Fencer Archive

Thread: What is a good Acklay baton

Soulblighter89
Mon Aug 09, 2004 11:19 am
#1

i am about to master fencer and im looking into buying a really good acklay baton... i was wondering what the stats on an extremely good acklay baton is and how much they generally cost



Soulblighter
Swordsman / Teras Kasi / Fencer
MilleniX
Mon Aug 09, 2004 1:08 pm
#2

My best is currently 328 min 418 max



_________________________________________________________

MilleniX : Bounty Hunter : Jedi
_________________________________________________________

"I have problems finishing things I..."


TKzabby
Mon Aug 09, 2004 1:27 pm
#3

what about prices yo?



Lostboy (shadowfire server) here he come's to save the day!!!!!

TKM/Fencer/Scout

Quit griping and get out of my way....whiney babys!!!!
FURY_Chaser
Mon Aug 09, 2004 2:11 pm
#4

There is no such thing as a good ackley baton, as I have said before and will continue to say these batons have ruined what fencers were and what they could have been. Putting it in game was one the worst change for fencer ever.


-shadow-
Mon Aug 09, 2004 2:49 pm
#5

*Looks up at fury's post* Here here!



All my love Turkeylips,

Sryykor- Naritus
Master Fencer
Master TK
Master Narcissist
DarthVillanus
Mon Aug 09, 2004 4:32 pm
#6





Fury_chaser wrote:


There is no such thing as a good ackley baton, as I have said before and will continue to say these batons have ruined what fencers were and what they could have been. Putting it in game was one the worst change for fencer ever






How can you justify that statement? Do you also think that introducing krayt tissues, nym motors, rancor teeth, geo cubes, geo sword cores, gorax bones, and every other looted component ruined the game?



| Kilon Wiekog |- | Master Fencer, Commando |
| Kalon Wiekog - Dark Jedi Knight |
~ Destroyer of teh Bunniez~ Arch Nemesis of Jene'vieve ~
"I don't like the CU" --Every selfish Loot Hoor in the game

DarkHelmet-TIO
Mon Aug 09, 2004 5:37 pm
#7

137-287 sliced with no pup

169-287 sliced with no pup


almost the same, first one I got for 3.5 mil, second for 2.7 mil. Made with 120+ bones, they aren't uber uber but they do the job well.
FURY_Chaser
Mon Aug 09, 2004 5:37 pm
#8






DarthVillanus wrote:





Fury_chaser wrote:


There is no such thing as a good ackley baton, as I have said before and will continue to say these batons have ruined what fencers were and what they could have been. Putting it in game was one the worst change for fencer ever






How can you justify that statement? Do you also think that introducing krayt tissues, nym motors, rancor teeth, geo cubes, geo sword cores, gorax bones, and every other looted component ruined the game?






Ruin game no, for one reason you take stun baton for instance, normal stats on a normally crafted baton are in the range roughly of 80-120, personnaly I have owned 3 batons of max dmg 300+ one of 400+ and one of 500+ now in comparison to what a baton was and what it is now is increasing anywhere to 200%, 300%, 350%+


The only loot you listed there that can even really have a chance of increasing % wise that much is exceptional rancor teeth which are very very rare.


All that aside, you give a proffesion the best defenses, one of the best accuracy, and now one of the best weapons, and you can say that it hasnt thrown things out of whack?


Look at dev responses pre ackley batons, and look at the most recent and tell me it hasnt effected fencers.
DarthVillanus
Mon Aug 09, 2004 6:43 pm
#9

You of all people should know that even with a great stun baton you won't do any damage to a player wearing stun armor and a psg. I recently sold my 312-734 dmg stun baton. One of the best on Ahazi. You know how much damage I did with it against a player wearing stun armor and a psg? I averaged about 60 dps. There are several 1000+ dmg stun batons on Ahazi. Ask anyone who owns them how much damage they do.


The only stun weapon worth a damn is the jawa ion rifle. Even with acklay enhanced weapons the fencer's dmg output is still way too low. Our defenses are useless against high level pve creatures.


The real problem is armor. Armor is so overpowered now that the only players who kill other players are riflemen and cms.



| Kilon Wiekog |- | Master Fencer, Commando |
| Kalon Wiekog - Dark Jedi Knight |
~ Destroyer of teh Bunniez~ Arch Nemesis of Jene'vieve ~
"I don't like the CU" --Every selfish Loot Hoor in the game

FURY_Chaser
Mon Aug 09, 2004 6:51 pm
#10

I am well aware of how the % resists apply to us, and I am also aware of how fast I can break a PSG and how fast I can take someone on synthsteak down on 30+ hits.


