Bounty Hunter Archive
Thread: Jedi armor
Riptor83 wrote:
Sneakthief2004 wrote:
I don't have a problem with not wearing armour, at least we get to wear something else so we don't all look the same (i don't think anyone wears the robes above MLS). So that little bit of variation is nice.
Jedi toughness only works with melee not ranged and Force Armour will drain your force pretty rapidly unless you are fairly high ranked.
Are you referring to Jedi toughness or Lightsaber toughness?
As far as the robes, I have seen MLS Jedi wearing their robes, and I'm not just talking about knights (lets face it the Knight robes look 20x better than the padi robes for both sides). While 250 Force Power Max is negligible, 10 Force Power Regeneration is nothing to scoff at.
right
who cares if jedi/saber toughness doesn't affect ranged? I block 85% of those attacks anyway.
We don't need armor. That's why there's a tree dedicated to defense. Defender!
At MLS and Defender 4004 I get 64-67% protection from ALL damage types except Saber. That kills TKA's melee. (and that's without synthsteak)
We don't technically have armor, but our toughness is just as good and no encumberance!
Message Edited by jball2k on 12-08-2004 08:24 PM
If you think about it, Saber Block IS their armour. They have the ability to block 75% to 85% of all incoming ranged shots... and they also have a chance of dodging the shots also. So that means they have more than an 85% chance to avoid taking damage.
Now let's say I fire 10 shots at the Jedi with saberblock enabled. 1 out of the 10 miss. 2 go through. Each causes around 800 damage. That's around 1600 damage overall.
Now let's say I fire 10 shouts at an average player. 7 out of 10 shots hit, 2 miss. Each shot does around 800 damage, but the armour dumbs it down to 250 with their armour resistance. That means in 10 shots, I do around 1750 damage.
By the looks of it, the Jedi has the better chance to avoid a lot of damage.
Now let's say they get armour along with saberblock. 8 out of 10 shots are deflected, and the one's that go through do 800 damage each. The two shots that go through are absorbed by the armour and do 250 damage each.
That means the Jedi only takes 500 damage in 10 shots (roughly 10 seconds of play), wheras the average player would take in 1750 damage in the same situation.
Giving Jedi armour would be WAY WAY unfair. That would raise the already huge advantage that Jedi have over the average player. Coupled with instant-bar heals, Jedi would be more or less unstoppable.
I don't mean to get off on a rant here, but most of the people who have Jedi got Jedi because they thought it would be the end-game combat character. They were half right. Jedi have a nice advantage over the average player, but they do have their soft spots. The Jedi that have that superiority complex get pïssed that someone killed them, then complain about how gimped they are.
To restate my arguement again, Giving Jedi armour would be a huge mistake. That would make them more or less unstoppable. Maybe a melee toughness would be appropriate, but armour would be way out of line.
wyzer301 wrote:
Willvas wrote:
i use pretty damn good psgs and keep them locked away in a crate till its time to use them. 48% is not a bad resist and for all the tkms they also get unarmed toughness and not all jedi go defender tree...
Isn't that an exploit? Or at least a pretty questionable practice as to whether or not it is an exploit?
wyzer301 wrote:I know of one guy in particular that keeps ranting about the need for helmets for Jedi since they can't defend against mind attacks.
Hrmm, last time I checked jedi are the only characters that can heal their mind pool anyways, the system works fine the way it is until you get to the saberblock issue
Oblox wrote:
if a shot gets through it hits hard.
Magnusocc wrote:
Oblox wrote:
if a shot gets through it hits hard.not really, most of the time the few shots that actually do land are then reduced by Force armor 1(light) Force armor 2(medium)reduced even further by intimidateand further yet by synth stake
IF a jedi has FA yes
IF a jedi has intim yes (Pretty rare)
I myself have neither and rely on my 14 jedi toughness to help if it gets through, maybe a wafer tooo.
Willvas wrote:
excuse me? did you say exploit? its not my fault that SOE cant seem to fix the bug to keep the lightsaber resist on the psg....it falls off if you cross over boundaries...
please explain to me how it is an exploit if I am keeping it safe from a bug....
and yes it is an option under weaponsmith as I HAVE ONE.... you can make lightsaber resists psgs....please if you dont know the game dont talk about stuff you have no clue about....
I have 5 accounts so i believe i know what I am talking about... played since 2nd day of launch...
I'm not to positive on the legality of storing armor/psgs in droids to protect saber resist. Yes, I know the fact that your stuff loses the resists it had sounds like a bug, but I'm not so sure that they were supposed to have resist in the first place.
The way I look at it is like this: if the game system was designed to have LS resist PSGs, then you can use any means neccessary to keep the resists you should have. However, I was under the impression that when sabers were given their own damage type ALL armor was supposed to lose it's resists against LS damage, including PSGs. Therefore, the game system isn'tdesigned to allow LS resists and any armor that has it is a bug. IF LS resists is a bug, then yes, using methods to keep the resists is an exploit.
The problem is, the devs have never came out and given a definite answer regarding LS resistant psgs. Sometimes they say that are supposed to have it, and when they lose it, it's a bug. But sometimes they say that they aren't supposed to have it, and when theydo haveit, it's a bug.
Think of it like the old "corpse-camping" issue: yeah, sometimes you would keep the TEF and could keep issuing DB upon the Jedi and doc. A lot of people said "hey, well the game allows it, so it must be intended; I'm obliged to make sure that Jedi loses his 200k xp." But just as many people said "I'm not supposed to have this TEF, so if I use it, I'm exploiting." Again, the devs took their sweet time giving a definite answer.
Like I said, I'm still unsure about the issue. But to be honest, I think the fact that the resists are lost to the system so easily (like the TEF after DB) is a good hint that PSGs aren't supposed to have LS resists in the first place. I could be wrong, but either way I find the situation questionable enough to be avoided (like corspe camping).
FrankLee wrote:
15% of 1000 points is 150 points, and isn't instant death. In fact, it's a managable HAM drain, as we all know.
100% of 1000 is 1000, and while it's great for the other 85% of the rounds, in the one it lands, you're half-dead in a single hit, with buffs. Without buffs, you're dead in a single hit.
Agreed, over 100 rounds of combat you're going to be roughly equal,
You have a point. Yes, 150 at once isn't that big of a deal. And yes, 1000 at once is a big deal and can remove half of yourHAM(altho from the HAM bars I've seen it's more like 1/3).
1000 at once does seem like a big deal, but how long does a ranged BH have to wait until another one of those hits land? It can take awhile and usually by then a Jedi has managed to recover his stats; that's why Jedi with MLS are near-impossible to kill. Granted, I can incap a Jedi if I land 3 hits in close succession, but how often does that happen? Flipping a coin is a 50/50 chance, which is a lot better than 15/100, but even still how often do you see someone getting 3 heads in a row?