Development Cycle Archive

Thread: Lightsaber Construction...

InsaneDms
Fri Jun 11, 2004 6:23 am
#40






eRAZORNew wrote:

Jedi don't have a single area attack??




All flurry attacks are still area. 2hBodyHit2 and 2hBodyHit3 used to have "to all targets in the immediate area" in their description, but no longer do. 2hSweep3 has this text, but only hits the targeted MOB.


The intimidate status in the description of flurry attacks was removed and replaced with blindness. So there is no longer any attack in the LS trees that can apply intimidate, or descriptions indicating that they should.





Orevore -- Master Swordsman
Da'mien Dogwood -- Novice Brawler
Popojiju
Fri Jun 11, 2004 6:56 am
#41

Force Experimentation of 20 really does nothing for a Lightsaber.


137-202

speed 4.7

Double Bladed Lance Lightsaber

With Damage Crystal - 137-237/ 4.7 speed / 4 force cost


Master Force Crafting provided 0 Amazing successes for me out of 25 Lightsaber crafts / 50 refined crystal packs made. I got more 'Good successes' than Great or amazing.


Lightsaber speed either needs to be seriously reduced so that you swing a weak weapon faster, or our damage needs to be tripled. A Lightsaber is an Elite Weapon, according to Obi Wan and these are far from Elite - reguardless of being lower lvl or not. 4th gens having 300 to 400 damage is way too low especially if it has 4 seconds or more delay. With speed mods it will help, but if our damage is going to be that low, there's no reason why we can't have a 2 second weapon from the Novice Lightsaber tree with terrible damage stats.


This lightsaber was not a training Saber, but my personal feeling is that if our damage output is going to be so low, atleast let us swing it faster. AP does nothing now, and specials yield no bonus on damage given. The higher Jedi xp was nice, good job. It was nice to kill a red conned Imperial Storm Trooper and get 735 xp, but it took me almost 10 minutes to kill it. The buffs helped alot too. When the Robes finally give stats to defense, I think it will be clear that minus the Lightsaber speed/damage issues, most starting Jedi (not novice - atleast 1 box up in a Lightsaber tree) will be able to handle themselves against a decent number of spawns for xp. With the new xp you have given us (raised rates upon kill) it will be easier to climb the ladder. I do hope though that killing a Rancor or something alot higher in level than an ST will give alot more xp then a ST.


If the Damage is increased on our Sabers, or the Speed is decreased I think it will solve some of the current problems with Lightsabers.



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DaMidge
Fri Jun 11, 2004 7:27 am
#42

Type 2 Double Bladed 1st gen.


Min 108

Max 201

AS 5.0

Wound 12.0

PB +20 @ 0

I +15 @ 3

M +5 @ 5

HAM 33 / 37 / 19

Force cost 14


Color crystal


Light Purple

min 11

max 11

AS -0.3

W 0

HAM -5 / -7 / -7

FC -9


Dmg crystal


min 29

max 29

AS -0.29

W 0

HAM -3 / -8 / -7

FC -9


Combined


AS 4.5

148-241

13.2% wound

Same range Mods

HAM 25 / 22 / 5

FC -4


I loose jedi xp everytime i use a special (well i only have 1 special with doubleblade)



IGN midge
Bestine Buy Mall -1795 -4220 ( Drop offs - Any vendor with my name on it)
Davon
Fri Jun 11, 2004 7:37 am
#43

4th Gen One handed Sabre


Speed: 2.9

Damage: 150 - 251

Wound: 38.3%

Health/Action/Mind: 42/52/79

Force: 51


only crystal is a colour crystal with no mods on it.


4th Gen 2-Handed Sabre


Before Crystals: After Crystals:


Speed: 4.6 Speed: 2.9

Damage:191 - 291Damage: 245 - 345

Wound: 41.5% Wound: 45.5%

Health/Action/Mind: 82/53/43 Health/Action/Mind: 52/33/7

Force: 52 Force: 4


Colour Crystal: Dark Green


Speed: -0.35

Damage: 5

Wound: 0

Health/Action/Mind: -7/-5/-7

Force: -9


Damage Crystals: All 4 Poor Quality


1 2 3 4

Speed: -0.37-0.17 -0.38 -0.39

Damage: 198 26-4

Wound: 0 1 1 0

Health/Action/Mind: -4/-4/-7 -6/-3/-7-6/-2/-7 -7/-6/-8

Force:-9-9-8 -9


Not sure if this is as intended but with a +2 wound total the total wound % on the sabre went up by 4%.



