Chef Archive
Thread: Rancor aid
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Vidi_MerchantMan
Thu Oct 13, 2005 3:35 pm
#1
Couldn't they have had a better name for this? Or better artwork?
Am I allowed to put the stats up for it yet? I have them but I don't know if that would violate the new relaxed NDA or not.
Am I allowed to put the stats up for it yet? I have them but I don't know if that would violate the new relaxed NDA or not.
MeciniaLua
Thu Oct 13, 2005 3:37 pm
#2
Red Dwarf posted this in the Test Center notes:
- Added a new drink; Rancor Aid. This drink provides a short term defense to electrolyte drain in addition to a small speed boost.
He posted it saying they'd gotten permission.
I don't know how much you can post about it though.
Ragnaat
Thu Oct 13, 2005 3:41 pm
#3
Its on TC right now if there are any TC chefs
so i'd say post all you want, cause there is no NDA or anything but some extra hard drive space needed to make it.
(I see it listed in my skills window, but i don't have a chef on TC)
so i'd say post all you want, cause there is no NDA or anything but some extra hard drive space needed to make it.
(I see it listed in my skills window, but i don't have a chef on TC)
Vidi_MerchantMan
Thu Oct 13, 2005 3:43 pm
#4
ok, I'll post it here then:
It takes:
2 identical alcohols
45 units of Dathomirian leather hide
25 units of fruit
1 drink container
1 medium food additive
There aren't many ingredients available at this time. What I made had the following stats:
Filling (16-17)
Flavor (39-49)
Effect: Movement modifier +0
Quantity (9-10)
Only 3 lines can be experimented on, Filling, Flavor and Quantity. Nothing for Nutrition. The quantity was for large glasses. No experimentation lines affected the Movement modifier. Flavor seems to be in seconds (again.) I'll make more with some other ingredients but it's pretty limited with the frogs only being on Mustafar. It uses the same SR75%/DR25% that other foods with hide use for the quantity calculation. It could be that the missing nutrition line would affect the Movement modifier, but who knows.
It takes:
2 identical alcohols
45 units of Dathomirian leather hide
25 units of fruit
1 drink container
1 medium food additive
There aren't many ingredients available at this time. What I made had the following stats:
Filling (16-17)
Flavor (39-49)
Effect: Movement modifier +0
Quantity (9-10)
Only 3 lines can be experimented on, Filling, Flavor and Quantity. Nothing for Nutrition. The quantity was for large glasses. No experimentation lines affected the Movement modifier. Flavor seems to be in seconds (again.) I'll make more with some other ingredients but it's pretty limited with the frogs only being on Mustafar. It uses the same SR75%/DR25% that other foods with hide use for the quantity calculation. It could be that the missing nutrition line would affect the Movement modifier, but who knows.
sciguyCO
Thu Oct 13, 2005 3:50 pm
#5
Well, in my (uneducated, non-lawyer, not-an-SOE-employee) opinion:
If someone not in the beta (who hasn't signed an NDA) can log into TestCenter as-is and see the information, then it's pub 24 information, not Trials of Obi Wan information.
After seeing this reported today, I'm going to be updating my TC install tonight to check it out (I've still got a Master Chef on TC, although it's been almost a year since I did anything with him). I'm not in the beta anddon't have access to the beta boards, so I can't really see how anything I discover under those circumstances could fall underneath any NDA.
Of course, if I disappear from the forums after tonight, you know they got me. 
MeciniaLua
Thu Oct 13, 2005 3:51 pm
#6
Vidi_MerchantMan wrote:
ok, I'll post it here then:
It takes:
2 identical alcohols
45 units of Dathomirian leather hide
25 units of fruit
1 drink container
1 medium food additive
There aren't many ingredients available at this time. What I made had the following stats:
Filling (16-17)
Flavor (39-49)
Effect: Movement modifier +0
Quantity (9-10)
Only 3 lines can be experimented on, Filling, Flavor and Quantity. Nothing for Nutrition. The quantity was for large glasses. No experimentation lines affected the Movement modifier. Flavor seems to be in seconds (again.) I'll make more with some other ingredients but it's pretty limited with the frogs only being on Mustafar. It uses the same SR75%/DR25% that other foods with hide use for the quantity calculation. It could be that the missing nutrition line would affect the Movement modifier, but who knows.
Be sure to post in the TC bug notes that Nutrition line can't be experimented on. I can't see how a movement modifier of +0 is gonna help anyone though.....I wonder if it gets higher with BE tissues added?
Wish I had a Chef on TC
I had one once on TC-5 but she got dumped. Never bothered to work up my main TC toon to Chef.....since I'm on dial up its very hard to do meaningful testing
.
MsNiL
Thu Oct 13, 2005 4:02 pm
#7
Question...
There are 2 +movement speed foods already, K-18 ration and Parwan Nutricake. Why unbalancing Snare, and then add an additional movementbooster to counter it?
