmgID 3226, DmgFac 1.838, Energy 179.928, Effect 59.976, Height 51.000
DamageCause: No weapon!
DamageType: Collision!
INS - FCR: 59.976
INS - FIR: 119.952
DOT - FIR: 59.976, DoT: 4006, Duration: 16.000


So basically from what I read about those firemobs :

A raptor deals 60 Force, 120 fire + 240 fire overtime OUCHY
A grim persecutor deals 351+96 force, 234 + 64 fire OMG ouchy
A grim chaser deals 271 force, 271 fire + 268 fire overtime OUCHY

So let's get a tank with shields that usually gets let's say 76% resistcap

When a raptor hits you once you'll loose in 16 seconds :
0.24*420 = 108 HP
When a grim persecutor hits you you'll loose :
0.24*745 = 179 HP
When a grim chaser hits you you'll loose :
0.24*810 = 195 HP

Personnaly I'm closer to 70% resist cap with ppu shield so it's rather :

126 HP
224 HP
243 HP

And without ppu you can remove the 25% from shielding let's say 50% resistcap

210 HP
370 HP
405 HP

I'd like a melee tank go head on those mobs ^^

And for the record, the hopper deals that :

DAMAGEINFO - Damage (HOPPER): WeaponID 0, DmgID 3226, DmgFac 2.227, Energy 218.117, Effect 72.706, Height 87.000
DamageCause: No weapon!
DamageType: Collision!
INS - FCR: 72.706
INS - FIR: 145.411
DOT - FIR: 72.706, DoT: 4006, Duration: 16.000
(509 damage for a 68/68 rank OUCHYYYYYY)

Any chance to see them fixed or is it still limited for long range fighters to farm parts ? ;-)

Nullvoid
01-04-07, 16:11
How about a melee tank with full god's wish armour, and a camo PA ontop?

Without changing any con from a normal setup (aiming for minimum 60% in every resist including the effect from normal armour), you could get about 73% fire resist not including any ppu shields.

Seraphin[69]
01-04-07, 18:30
Well you equip your tank, you call me, and me watch you fighting a grim persecutor head on with your melee

Make me laught boy ^^

The mob won't only shot you once but 1 time every 4 seconds

Lifewaster
01-04-07, 19:02
If every fire stack you get is a 4k dmg dot , just 1 stack is a net 1k dmg even with 75% all out fire resist setup on a tank.....

With a Holy heal running, you make about 250 HLT in 18 sec ....with one fire stack you lose 1-2k HP in the same time depending on resists....

Its fair to say....these DOT mobs are rediculously strong.


(also Poison/Xray DOT mobs deal similarly strong dmg currently)

Nullvoid
01-04-07, 19:27
If every fire stack you get is a 4k dmg dot , just 1 stack is a net 1k dmg even with 75% all out fire resist setup on a tank.....

With a Holy heal running, you make about 250 HLT in 18 sec ....with one fire stack you lose 1-2k HP in the same time depending on resists....

Its fair to say....these DOT mobs are rediculously strong.


(also Poison/Xray DOT mobs deal similarly strong dmg currently)

I think you're reading the log a bit wrong m8.

DAMAGEINFO - Damage (GRIM CHASER): WeaponID 0, DmgID 3221, DmgFac 5.543, Energy 542.722, Effect 67.840, Height 63.000
DamageCause: No weapon!
DamageType: Collision!
INS - FCR: 271.361
INS - FIR: 271.361
DOT - FIR: 67.840, DoT: 4006, Duration: 16.000

Means a tick happens every 4 seconds, and you get 4 ticks (16000/4006) for every hit. The actual damage per tick is 67.840. So the overall damage per hit from a grim chaser is:

271.361 force
271.361 + (4 x 67.840) = 542.721 fire

Which is still a hell of a lot. Assuming 25% foreign-cast shields, and the combined 73% fire armour+resist (62.5 % force) I mentioned in my earlier post, you would still be taking 110 fire dmg and 76 force dmg per hit. If you're only getting 250hlt back per 18 seconds you won't be outhealing that :o (I wonder what a foreign holy heal + chomping a survival kit would come to?)

Seraphin[69]
01-04-07, 19:55
I tried a funny thing.

My ppu in 2.1 was able to outheal anything (he was ubah yes kthx)

In 2.2 I tweaked his setup to more fire because of the defenseless zones (head and feet when using PA)

Local Player:Damage() - Damage processing statistics!
Damage: 58.542 Target Fire HitZone 0 - Part 0
Damage: 58.070 (Reduction: 0.472 - 0.806 Percentage) - Damage caused by PSI
Damage: 10.426 (Reduction: 48.116 - 82.190 Percentage) - Damage reduced by shield
Damage: 10.426 (Reduction: 48.116 - 82.190 Percentage) - Damage reduced by player armor
Damage: 9.161 (Reduction: 49.381 - 84.351 Percentage) - Damage reduced by player skills
Results of this target: Damage 9.161 (Reduction: 49.381 - 84.351 Percentage) - ResistanceCap: 0.920!

Problem is my shields now take damage :

Local Player:Damage() - Damage processing statistics!
Damage: 68.299 Target Fire HitZone 1 - Part 0
Damage: 67.748 (Reduction: 0.551 - 0.806 Percentage) - Damage caused by PSI
Damage: 25.936 (Reduction: 42.363 - 62.026 Percentage) - Damage reduced by shield
Damage: 25.936 (Reduction: 42.363 - 62.026 Percentage) - Damage reduced by player armor
Damage: 22.789 (Reduction: 45.510 - 66.634 Percentage) - Damage reduced by player skills
Results of this target: Damage 22.789 (Reduction: 45.510 - 66.634 Percentage) - ResistanceCap: 0.920!

And believe or not, I wasn't able to survive 20 raptors shoting me with pad + heat3 (75 fire resist with it when I tested) + psi shield + eating psi boosters like crazy + holy heal + holy heal sanctum.

It's mainly because those 20 raptors put 3 or 4 dots each and 80 x 9 = 570 damage per second is OUCH

On NC 2.1 I was able to outheal everything with just Shelter + heal. (basically I was able to play fool in front of 5 grim chasers and be AFK for a piss)