Brawler Archive

Thread: Force Sensative Combat Bonus and Skill Caps

Lizardgut
Wed Sep 15, 2004 1:34 am
#1

So are the +125 caps still going to be in effect when you earn the Force bonuses? If these are Force bonuses then I think that you should be able to go over the current 125. I know it's only a +12 mod altogether, but for the amount of xp we have to grind for this stuff we should be able to have that +137 instead of +125. Not that it would make much of a difference I'm sure....
Arg0nus
Wed Sep 15, 2004 5:20 am
#2






Lizardgut wrote:

So are the +125 caps still going to be in effect when you earn the Force bonuses? If these are Force bonuses then I think that you should be able to go over the current 125. I know it's only a +12 mod altogether, but for the amount of xp we have to grind for this stuff we should be able to have that +137 instead of +125. Not that it would make much of a difference I'm sure....






I'm afraid it's still capped by the system, and probably won't be removed....If they did, you will have people template mixing again to get rediculously high defenses.


What this means in reality...if it's still capped at +125....Get yourself to that level...and spend skill points on something else if you are into that......



Bored of the Grinding. Taking a break for an unspecified period of time.
teamdoa
Wed Sep 15, 2004 6:33 am
#3

Have the devs commented on this already, or are we just left guessing again as usual.



----------------------------------------------------------http://www.sonicteam.karoo.net/SWG/Jedi.jpg
RyadhiMakkar
Wed Sep 15, 2004 10:05 am
#4

I picked up 2 freebie trees choosing the melee spd (+12) and defense (+20). I haven't been able to see a huge difference, but I do take down big HAM enemies quicker now and take fewer hits. I've tracked this with a stopwatch and calculated damage averages both on me and my opponent. I need to pull more data to make sure before posting though.

I don't think the FSenhancements act directly on your skill mods. It looks like it acts more in a percentage difference. I'll keep you posted when I get more solid data.

Oh yeah, I'm TKM, so I may already be speed capped.



Col. Farlander
"Lead, follow, or get out of the way."
"We will kill, kill, kill, until everything has been kilt!" Lt. Com. Whitaker
Mapai
Wed Sep 15, 2004 11:15 am
#5






Lizardgut wrote:

So are the +125 caps still going to be in effect when you earn the Force bonuses? If these are Force bonuses then I think that you should be able to go over the current 125. I know it's only a +12 mod altogether, but for the amount of xp we have to grind for this stuff we should be able to have that +137 instead of +125. Not that it would make much of a difference I'm sure....




I stil think the cap is 125, and I can gurantee it is all changing in the CB also.




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Tyyylowyspetily
Wed Sep 15, 2004 1:59 pm
#6






RyadhiMakkar wrote:

I picked up 2 freebie trees choosing the melee spd (+12) and defense (+20). I haven't been able to see a huge difference, but I do take down big HAM enemies quicker now and take fewer hits. I've tracked this with a stopwatch and calculated damage averages both on me and my opponent. I need to pull more data to make sure before posting though.

I don't think the FSenhancements act directly on your skill mods. It looks like it acts more in a percentage difference. I'll keep you posted when I get more solid data.

Oh yeah, I'm TKM, so I may already be speed capped.







I admire the dedication to calculate dps, but the time stamp option on messages should be close enough =). Also, there is a nifty damage calculator at http//:killyourpc.org/swg. Just plug in your final skill mod for speed after FS, and the speed and damage of the weapon used, select your profession, and it will tell you exactly what DPS the expect out of each attack in your profession when using that weapon.


Far as the skill caps go, we're all guessing again. However, given the fact that it's been said that skill tapes, food and such can't break the 125 cap, it's not a bad guess. On the other hand.... Squad leader bonus CAN break the 125 cap... grrr... don't you just love the communication? At 125, I'd leave it be anyway. If you were spending 14 points for that defense, grab more medic, or terrain negotiation. 125 def, and COB running on a fencer /stacker templatehad me watching aseight out of ten of my carbine shots were dodged in a duel. Let me put that into context... I was using a master BH/ Carbines 3/4/0/0 template at the time, and neither of us was moving at that point in the duel. 125 is plenty, believe me.




Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

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