4th GenPolearm Sabre


Before Crystals: After Crystals:


Speed: 4.9 Speed: 3.3

Damage:231 - 318Damage:239 - 326

Wound: 40.5% Wound: 43.5%

Health/Action/Mind:53/83/43 Health/Action/Mind: 22/55/7

Force: 52 Force: 14


Colour Crystal: Dark Purple


Speed: -0.34

Damage: 9

Wound: 0

Health/Action/Mind: -8/-3/-8

Force: -9


Damage Crystals: All 4 Poor Quality


1 2 3 4

Speed: -0.19-0.34 -0.38 -0.35

Damage:-3 0 4 -2

Wound: 0 100

Health/Action/Mind: -5/-8/-7 -4/-3/-7-7/-7/-7 -7/-7/-7

Force:-7-8-7 -4


Again the wound bonus from crystals was only a plus 1 but the end result this time was a +3% to the sabre.



All Crystals were made with 10 experimentation points with great successes or better for results and the best I could do was reduce force cost by 2 points (with 5 experiment points in it) and damage to go up about 20 (with another 5 points put into the damage stat).


On a side note I got 4 colour crystals and 2 ended up with stats - not sure if this is a coincidence or not but the two that got stats had the dark (colour) modifier (ie. Dark Purple) were the other two were just plain (ie. Purple - no descriptor)
aachil
Fri Jun 11, 2004 8:00 am
#44

BUG:
The Poor, Fair, Good catagorisation on crystals referes to their condition, below 1200 is poor, above 1200 is fair etc. this info is already shown on examine:

912/912
Poor

The 'Poor' should refere to the aprox stats of the crystal once tuned but it does not! If there is no way to tell how good the stats on a crystal are it opens up potential for scams, thats what the 'poor' rating is for, all the free crystals seem to be good or great stats (nothing exceptional as far as I could see) but have been given low durability to encourage people to continue to hunt crystals.

Two more sabers:
4th Gen twin blade
Before experimentation: 226 to 308 at 5.1 with 30.1 wound chance and 53 FC
from 17 to 68 dam exp: 231 to 317 at 4.9 with 43.9 wound chance and 52 FC (from 14 to 29 efficasy exp)

4th gen one handed
Before experimentation: 143 to 236 at 4.5 with 30.2 wound chance and 53 FC
from 16 to 66 dam exp: 152 to 254 at 4.3 with 44.4 wound chance and 53 FC (14 to 21 efficasy exp)

With 5 crystals as per my previous post:
+66 min and max, -1.67 speed, +3 WC, -41 FC

I.e.
297 to 383 at 3.23 with 46.9 WC and 11 FC
218 to 320 at 2.63 with 47.4 WC and 12 FC

Conclusions:
Again experimentation had very little impact on the damage or FC, though its noticable on the Wound chance because the stats for that are considerably better on the available materials (UT and SR rather than cond and OQ).

If the colour crystal stats are a bug, and if +50 damage crystals are available then perhapse top end stats for the polearm will be:
400 to 500 at 3.0 with 70 wound chance and 14 FC
With the 1H about 100 damage behind but faster (irrelevantly as master saber gets 100 speed).

My take on this is that the 4th Gen are not worth using for specials in general so their increased damage is irelevant as most damage will come from the special bonus.

Message Edited by aachil on 06-11-2004 08:01 AM

shagon
Fri Jun 11, 2004 8:03 am
#45

Nice post, but still sabers are being made 25% less powerfull than current ones and there are weapon that do way more dmg than these current sabers we have.


The dmg need to go back up, power cyrstal/power should be a lot higher than this 50, i mean pearls go to almost 200 on live.
bioshock
Fri Jun 11, 2004 8:17 am
#46


Ka-oan wrote:

bioshock wrote:


bioshock wrote:

EvoBeck wrote:The side-effects of this are that you actually LOSE jedi xp when doing specials, and I believe it actually adds force points back into your pool (although both xp and force are very minor).




Now that is a trade-off that I would certainly LOVE to be able to choose when I need it. If I'm starting to run low on force, switching to a negative force cost sabre for a while would be a neat trick.

