Development Cycle Archive
Thread: Feedback: Jedi Bugs and Issues
BUG:
Default attack with lightsaber (not using any specials) does 0 damage on a faction lair (the combat log says it is doing damage... mouse over lair health shows 0 damage done).
Only forcespecials do damage to faction lair?
I just logged in to do more testing and when I went to swing the equiped saber at a NPC (butterfly outside coronet) I got repeated messages that I was not certifeid to use that weapon and the damage would be reduced. I checked and it still shows me as certified in my skills/certifications. When viewing the item in my inventory it says "NO" next to certified in the description. I tried unequiping/equiping, relogging, and still get the same message.
Lovely...
Renairdor wrote:
Update: Travelling via shuttle reset powers. Now they work
Ren
/sigh If only I could travel.
At the moment all shuttle terminals in Kor Vella are broken (same prob with Star Port). I recieve the message that my departure location is not valid. Also, all the travel terminals only show Doaba Guerfel's shuttle port and star port as possible traveling options (both of which cannot be traveled to anyway due to the previously stated bug).
1) When unequiping Force Armor or Force Shield it cost you 200 fp to take the shielf off
Force Powers
1) Regen Rate is way too low, it takes almost 20 minutes to regen 7200 fp
2) Special costs is too high for damage done, Force Choke takes 1500fp, if i am a master force user it shouldn't cost me the power it does to use these specials
2) Force Lighting 1 costs 250fp, does aprox 50-1500 damage Force Lightnin 2 costs 500fp does aprox 150-2500 damage, Range is too great and cost too much fp for damage done
Main problem is the balance between costs and regen rates, perhaps force meditate should be moved to the force power trees?
All flurry or flurry 2 moves from master lightsaber do blind, stun, and dizzy. Either the text in the skill window needs to be changed or the moves need to do intimidate.
Polearmspinattack works like a lunge, taking them to a knee, but from only 13 meters. All lunge moves reach 15 meters, this should too.
Two hand certs still bugged.
Force speed is not reducing the time between heals like it should.
While using a uncertified weapon you can place dots, and staits.
You can drop force sensative skills and pick up more jedi powers.
Crystal's still work at 0 condition aslong as you dont unequip them.
Force powers still drain even though you dont have the force to do the action.
Force lightning 2 does not dizzy.
Since you made restraint damage into lightsaber damage then we can not destroy lairs.
Information:
Got the great materials that the devs created, 38 force cost saber with a +10 tool, and regular crafter not +42. Gas is about the only thing that could be better. So with a 4th gen pearl saber all -9 force cost it will still be a +2 force cost. It's 5 times the saber cost for flurry 1. So about 10 force cost for flurry 1 on that scale. Thats about the same as it is now, but now we have ham cost. The ham is equal to its weapon in the regular classes.
All force moves and ranged saber attacks work from 30 meterson flat ground against a person. Accept spin attack, its 13 meters.
Force moves damage ranges from 0-4k. Needs a higher min damage. Those ranges are for all force moves 1 and 2 (lightning, lightning cone, mindblast, and forcethrow)
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=377505
I was a Padawan on TC before the patch hit and I finally got to play with it.
The conversion process is similar to the one you saw on TC2. You pick 6 FS lines,
then pick your Jedi skills, then use up whatever skills are left.
As stated, I was a Padawan with 230K Jedi xp. The conversion gave me 11 Jedi boxes,
and I kept the 230K Jedi xp
I had enough skills to get Lightsaber 4/0/0/4 and Defense 0/0/0/1
While the player in question had 17 Jedi skill boxes before the conversion, and went through 17 options in the conversion box (the first six being of the "choose this Force Sensitive skill line" variety), shouldn't the player have been able to pick 17 Jedi skills AFTER the conversion and not waste 6 of them on the FS skills?
Jedi Archives Volume 1
http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=160798#M160798
What will happen to the current players who are Jedi guardian or 4-4-4-4 in Jedi guardian, they spend a ton of time to get there where they are now. Are there plans to set them back to jedi apprentice? or do they keep to be Jedi guardian 4-4-4-4?
Actually, the answer is "neither". No, they will not be set back but they won’t keep "Guardian 4-4-4-4" because it doesn’t exist that way in the new system. The system is being completely reworked. What they will get is all their skill points. Let us say you are Guardian 4-4-4-4. In the new system, you get all your skill points back, and then you allot them as you see fit in the new skill box arrangements, without penalty or the need to “level up” again.
If you had 16 boxes in the old system, you get 16 boxes in the new system. However many complete boxes you have, you will keep. The only thing you will need to do is choose which boxes you desire.
This implies a box for box conversion. If you have 16 Jedi skill boxes in the current system, you'll have 16 in the new one. So shouldn't the player with 17 skill boxes as a Padawan get 17 as well?
Jedi Archives Volume 2
http://starwarsgalaxies.station.sony.com/content.jsp?page=Jedi%20Archives%20Volume%202
Once a player has purchased at least 24 or more skill boxes of Force Sensitivity Skills
they may undergo the Padawan Trials.
--and--
All existing Jedi will login with the Padawan Trial completed as well as the item rewards
that stem from the Trial.