Development Cycle Archive
Thread: Jedi Feedback 6-23-04: Core Combat Change
I just fought a TKM/Fencer/Pistoleer 1040 with Novice Force Healing on TC2 today. His defensive skills include
+125 dodge
+100 Def KD
+100 Def Posture Change (Down)
and CoB. He didn't use center much, was mostly spamming specials against me ad nauseum.
I couldn't win. He did far more damage to me then I did to him.
I have a polearm saber max damage 374. I'm a Master Saber, Master Healer. I am a Jedi Knight (rank 0).
I tried both saber throws and slashes , about 50 times combined. Not once did his posture change, or did he get knocked down.
We called it off because I was never gonna run out of Force, and he had about 600 BF
Right now, Jedi saber damage is waaay too low.
Or, perhaps the melee stackers defenses are too high for us.
Whichever. We're no better off fighting them with our new sabers, then our old ones, bottom line.
Message Edited by DarthMaul73 on 06-23-2004 07:45 PM
As it stands now a master pikeman with +150 accuracy using an LVA (roughly -30 accuracy) still misses more than a master swordsman with +120 accuracy using a 2-handed curved sword (roughly +10 accuracy).
Will a pikeman in this situation miss even more now due to the higher skill mod, despite the penalty imposed by an inaccurate weapon?
I already /bugged a few things and sent the QA that asked for it some info, but anecdotes and some data from today.
[TC1] Pistoleer 0021 DX2 +20@0m, +26@26m..
Standing still in combat against a sleemo (hoodlem i think)
distance between 11m and melee
I missed 6 times and was dodeged against once before I hit the one blow that killed the punk
[TC1] Pistoleer 0021 Republic blaster +0@60m (or 64)
Prone in combat against an aakuan
distance - max range with a final mod of ~11
I missed the first 4 attemps to healthShot2
[TC1] Fencer 4423 w/Gaffi -2@all and vibroblade +9@all
Fighting lvl 25 imp mission lairs (30k+ham)
Standing still in melee range
Against 4 diff lairs missed 15+ times each lair, in once case 4 misses in a row, and many cases 2 in a row
[TCBria2] TK Master - Bare Handed
Standing still auto attacking skreeg warriors on yavin (what an odd "time" to have mirrored, btw)
First skreeg (7600ish ham) - (lost beginning of combat spam) At Least: 11misses, 2blocks, 1counters, 2 dodges
2nd skreeg [different combat session] - 48hits, 16 misses, 3 counters, 1 dodge, 0 blocks
I have to say, numbers aside, from a "feeling" standpoint it "feels" like I'm constantly missing where I never really noticed it having much of an impact on any of my chars before. But when you miss 3 or 5 times in a row and your HAMs are beat up when you used to just kill some meatlump with the first hit, or finding some way to miss a lair, or in the case of TKM going from almost never missing to not dealing damage on like 30% of your swings and against silly random creatures that you log in next to that I'm sure don't have "stacked" templates - its really, really bad.
Thunderheart wrote:
I was talking with one of the developers about this and he added, "The best written description I can think of on the change to combat could be described as the basic “to hit” combat works like this"
- The Attacker rolls a “to hit” number, the defender rolls a “to defend” roll.
- These numbers get compared, if the attacker is higher, they hit, if the defender is higher, they miss.
The problem is that through multiple stacking of defense skills mods, tapes, foods, abilities, etc. The defender could get into a state where their Minimum roll number, would be higher than the Maximum roll possible by an attacker, and this makes them impossible to hit. Conversely, the attacker through this same method could get into a state where the Minimum attack roll was higher than the Maximum defense roll, making it so they never missed.
The change drops the Minimum roll (for both defense and to hit) so that you can never have a minimum number so high that you get into an “always hits” or “always be missed” state.
Message Edited by BenderTheGreat on 06-23-2004 07:05 PM
cheserna wrote:
(feel free to delete this post because it's not actual testing, it's my opinion)
"why can't you guys bite the bullet and just increase jedi accuracy instead of changing the whole dynamic of combat for one class you didn't give enough accuracy to...
<snip>
(as I said... this is my feedback... feel free to delete it if you feel it's not constructive)
Because you don't "band-aid" something that is *broke* if you can first fix what is broken.
I guess maybe you didn't read TH's 2nd post ... cause the DEV's are right (OMG) that you should never be in a "Always Hits" or "Always Miss" state.
Thinks of D&D and d20 rules. 20 always hits, and 1 always miss's and that is a tried and true method that got "broke" by stacking.
If I stack properly I will miss "only" on 1 ... and I will get hit only when my oppenent gets 20. That's fair so.
After that is fixed they can look at other things ... like the Jedi Accuracy.