Losing a bit of xp would be FINE with me in that situation if it helps to keep me alive.

For that matter, if it helped me regen a bit faster while grinding down that lair after I killed all the spawns (and drained my pool), that would ROCK as well.





JustG - I'll do play-by-play crafting report like I did last time probably tomorrow after I play a while first (doh, and after I find some gas...).

Message Edited by bioshock on 06-10-2004 09:35 PM






Confirmed! Using a 1st gen with one of the (very BITCHIN) new combo color/damage crystals -and- another damage crystal I now have a sabre with a -3 fc. I am losing xp when I swing it, but I -=AM=- getting FC back using it.

/smootch_devs;/lick_devs;/kowtow;/beg;/plead

(yea, I know it must be a bug, but man it feels so much like love I can't help myself)




When I placed one of those Color/Damage crystals in my 1-hand 1st gen saber, 1handsaberhit1 stopped working. It would queue up, but no animation would be performed or damage delt to the MOB. When I swapped it for a straight color crystal, the specail worked without problems. Not sure if this is an isolated incident with just my crystal or not.


----
Saber construction went well, but as stated before, the FS experimentation did not work. My +20 granted by the FS skills gave me 1 point to use on my sabers.

Message Edited by Ka-oan on 06-11-2004 08:42 AM






No, not an isolated incident. We tested this pretty thoroughly last night while sitting for hours and hours and hours in the Spider Clan Cave (did I say hours and hours?).

The negative FC sabre setup will cost you xp when you use it. It will not do any damage when trying to use specials (it will on default auto-attack though), it doesn't even actually do the special.

But it DOES regen FC...which was pretty handy since half the people around me seemed to have bugged regen rates. They made the sabre of negativity, stood a ways off and dueled and then spammed a special till thier force was regenned.

Very nice if you don't care about losing xp...which none of us did since we learned the hard way about the new 200k per death penalty.
KwongWah
Fri Jun 11, 2004 9:00 am
#47



Bannon9k wrote:
As stated before, the Crafting Experimentation from the Force Sensativity is not stacking or does not appear to be stacking with the Lightsaber Experimentation.





Force experimentation only affects your chances of getting amazing successes according to the description in the skill trees, it should not stack with experimentation in the way you suggest. Whether it works or not? Dunno

Experienced no problems with the lightsabers in terms of construction except for the afore mentioned problem with placing two crystals and getting negative force costs



===========================================================
Kwong-Wah Wong

"That re-vamp was our last hope"
"No, there's another"
SpawnLOD
Fri Jun 11, 2004 9:32 am
#48

Double Bladed Pole Saber spin attack still only damages 1 enemy





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Naniildar
Fri Jun 11, 2004 10:25 am
#49

Polearm Leg Hit 3 is still hitting a random pool instead of action... I'm sure the other saber specials that are intended to strike just one pool are bugged in a similar respect although I can't confirm....



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PuntaSur
Fri Jun 11, 2004 10:53 am
#50

I did just fine considering the quality of the resources. Maxed out experimentation on several attempts. I was a bit surprized that having two "Amazing!" crystal packs gave a "Good" result in crafting a saber, while two "Moderate" crystal packs gave "Amazing!" results in a saber, and yet by the time I finished with all experimentation, the damage and speed on the sabers was exactly the same.


The sub-components (crystal packs) and resources should have an effect on the crafting of the saber and make it worth the effort to come up with better results at each stage.





PuntaSur - MBH/Ranger and Jedi of 2003
EMC2

Fellstaff
Fri Jun 11, 2004 11:27 am
#51






Bentos wrote:

Re-read the description on Force Experimentation. Looks like it was changed to just give a better chance at amazings. The crafting communitythrew up too big a stink about 14 point crafters me-thinks




THey should call it 'Force Assembly' then. Every other craftingprofession has an assemly skill related to success/failur.




---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
PlasmaFlow
Fri Jun 11, 2004 11:41 am
#52

im only getting 10 exp points and i have force experimentation.

i should have over 10 points?


also experimenting on a saber does very little changes to it. most damage i could squeeze out of experimentation was an extra 20 points of damage.and lower no more than .7 off the 5.0 speed.


efficiency seems to do nothing on the saber or very little.




Plasma Flow
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