So once you do that, you have 50% then max of 45% only to your stun baton. thats 72.5% resist and dont tell me you can kill someone when you both break thier PSG and synthsteak if you dont, then you my friend need to learn how to use your fencer better and get that 700+ baton back.
DarthVillanus
Mon Aug 09, 2004 7:30 pm
#11

The fact is that fencer is the lowest damage dealing melee class, maybe of all of the combat classes. We get 1 ap1 weapon that can only be enhanced with rare looted vibro motors.


40% stun armor ( the average % to stun on most servers)

60% effect sliced imp psg


Say I use 1handhit3 and do 500 dmg to my enemy.


500 dmg becomes 250 once it the ar1 rating of comp vs. the ap0 of the stun baton comes into effect


250 dmg becomes 150 dmg after you take into account the 40% stun resist


150 dmg becomes 60 after you take into account the psg (I don't think the ar1 rating of the psg affects dmg)



That's 60 dmg done to my opponent after taking their stun armor/psg into account. That's without factoring in melee toughness and synsteak. Against a tkm that dmg would be 28. And that damage is healed or regenerated by doc buffs or novice medic. I have seen melee duels that lasted for 20+ minutes. No one did any dmg until they pulled out the dot weapons.


It's just that my point is that yes, acklay bones made fencers much more popular and gave them much better weapons. IMO it didn't make so much a difference that it become unbalanced.


Fencers are in the same boat as other professions. Not much damage gets through everyone's 90% base/ 40% stun armor and effect sliced psg. That's why so many players are rifleman. Only non-limited use ap3 weapon in the game (T-21) and only ap1 stun weapon (jawa rifle).


Maybe when armor gets revamped in the CB, stun weapons won't be the end-all damage type.





| Kilon Wiekog |- | Master Fencer, Commando |
| Kalon Wiekog - Dark Jedi Knight |
~ Destroyer of teh Bunniez~ Arch Nemesis of Jene'vieve ~
"I don't like the CU" --Every selfish Loot Hoor in the game

Swerve99
Tue Aug 10, 2004 12:30 am
#12

I have two, one that is 275/419 and another one that is 300/433.


They serve me really well in PvP and I win more often than I lose with em


Swerve



Swerve
SDTech Armor
R.I.S Certified
Braxis on Naboo
Starsider
(1130, 6090)
Tover
Tue Aug 10, 2004 11:07 am
#13

Let's say a Swordsman is using a 600dmg Powerhammer(your standard 12 pt smith turns out 450dmg hammers).


Base dmg = 1.8 * 600 = 1080dmg AP2 Blast
2hhit3 = 4 * 1080 = 4320dmg AP2 Blast
PvP factor = 4320 / 4 = 1080dmg AP2 Blast


vs 90% blast composit (pretty common these days)

AP2 vs AR1 = 1080 * 1.25 = 1350
Resist = 1350 - (1350 * .9) = 135


--------


Comparison to 300dmg Stun Battons (about as common as 600 dmg powerhammers from what I've seen on vendors)


Base dmg = 1.8 * 300 = 540 AP0 Stun
1hhit3 = 5 * 540 = 2700 AP0 Stun
PvP factor = 2700 / 4 = 675 AP0 Stun


vs 40% Stun composit (pretty common these days)

AP0 vs AR1 = 675 / 2 = 338
Resist = 338 - (338 * .4) = 203


--------


Strongest hit by each against common composit before melee mititagation and toughness


This Swordsman = 135 dmg
This Fencer = 203 dmg


As others have said, if you can't burn out both a person's PSG and their Synthsteak with the quickness, you are doing something wrong.


--------


Simple fact is this, a lot of professions do very little dmg in this time of common god armors and defense stacking. That is exactly why so many duels last 10+ minutes.


What makes me sad is how very easily SoE could fix the entire thing. The devs could litterally have it done by the next publish and we'd all have a much more balanced game. Instead they are going with an overly complex soolution that requires so much dev time that they can not even contemplate starting it untill after JTL.


Step 1: Change Doc buffs to be a 100% increase to each of the 6 effected stats. Doc skill and Med quality can effect the duration. The code already exists for entertainer buffs.


Step 2: Cap state and status defenses at 75 (keep avoidance defenses at the current cap of 125).


The first, quick change would have the side effect of fixing god armors(it would be a lot harder to wear that stuff with a 900/900/900 encumberance). It would have the side effect of fixing special spamming (professions that do more dmg/special could do less specials in a row). Another effect is that the H/A HAM pools would become much more vulnerable as they would be smaller and protected by lesser armors(you could still get away with wearing a fairly good helm). That combined with blue milk, muon, and brandy would mean that mind dmg is no longer the end all of PvP.


The second would fix a lot of the current problems with template stacking as a god mode solution. At 75 defense, a person can be tough to stick these things on without being impossible.
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