Bio Engineer Archive
Thread: Pet Special Attacks
Seiryuu wrote:
my assumption is they won't use special attacks while dizzy.......
I have found this seems to be the case. Specials are so randomly used that it is difficult to prove for certain.
I only can think of one incident that would contradict this main statement.
While on Dathomir I came across about 20 to 30 Malkloc Plainswalkers. They were all fighting each other, and the odd purbole that wondered close enough to start attacking. Everyone of them I tabbed to had a Dizzy icon listed by their HAM bars, and above every creature there was a +Dizzy Attack+ floating constantly. These guys were using Dizzy Strike over and over and over again on each other. It was a sight to behold. When I get home I will see if I can find my screenies. I could swear I took some. I took down quite a few when they had low HAM so I could harvest them, and sometimes I got too close when harvesting and got dizzied myself. This went on for over about an hour until they all just up and despawned.
But truly a sight to behold, and it was way back in November I believe.
GMANHNC wrote:ok, so it was noticable then. Didn't want people to think I fell and hit my head too.Nancy, This seems to come up alot about pet specials, I wonder if a well put together assemilation of pet specials available and what they do would be helpful?So others don't resort to training their pets backwards to getdesired results, I believe this is wrong, possibly animal cruelty, no matter what it definately isn't Kosher!I think if Llan didn't quit on us he would agree... in a round about way.P.S. I dropped all merchant skills last night, I still have artisan business three and a bulky vendor with 150 or so pets on it. I have one-armed 1 and am half way to one-armed 2. Tonight or tomorrow I wil have to remove vendor and store pets in second home.probably another month before have to start surrenduring BE skills.
Is anyone else here on Gorath? I never see anyone?
...huh muh wha? What did I miss? Sorry, I got lost and confused around about the training pets backwards and kosher business started.
A list of specials and what they do would be great but I dont think i'm the right person to make it - I dont get out much
NancyJ wrote:
GMANHNC wrote:
ok, so it was noticable then. Didn't want people to think I fell and hit my head too.
Nancy, This seems to come up alot about pet specials, I wonder if a well put together assemilation of pet specials available and what they do would be helpful?
So others don't resort to training their pets backwards to getdesired results, I believe this is wrong, possibly animal cruelty, no matter what it definately isn't Kosher!
I think if Llan didn't quit on us he would agree... in a round about way.
P.S. I dropped all merchant skills last night, I still have artisan business three and a bulky vendor with 150 or so pets on it. I have one-armed 1 and am half way to one-armed 2. Tonight or tomorrow I wil have to remove vendor and store pets in second home.probably another month before have to start surrenduring BE skills.
Is anyone else here on Gorath? I never see anyone?
...huh muh wha? What did I miss? Sorry, I got lost and confused around about the training pets backwards and kosher business started.
A list of specials and what they do would be great but I dont think i'm the right person to make it - I dont get out muchMaybe a CH would have a better idea than me.
I think TH posted something about this last week. I would go look it up, but I just noticed the fan on my graphics card is not spinning and that is not a good thing. Hope to be back online soon
Cephalo wrote:
I have a question. How much to special attacks influence combat? I'm wondering if special attacks should be given any consideration by BE's. Very few of them work at all. Crippling strike works. What else?
Wow, I guess I have't post this as much as I thought, blind, Intimidate, Stun, Dizzy, Crippling Strike, do have impact, some more than others.
Blind: Reduces overall DMG output via accuracy defficiency, and Increases DMG done via reduced defense modifiers.
Intimidate: Reduces the same, by decrease attempts to hit, and reduced defense modifires
Stun: Does same plus some say it restricts specials form target.
Dizzy: only forhumanoids (no desc. req.)
Crippling Strike: Forces Posture Down, when used in conjuction with dizzyagainst humanoids creates some serious advantage... when they fall their defense mods are severly reduced, so you can pound em when they are down. Humanoids if dizy somtimes just keep falling. (we have all been there) so you can pummel them.
I myself until Wednesday had not a combat skill to my name, but becuase of these specials (Blind, Int., Stun) I have a duo that I can solo individual Enraged Rancors, Mutant Rancors, NCP <=20k HAM, with minimal or no pet healing. Multiples of these does require pet healing.
See this thred for more detailed discussion:
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=70815
Message Edited by GMANHNC on 06-18-2004 10:35 AM
Kevie wrote:
i post them in the mt. squills/twin thread
the only ones not listed were poison/disease/crippling strike/knockdown
but i think we all know what they doq
Yes he did, I just figured we could combine our knowledge and put it in a neat package like our corespondent did with the vendors. My Mt. Squill post is a little messy to be stickied to the top of this board, especially since the others are so clean.
GMANHNC wrote:
Cephalo wrote:
I have a question. How much to special attacks influence combat? I'm wondering if special attacks should be given any consideration by BE's. Very few of them work at all. Crippling strike works. What else?
Wow, I guess I have't post this as much as I thought, blind, Intimidate, Stun, Dizzy, Crippling Strike, do have impact, some more than others.
Blind: Reduces overall DMG output via accuracy defficiency, and Increases DMG done via reduced defense modifiers.
Intimidate: Reduces the same, by decrease attempts to hit, and reduced defense modifires
Stun: Does same plus some say it restricts specials form target.
Dizzy: only forhumanoids (no desc. req.)
Crippling Strike: Forces Posture Down, when used in conjuction with dizzyagainst humanoids creates some serious advantage... when they fall their defense mods are severly reduced, so you can pound em when they are down. Humanoids if dizy somtimes just keep falling. (we have all been there) so you can pummel them.
I myself until Wednesday had not a combat skill to my name, but becuase of these specials (Blind, Int., Stun) I have a duo that I can solo individual Enraged Rancors, Mutant Rancors, NCP <=20k HAM, with minimal or no pet healing. Multiples of these does require pet healing.
See this thred for more detailed discussion:
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=70815
Message Edited by GMANHNC on 06-18-2004 10:35 AM
GMANHNC wrote:
Kevie wrote:
i post them in the mt. squills/twin thread
the only ones not listed were poison/disease/crippling strike/knockdown
but i think we all know what they doq
Yes he did, I just figured we could combine our knowledge and put it in a neat package like our corespondent did with the vendors. My Mt. Squill post is a little messy to be stickied to the top of this board, especially since the others are so clean.
lol i wasn't suggesting we sticky that one....... i forgot to type in that i would repost what i had posted (and then forgot to actually go find it lol)