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Joined: Mon Jun 11, 2007 4:39 pm
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300% would be too much, but it should be 100% ontop of that 50%, or 100% of that 50%, something like that. Other classes such as SD are getting half our damage bonus every couple of secs. Also are you sure seer crit chance is 60%? I quite often go 5-6 shots without a crit, and this is often, not just every so often, all the time pretty much.

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Wed Nov 28, 2007 12:27 pm
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Lich...300% isnt much when you think about it.

Think about, what, MD...

MD does about 5k damage, 3 times that is 15k, + augs, + Overloaders...

If you had 4 augs that did 50% Damage thats...

75937.5 damage...

Now if you have AT25...

Thats 125k damage....

First of all, who in their crazy mind is gonna use 4 Damage augs on an LF?

Second, If its only when they dont see you then i dont see a problem...


Wed Nov 28, 2007 12:51 pm
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125k damage untweaked is way too much.

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Wed Nov 28, 2007 1:16 pm
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125k damage is rediculous, toss in a crit and you hit for 200k. That's way too much.


Wed Nov 28, 2007 1:31 pm
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iosnt MD 1390 per shit? not 5k total

1390 x 2 = 2780 per shot w/o multipliers

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Wed Nov 28, 2007 3:03 pm
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keep in mind though, that's 125k raw damage.... before resists/diffs

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Wed Nov 28, 2007 3:06 pm
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125K damage is still a ridiculous number a PP GT and NT50 will get you 250K damage which is waayyy to much


Thu Nov 29, 2007 1:17 am
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take into account the sheilds that the new skills (other then zerker) have and you still have a one shot kills all weapon. :x

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Thu Nov 29, 2007 2:17 am
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HAL wrote:
RISC wrote:
HAL wrote:

It should be working now, if it isn't please report it as a bug with actual values that you have tested.


Currently, the weapons take exactly the nominal cost, e.g. 892 for Primal Panther Paws and 5390 for Mercurian Disentegrator (w/ Sniper 20).

-Slicer


Ah, there was a bug, but I found the problem so it should be fixed soonish.


Erm, its not supposed to be working anymore, the skills don't include that anymore. Please fix this soon, I can't shoot really any kind of weapon, even using OS5. You decreased the recoil on sniper and increased the elec per shot, so it takes soooo much more energy than it used to.

Note that nowhere in below it says +X% elec per shot:
Quote:
Combat Focus (+2% shield max, +1% damage in heavy fighters, +1% shield max in others)

* Sniper Class (4% damage, +2.5% firing energy, +1% range)
o Stalking (4% tracking, +3% cloaking, +5% critical hit time)
o Range (+5% range, +1% critical hit chance, and +1% damage while still, scaled to 0 when moving at speed 100)
o Efficiency (+3% damage, +2.5% recoil)

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Fri Nov 30, 2007 10:55 pm
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Quote:
Combat Focus (+2% shield max, +1% damage in heavy fighters, +1% shield max in others)

* Sniper Class (4% damage, +2.5% firing energy, +1% range)
o Stalking (4% tracking, +3% cloaking, +5% critical hit time)
o Range (+5% range, +1% critical hit chance, and +1% damage while still, scaled to 0 when moving at speed 100)
o Efficiency (+3% damage, +2.5% recoil)

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Fri Nov 30, 2007 10:58 pm
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Well, I'm owned, but didn't Jeff say that it was taken out?

JeffL wrote:
The electric cost penalties were removed, though, so not a nerf overall, I think.

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Fri Nov 30, 2007 11:03 pm
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Don't think so, and don't worry wasup. You weren't owned, just a mis-conception. Say, feel like adding a Q&A to my FAQ?

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Fri Nov 30, 2007 11:07 pm
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The stats here: http://www.starsonata.com/skills.html are what are currently in the game. The descriptions in the skills in the game are a little out of date and will be until I do a client patch.

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Mon Dec 03, 2007 3:20 am
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Station Master: Stations get +5.5% shield, energy, damage, shield recharge, energy recharge, capacity, tracking, firing rate, radar, range, and cloaking


You can cloak a station?

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Mon Dec 03, 2007 10:09 am
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SirNarf wrote:
Station Master: Stations get +5.5% shield, energy, damage, shield recharge, energy recharge, capacity, tracking, firing rate, radar, range, and cloaking


You can cloak a station?


o_O imagine that

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Mon Dec 03, 2007 12:03 pm
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