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Force Scream: Kinetic yet shows yellow damage


Rhaphael

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The tooltip says it does Kinetic damage, yet when I use it in game it shows yellow damage numbers. I thought yellow damage numbers are all 100% armor penetrated (internal/elemental/etc), while Kinetic is supposed to be white damage that is reduced by armor. Also with Gore up it still seems to do the same damage (in PvE, haven't tried PvP yet). Does this mean Force Scream does NOT do Kinetic damage?
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I thought yellow damage numbers are all 100% armor penetrated (internal/elemental/etc), while Kinetic is supposed to be white damage that is reduced by armor.

 

Kinetic is reduced by armor... the yellow number is an indicator for force damage not only for internal oder elemental. Kinetic is force damage, but affected by armor

 

edit: there are 4 types of damage ingame and kinetic is one of them working exactly like the energy type... used by the Marauder and the Juggernaut in styles wichever not hitting the target with your weapon.

Edited by Karhad
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To elaborate:

 

There are four "types" of attacks, and four kinds of damage.

 

Ranged and Melee attacks are run off of what's called "weapon damage" meaning the higher the damage of the weapon, the more damage the attacks deal. Each of these are marked in the skill book as "melee" or "ranged" and they are mitigated by defense and shield chance (i.e. you have a chance to parry/dodge/deflect them as well as shields having a chance to reduce the damage they deal by a certain percentage). These are represented by white damage numbers.

 

Tech and Force attacks are, like Ranged or Melee attacks, labeled as such in the skill book. Tech and Force attacks ignore defense and shield chance; they will *always* hit unless used on a Shadow or Assassin who is under the effect of a certain skill (called Resilience for Shadows, not sure what it's called for 'Sin's). This one skill they have gives them from 3 to 5 seconds of 100% resistance to Tech and Force effects. It is currently the only player skill in game that gives this buff. Basically, for all practical purposes, Tech and Force attacks will almost always hit. These attacks are represented by yellow damage numbers.

 

Force Scream is classed as a Force attack (as well as Smash, Choke and Exhaustion) and as such it will always hit a target unless you happen to Scream at a Shadow or 'Sin under the effect of their anti-Force-and-Tech cloak.

 

Now, there are four types of damage. Weapon damage is all classed as either Kinetic or Energy. It's really just an aesthetic difference as both Kinetic and Energy damage is mitigated by armor.

 

The other two types of damage are Internal and Elemental. Like Kinetic and Energy, it's largely an aesthetic difference. Both Internal and Elemental ignore armor, and all skills that deal Internal and Elemental damage are classed as Force or Tech attacks, so they will always ignore defense and shields. Currently, Marauders have no attacks that are classed as Force and Internal/Elemental. so every attack that they use is mitigated by armor (Deadly Saber is not an attack, but a buff to an attack. Each attack places a stacking DoT but the individual attacks can be blocked/dodged just like any other Melee attack).

 

Scream is a Force Kinetic attack, so it's mitigated by armor, but ignores defense and shield. That's why Blood Frenzy + Gore in the Carnage tree can make for such a brutal combination; Blood Frenzy can be talented to give you an auto-crit Scream (which will always hit) while Gore gives you a -100% armor buff, meaning your Scream will crit for insane damage while you are under the Blood Frenzy buff.

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Force Scream is classed as a Force attack (as well as Smash, Choke and Exhaustion) and as such it will always hit a target unless you happen to Scream at a Shadow or 'Sin under the effect of their anti-Force-and-Tech cloak.

 

it will always hit the target because you have 100% baseline precision for force attacks... but it can be dodged. With reaching the 100% melee precision the version for force hits 110% and that become impossible. But below it is not always a hit.

Edited by Karhad
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it will always hit the target because you have 100% baseline precision for force attacks... but it can be dodged. With reaching the 100% melee precision the version for force hits 110% and that become impossible. But below it is not always a hit.

 

You're confusing force attacks with special attacks.

 

Scream is 'dodged' via resistance, and nothing in the game has resistance, except for shadows and sins under the effect of that buff.

 

Which means no one can dodge it.

 

Special attacks, such as vicious slash, work as you described.

 

Edit: You can resist abilities, or have abilities resisted with a large enough level difference, however, but this shouldn't really be an issue during normal play.

Edited by KryloKillian
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umm, burns are classified as elemental damage

 

Yes, but the application of the burns is done via attacks that can be dodged and parried.

