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The Matrix Online » Top » Gameplay Discussion » Abilities and Disciplines » Dojo - Operative Discussion Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2 , 3 , 4  Next
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Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2405
Location: Western Australia
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Avalod wrote:
Enhanced Barrel Head Gauntlet's *level 46*

Thrown Resistance Bonus (3%)
Viral, Melee, Thrown Ressistances (30pts)

Right now thrown resistance bonuses are broken and do absolutely nothing, I would consider investing in different gloves. And even if they fixed thrown resistance you need to be using Calm Mind, Calm Body to get any advantage out of them and even then it would only be ~2 extra points of thrown resistance for 20 seconds compared to if you didn't have them.

I highly recommend you change the gloves you use.



Perceptive Mind

Joined: Jun 19, 2006
Messages: 1401
Location: Ft. Benning, Ga
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Which is why I choose rifleman / Sniper in the first place. Hit - Run - Hide - Rinse - Repeat. Helps also lure some of the pvp'ers out away from the main mob so they can get mobbed by our mob and not us being mobed by there's =P



Jacked Out

Joined: Jun 1, 2006
Messages: 2689
Location: Guiness Lake
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It all depnds what load I'm using and what the stuation, enemy is, I'll switch clothes and LO's a couple times during pvp if the situation allows.  Also keep i mind that I wear very different clothing for duels and such.  But here is a good general usage gunman pvp rig:

Sakura Ninja Bandana
Melee and Ballistic Damage Resistance (25pts)
Viral Defense Bonus (4%)
Innerstrength Regeneration Rate (15%)

Widow's Moor Lenses
Initiative Bonus (3%)
Virus Radius (3%)
Innerstrength Regen Rate (15%)
Health Regen Rate ( 15%)
Powerless Duration Bonus (4%)

Enhanced Rocawear Maroon Seaman Jacket with Detailed Jeans
Ballistic Defense Bonus (3%)
Melee, Thrown and Viral Damage Resistance (33pts)

Enhanced Olive/Tan Machello Jacket and Tie
Ballistic Accuracy Bonus (2%)
Melee, Ballistic and Thrown Damage Resistance (30pts)
Melee Resistance Bonus (2%)

Enhanced Barrelhead Gauntlets
Ballistic Accuracy Bonus (3%)
Melee, Thrown and Viral Damage Resistance (29pts)

Enhanced Light Purple/Green Hosh Chap Pants

Ballisitic Accuracy Bonus (3%)
Ballistic, Thrown and Viral Damage Resistance (31pts)

Seraphim Shoes
Um, don't feel like writin' these down =P

For guns in interlock I usually go with Twin FM-1100 Magnums for any class but MKT, the slight accuracy bonus of Bedlam make MKT a tad easier to handle as gunmen most often are outrolled by this class.

Out of interlock I'll either use Clamors or a Kessay AR1



Code Breaker

Joined: Jan 9, 2006
Messages: 1319
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Arcanoloth wrote:
Avalod wrote:

Right now thrown resistance bonuses are broken and do absolutely nothing, I would consider investing in different gloves. And even if they fixed thrown resistance you need to be using Calm Mind, Calm Body to get any advantage out of them and even then it would only be ~2 extra points of thrown resistance for 20 seconds compared to if you didn't have them.

I highly recommend you change the gloves you use.
Um since when are the Thrown Resistance Bonuses broken?



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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9mmfu wrote:
Arcanoloth wrote:
Avalod wrote:

Right now thrown resistance bonuses are broken and do absolutely nothing, I would consider investing in different gloves. And even if they fixed thrown resistance you need to be using Calm Mind, Calm Body to get any advantage out of them and even then it would only be ~2 extra points of thrown resistance for 20 seconds compared to if you didn't have them.

I highly recommend you change the gloves you use.
Um since when are the Thrown Resistance Bonuses broken?
Can't remember when they haven't been in CR2.

75 + 75 (.33) =/= 75









Code Breaker

Joined: Jan 9, 2006
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You would be confusing the Engine with the Turbo Charger Bayamos.