KMad
Thu Oct 13, 2005 4:15 pm
#8
technically, those2 foods don't affect your movement speed, they just affect the timer of your /burstrun ability. the way i think the new one is supposed to work isn't at all related to burstrun, it seems to be intended to give a movement modifier of its own. with the filling relatively high and the duration so short i'm guessing that the defense to electrolyte drain part of it will be more useful than the speed modifier (if it indeed works, i haven't been able to test it vs ED at all yet).
MsNiL wrote:
Question...
There are 2 +movement speed foods already, K-18 ration and Parwan Nutricake. Why unbalancing Snare, and then add an additional movementbooster to counter it?
MsNiL
Thu Oct 13, 2005 4:25 pm
#9
I do not get why it cannot just be a resistance against Snare attacks, instead of specifically being a resistance against Electrolyte Drain.
KMad wrote:
technically, those2 foods don't affect your movement speed, they just affect the timer of your /burstrun ability. the way i think the new one is supposed to work isn't at all related to burstrun, it seems to be intended to give a movement modifier of its own. with the filling relatively high and the duration so short i'm guessing that the defense to electrolyte drain part of it will be more useful than the speed modifier (if it indeed works, i haven't been able to test it vs ED at all yet).
Even with the extra effect of added movement speed, adding a food that gives resistance against a specific skill (ED), rather thanthestate (Snare), seems wierd to me.
What's next? A food against Charge Shot?
Oh well.
Higginsis
Thu Oct 13, 2005 4:55 pm
#10
MsNiL wrote:I do not get why it cannot just be a resistance against Snare attacks, instead of specifically being a resistance against Electrolyte Drain.
KMad wrote:
technically, those 2 foods don't affect your movement speed, they just affect the timer of your /burstrun ability. the way i think the new one is supposed to work isn't at all related to burstrun, it seems to be intended to give a movement modifier of its own. with the filling relatively high and the duration so short i'm guessing that the defense to electrolyte drain part of it will be more useful than the speed modifier (if it indeed works, i haven't been able to test it vs ED at all yet).
Even with the extra effect of added movement speed, adding a food that gives resistance against a specific skill (ED), rather than the state (Snare), seems wierd to me.What's next? A food against Charge Shot?Oh well.
Its because of the huge outcry from the jedi community that made this go through. CM being a staple of all BH templates, the beta and jedi boards have been full of complaints about it. Adding a food is a good idea to me, as its a counter to this most used Snare, but has a limit with the filling stat.
MsNiL
Thu Oct 13, 2005 5:08 pm
#11
Higginsis wrote:
Its because of the huge outcry from the jedi community that made this go through. CM being a staple of all BH templates, the beta and jedi boards have been full of complaints about it. Adding a food is a good idea to me, as its a counter to this most used Snare, but has a limit with the filling stat.
CM's are the staple of BH templates for another 3 weeks, and will more than likely be changed to something with 0400 Carbineer for Crippling Shot. Then we are sitting here with a new food that counters something nobody is using anymore.
Higginsis
Thu Oct 13, 2005 5:24 pm
#12
Getting 0400 Carbs instead of Rifles means less damage. So it comes down to whether they want an snare that might save them, or extra damage that will kill them faster.
MBH/CM will still be Fotm, due to the Dots, the snare is only one small part of this really powerful template, and now there is a counter to it.
MBH/CM will still be Fotm, due to the Dots, the snare is only one small part of this really powerful template, and now there is a counter to it.
MsNiL
Thu Oct 13, 2005 5:28 pm
#13
It's true about Rifleman,I just remembered Rifleman had a snare too.
Higginsis wrote:
Getting 0400 Carbs instead of Rifles means less damage. So it comes down to whether they want an snare that might save them, or extra damage that will kill them faster.
MBH/CM will still be Fotm, due to the Dots, the snare is only one small part of this really powerful template, and now there is a counter to it.
Here are all snares:
Force Weaken (Force Wielder)
Improved Cripple Attack (Fencer) (20sec)
Improved Crippling Shot (Carbineer) (20sec)
Improved Electrolyte Drain (Combat Medic) (~2min)
Improved Force Wave (Force Enhancer) (20sec)
Improved Knee-Cap Shot (Rifleman) (20sec)
Improved Restraining Shot (Smuggler) (20sec)
Phecnacine Dart (Ranger) (20sec)
Hamstring Attack (Creature Handler)
Improved Cripple Attack (Fencer) (20sec)
Improved Crippling Shot (Carbineer) (20sec)
Improved Electrolyte Drain (Combat Medic) (~2min)
Improved Force Wave (Force Enhancer) (20sec)
Improved Knee-Cap Shot (Rifleman) (20sec)
Improved Restraining Shot (Smuggler) (20sec)
Phecnacine Dart (Ranger) (20sec)
Hamstring Attack (Creature Handler)
I doubt MCM will be as popular after the action change. It's simply too much action.
Better get a template that can keep themselves at 65-80m range at all times and not get hurt at all.
A Rifleman can do far more damage than dots can. It's a question of dropping everything in a few shots.
If Rancor Aid is going to be worth it it will probably need to protect against all Snares, otherwise it will be a waste to produce since there would be few cases to actually use it.
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