 

I.e. Cauterize (and Rupture), when used, hits for white damage, then applies an elemental DoT. The initial application of Cauterize can be parried or dodged just like any other melee or ranged attack, meaning you won't apply the DoT effect. And since Cauterize/Rupture have a cooldown...well, you get it.

 

Likewise, Overload Saber (Deadly Saber for Mara's) adds a stacking DoT when attacks connect with an opponent, but again, it relies on white damage melee attacks that can be avoided via defense in order to apply the DoT effect, so it's possible for those attacks to miss as well. However, due to how OS and DS work (the charges aren't consumed unless you make contact with the opponent) you are still very likely to get all three stacks on an opponent unless it's a Sin/Shadow or JK/SW under the affect of Deflection or Saber Ward.

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  • 1 month later...
To elaborate:

 

There are four "types" of attacks, and four kinds of damage.

 

Ranged and Melee attacks are run off of what's called "weapon damage" meaning the higher the damage of the weapon, the more damage the attacks deal. Each of these are marked in the skill book as "melee" or "ranged" and they are mitigated by defense and shield chance (i.e. you have a chance to parry/dodge/deflect them as well as shields having a chance to reduce the damage they deal by a certain percentage). These are represented by white damage numbers.

 

Tech and Force attacks are, like Ranged or Melee attacks, labeled as such in the skill book. Tech and Force attacks ignore defense and shield chance; they will *always* hit unless used on a Shadow or Assassin who is under the effect of a certain skill (called Resilience for Shadows, not sure what it's called for 'Sin's). This one skill they have gives them from 3 to 5 seconds of 100% resistance to Tech and Force effects. It is currently the only player skill in game that gives this buff. Basically, for all practical purposes, Tech and Force attacks will almost always hit. These attacks are represented by yellow damage numbers.

 

Force Scream is classed as a Force attack (as well as Smash, Choke and Exhaustion) and as such it will always hit a target unless you happen to Scream at a Shadow or 'Sin under the effect of their anti-Force-and-Tech cloak.

 

Now, there are four types of damage. Weapon damage is all classed as either Kinetic or Energy. It's really just an aesthetic difference as both Kinetic and Energy damage is mitigated by armor.

 

The other two types of damage are Internal and Elemental. Like Kinetic and Energy, it's largely an aesthetic difference. Both Internal and Elemental ignore armor, and all skills that deal Internal and Elemental damage are classed as Force or Tech attacks, so they will always ignore defense and shields. Currently, Marauders have no attacks that are classed as Force and Internal/Elemental. so every attack that they use is mitigated by armor (Deadly Saber is not an attack, but a buff to an attack. Each attack places a stacking DoT but the individual attacks can be blocked/dodged just like any other Melee attack).

 

Scream is a Force Kinetic attack, so it's mitigated by armor, but ignores defense and shield. That's why Blood Frenzy + Gore in the Carnage tree can make for such a brutal combination; Blood Frenzy can be talented to give you an auto-crit Scream (which will always hit) while Gore gives you a -100% armor buff, meaning your Scream will crit for insane damage while you are under the Blood Frenzy buff.

 

Very great info. thanks!!!!

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Sigh... this information should really be stickied...

 

Every attack has two properties on it, Attack Type and Damage Type. Any permutation of the two is theoretically possible (i.e. it's technically possible to have a melee attacks that does elemental damage). Attack Type determines what avoidance stats apply on the attack, while Damage Type determines which mitigation applies on the attack damage if it gets past the avoidance.

 

Attack Types:

  • Melee (can miss or be defended or shielded, checked on separate rolls, overridden by crit % of attacker - i.e. 60% crit against 60% shield results in 40% shield) -- appears as white damage
  • Ranged (can miss or be defended or shielded, checked on separate rolls, overridden by crit % of attacker - i.e. 60% crit against 60% shield results in 40% shield) -- appears as white damage
  • Force (CANNOT be defended or shielded, but can miss if source has insufficient hit chance. This hit chance CANNOT be decreased through defense) -- appears as yellow damage
  • Tech (CANNOT be defended or shielded, but can miss if source has insufficient hit chance. This hit chance CANNOT be decreased through defense) -- appears as yellow damage

 

Damage Type

  • Kinetic (mitigated by armor)
  • Energy (mitigated by armor)
  • Elemental (mitigated by elemental resistance)
  • Internal (mitigated by internal resistance)

Edited by Okamakiri
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