Calm Mind, Calm Body adds directly to your attribute while the bonus you have highlighted on the Bonus window is the Influence version.

  • Thrown Resistance = Attribute
  • Thrown Resistance Bonus = Influence



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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Ah. Then are the other resistance abilities NOT supposed to be granting above 75 pts?

When I have a Viral Resistance Bonus of 76%, Empty Mind grants 131 pts of resistance. 75 + .76 (75) = 132. The influence appears to be applied somewhat.





Message edited by Bayamos on 06/05/2007 18:04:19.



Code Breaker

Joined: Jan 9, 2006
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The Attribute numbers visible in the bonus panel already have any influence bonus calculated into them.



Vindicator

Joined: Aug 15, 2005
Messages: 3484
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I think what he is trying to say is that Thrown Resistance Bonus does not properly apply to the skill Calm Mind, Calm Body.  Each of the 4 Awakened Resistance skills has a base of 75, and it appears that CMCB won't go above 75. 

I have not tested this myself.



MC Photographer

Joined: Aug 15, 2005
Messages: 2226
Location: Syntax
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I've been wondering this for a while, and I'm not sure I've ever received a straight answer... and since it can be applied to gunman and their clothing choices, what does accuracy apply to?  Does accuracy apply to only specials or does it apply to both regular moves (speed, power, grab) and specials?  I've been told by some that I should quit worrying about using my clothing to buff my accuracy, and I would consider doing it if accuracy only affected my specials, but if it would gimp my attacks all around I'm not so sure...



Code Breaker

Joined: Jan 9, 2006
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So yeah we found a problem with the bonus provided for Thrown Resistance from your Perception. Hopefully we will have it fixed for the next update.

Basically you are currently not getting any benefit to Thrown Resistance from having a Perception above 5.




Jacked Out

Joined: Jun 1, 2006
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9mmfu wrote:

So yeah we found a problem with the bonus provided for Thrown Resistance from your Perception. Hopefully we will have it fixed for the next update.

Basically you are currently not getting any benefit to Thrown Resistance from having a Perception above 5.

=O


Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2405
Location: Western Australia
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9mmfu wrote:

So yeah we found a problem with the bonus provided for Thrown Resistance from your Perception. Hopefully we will have it fixed for the next update.

Basically you are currently not getting any benefit to Thrown Resistance from having a Perception above 5.

% Bonuses to thrown resistance from abilities don't work either, I tested it with the passive bonuses in the proxy trees and it made no difference.



Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
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Pylat wrote:
9mmfu wrote:

So yeah we found a problem with the bonus provided for Thrown Resistance from your Perception. Hopefully we will have it fixed for the next update.

Basically you are currently not getting any benefit to Thrown Resistance from having a Perception above 5.

% Bonuses to thrown resistance from abilities don't work either, I tested it with the passive bonuses in the proxy trees and it made no difference.

While you're at it, could you please add thrown def % here and there over all the trees? K thx

Edit: Why? Because they're non-existant right now.

Message edited by GoDGiVeR on 09/06/2008 01:30:37.



Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2405
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Specifically, take away the 10% Melee and Ballistic damage bonus in Efficient Code (Seeming that doesn't help even with debuffs, there are none to damage in that tree) and replace it with thrown defense. Take away the IS Cost modifier bonus in Attack Programming (Again cause there are no debuffs that correspond to it in that tree) and replace it with Thrown Defense.  Remove the IS Cost Modifier Bonus in Stand (Again cause there are no debuffs that correspond to it in that tree) off and replace it with Thrown Defense. Remove the Melee Damage bonus in Code Branching (Again cause there are no debuffs that correspond to it in that tree) and replace with Thrown Defense. Remove the Powerless Duration Bonus in Code Shield (Again cause there are no debuffs that correspond to it in that tree) and replace with Thrown Defense.

That should clean up the hacker tree so that all the % bonuses from abilities will now grant a benefit of some sort, be it through improving debuffs/self buffs or just increasing defense/accuracy/damage.

 
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