Jump to content

Photo

About Rad Damage


  • Please log in to reply
15 replies to this topic

#1 MaximusGR

MaximusGR

    Veteran

  • Members
  • PipPipPip
  • 2,177 posts

Posted 07 April 2009 - 10:45

Its probably a topic that will include at some point Zaelin's quote of "Anything can happen in sci-fi" (You ca still have my cookies Z :) ) but i feel the need to discuss it anyway.

I got the Mutant skill "Variance" last night which by description increases Rad Damage by 0.1% per point (i have it at level 100) So one would expect that the increase would apply to all Rad items that have Damage stat, like my Mutant set for example. From checking at combats though before and after the skill being cast it seems to me that it increases by 10% the damage from the weapon only. Has anyone else noticed that?

Or is it working as it should and my observations were bugged completely by durability losses between combats ?

#2 ss_ecofrog

ss_ecofrog
  • Guests

Posted 07 April 2009 - 12:14

well actully if your weapon does rad damage it should be 10% to total damage not only for each item

#3 ecolitan

ecolitan

    Veteran

  • Members
  • PipPipPip
  • 2,651 posts

Posted 07 April 2009 - 13:06

While it may not be worded properly, that is consistent with the bonuses other classes get from their skills. They seem a tad underpowered in this world of rapid decay, but that seems to be what they give us for all those skill points.

#4 centurion

centurion

    Veteran

  • Members
  • PipPipPip
  • 2,238 posts

Posted 07 April 2009 - 13:34

aaugmentation works properly. all hardwired items get bonus

#5 MaximusGR

MaximusGR

    Veteran

  • Members
  • PipPipPip
  • 2,177 posts

Posted 07 April 2009 - 13:40

I ll hunt again tonight and compare with and without the skill, keeping durability constant. I hope ecofrog and Centurion are right and it applies to total Rad damage. If ecolitan is right, well :? i guess i ll regret not having the points to max Res at level 75..

#6 Zaelin

Zaelin

    Veteran

  • New Members
  • PipPipPip
  • 729 posts

Posted 07 April 2009 - 16:02

You don't need to quote me! I can say it first hand for you! Anything is possible in Sci Fi! ..... :D !

#7 MaximusGR

MaximusGR

    Veteran

  • Members
  • PipPipPip
  • 2,177 posts

Posted 07 April 2009 - 16:22

I have results!!

Without Variance :

Using Rogamor set(~110 Damage), Kolgim axe(~100 Damage)
Damage to lvl 62 creatures is around 250 with full durability

With Variance :

Rogamor set, Kolgim axe //// the damage given to creatures with full durability is around 270 so the skill works as its supposed to. HOWEVER, damage bonus according to profile stats is +11 (instead of +20 or so)

Rogamor set, non Rad weapon /// Damage to creatures about 260, so the skill works for gear except weapon as its supposed to. THOUGH damage to profile is back to the initial +6 i have from faction.


Outcome : the Skill Variance works for both sets and weapons additively as its supposed to, however in the profile stats only the weapon bonus is taken into consideration.

Can someone else crosscheck please? Maybe one of the devs as well?

#8 ecolitan

ecolitan

    Veteran

  • Members
  • PipPipPip
  • 2,651 posts

Posted 07 April 2009 - 17:30

Yeah, and if this is so, get our Battlesuit skills (marksman for example) to work the same way so this isn't just one more way soldiers have the worst skills....

#9 ss_draconus

ss_draconus
  • Guests

Posted 07 April 2009 - 19:53

i think that works the same way no matter what the class, the profile only shows the bonuses from the faction, not the bonuses from the skills used. the only time u see the skill effects are when u are actually in battle and look at the results.

#10 ss_nutkar97

ss_nutkar97
  • Guests

Posted 07 April 2009 - 19:58

i think that works the same way no matter what the class, the profile only shows the bonuses from the faction, not the bonuses from the skills used. the only time u see the skill effects are when u are actually in battle and look at the results.


No, it does show, if it applies...

I'm mutant, so will use the mutant example

If I use Glowing Hans, which gives a damage bonus with blade weapons, but without having a blade weapon equiped, i dont see anything

However, Glowing Hands, plus Variance, plus KR, with the right weapon, and suddenly my profile shows +24 next to my damage stat.

And my faction doesnt even have the damage structure

If you ain't seeing this, then you are using the wrong weapon for that skill

#11 ss_barmuka

ss_barmuka
  • Guests

Posted 07 April 2009 - 23:19

I agree. so for mutants the best weapons possible are the weapons that are blade/rad damage. i think the last one was the one from lvl 84 iirc? either way that skill should work with the right weapon. and it should be visible on the profile page. just like KR the minute i use KR i go from 568-606 damage or so.

#12 MaximusGR

MaximusGR

    Veteran

  • Members
  • PipPipPip
  • 2,177 posts

Posted 08 April 2009 - 00:54

Yes, Blade/Rad weapons and Rad sets are the way to go, they way the class skill work make me think its worth staying mutant and not switch to purist..

KR and Glowing hands correctly show the damage bonus on profile, yes. Variance does not appear correctly because in the profile it should include extra damage from the Elite Rad set.

By the way, HCS please consider for your next update the ability to cast Class skills on one another ( with class energy limitations for noth sides )

#13 ss_barmuka

ss_barmuka
  • Guests

Posted 08 April 2009 - 01:06

One of these days i might invest in a decent skills setup to use rad weapons better. currently a mutant using core weapons with high damage :) at this point in the game tho with not knowing how many skillpoints there are and whatnot its hard to make that decision at all. until the weaponry gets developed further i think that core weapons are the way to go for now. still missing weps for the bite lineup up to the lvl 75 setup. maybe one day we will get these weps. ciao

#14 MaximusGR

MaximusGR

    Veteran

  • Members
  • PipPipPip
  • 2,177 posts

Posted 08 April 2009 - 01:23

If there were more players around for all to have easy access to DP and RES, more people would invest in call skills, they are worth it as with a couple of them on, we can kill some more creatures before going back to repair.

#15 ss_barmuka

ss_barmuka
  • Guests

Posted 08 April 2009 - 01:54

If there were more players around for all to have easy access to DP and RES, more people would invest in call skills, they are worth it as with a couple of them on, we can kill some more creatures before going back to repair.

I agree on this. i might not be able to even use rad weps until i reach lvl 200 at this rate lol. but at least ill have decent buffs by then

#16 MaximusGR

MaximusGR

    Veteran

  • Members
  • PipPipPip
  • 2,177 posts

Posted 08 April 2009 - 10:09

If there were more players around for all to have easy access to DP and RES, more people would invest in class skills, they are worth it as with a couple of them on, we can kill some more creatures before going back to repair.

I agree on this. i might not be able to even use rad weps until i reach lvl 200 at this rate lol. but at least ill have decent buffs by then


When class skills can be cast on players, come to me :) I ll look you up for core skills too, hehe


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users

Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: