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mehirc
30-01-04, 13:44
Ok, why do we need this?

Well, my idea is to keep the randomness but to reduce it and make it dependant to the range. The APU may do more damage over time then, so maybe the max dmg has to be reduced then, i dont know but this should be no big deal.

Atm in PvP it doesnt really matter if you shoot the head or body, the randomness produces less dmg in most cases anyway. And the differences can be very high, too high.

I now want a change more than ever because it sucks as new Hybrid even more than before. You do adequate dmg when your opponent has full health, but as soon as he is getting low on health, the dmg you do becomes so damn little that you have to shoot twice and more often than you needed to get him down to the low health. I know that dmg is reduced for all in lower health region, but together with that randomness it becomes too low and thats annoying.

I want:

more range=more random damage
less range=less random damage

Who else? :rolleyes:

Sefran
30-01-04, 13:51
Id rather see random dmg removed and fa boosted...

t0tt3
30-01-04, 14:33
Think they should raise the low limit and lower the top limit.

Like from a range of 30% - 100% to 50% - 80% or something.
And take away random dmg on all DoT spells.... FA/PB

Raise the dmg on FA or the RoF to 105

mehirc
30-01-04, 14:45
Originally posted by t0tt3
Think they should raise the low limit and lower the top limit.

Like from a range of 30% - 100% to 50% - 80% or something.
And take away random dmg on all DoT spells.... FA/PB

Raise the dmg on FA or the RoF to 105

That would be ok too, but i still think the range influence would be more cool.

I think the FA should do more dmg at same RoF because as soon as it stacks it does more dmg already. The toxic beam should have the same RoF as FA or even the one of Para. :p

QuantumDelta
30-01-04, 14:53
Please note this information is massively out of date but damage should be the same as it was at the time (patch 187)
Excluding Range which IIRC is nerfed on all except barrels

Please note how;
Holy Lightning is massively overpowered.
Fire Apoc and Toxic Beam are somewhat underpowered.
Holy Pesti is significantly underpowered, as well.

However I would recommend fixing hearts and possibly making poison absorbed by shelter if poison damage were to be increased to the level of the other spells (This was one of the major reasons the spell(s) were nerfed in the first place).


82 Crahn Toxic Beam
Mana 28
Range 219
RoF105
Damage 36-127 psn poison 84x7

87 Crahn Energy Beam
Mana 29
Range 264
RoF 105
Damage 512-1772 enr

90 Crahn Fire Beam
Mana 30
Range 312
RoF 105
Damage 177-614 fir burn 158x5

90 Chaos Queen Flameavalanche
Mana 30
Range 287
RoF 105
Damage 215-746 fir burn 191x5


101 Holy lightning
Mana 33
Range 264
RoF 105
Damage 675-2337 enr

103 Fire apocalypse
Mana 40
Range 264
RoF 87
Damage 276-957 fir burn 245x5

107 Holy thunderstorm
Mana 144
Range 44
RoF 35
Damage 2101-7274 enr

108 Holy firestorm
Mana 145
Range 44
RoF 35
Damage 708-2452 fir burn 624x5

110 Holy pestilence
Mana 147
Range 44
RoF 35
Damage 167-578 psn poison 376x7

Shadow Dancer
30-01-04, 18:02
I don't think holy lightning is "massively" overpowered. o_O


Especially with the outrageous weapon damage boosts from the patch for most guns.



Anyways, I'm starting not to care what happens to apus anymore. So I goes whatever they do to random damage is fine. :rolleyes:



EDIT: Actually i like your idea mehric.

QuantumDelta
31-01-04, 00:39
FYI with the recent patch and lack of announcement about the weapon changes I'm starting to lose hope for balancing.

I don't know WTF KK did the shit that's not been reported for because NONE of it makes sense in ANYWAY whatso ever.

Mr_Snow
31-01-04, 00:41
Lupus said that most of the boosts were accidental and will be patched again next week so balancing may begin again next week.

QuantumDelta
31-01-04, 00:43
/me continues to be thankful Lupus is around.

Thanks for the heads up snow.

Possessed
31-01-04, 00:47
Give them a reticule damnit!

mdares
31-01-04, 01:39
Originally posted by t0tt3
Think they should raise the low limit and lower the top limit.

Like from a range of 30% - 100% to 50% - 80% or something.
And take away random dmg on all DoT spells.... FA/PB

Raise the dmg on FA or the RoF to 105

this idea i could go with...

but i'm starting to not care cuz it just gets crazier andd crazier to be a pure apu... probably gonna go play wit my melee tank... or maybe finish lomming my spy. :(

Omnituens
31-01-04, 09:51
i say remove random damage for 2 reasons:

1) It sucks
2) It makes testing, and therefore balancing, ALOT harder.