Fencer Archive
Thread: Important TC Patch Info 11/26/2003
Well I guess those Quickness Strength buffs are going to become much more important. Because I'm missing just how being a Doctor isn't nessisary anymore.
I ran the numbers real fast and in all reality unbuffed Melee Masters (Fencers etc...) Are probably likely to be able on par with where we are now. No net change. Except that one unlucky shot 27 seconds after loading our defensive stuff onto a target will result in us being insta incapped.
I'm hopeing Raph on test you show them that unbuffed this leaves most non Human/Wookie Melee Masters SOL. Due to the impossible cost not even being able to be refreshed by hitting a stim after doing our opening.
OrionsByte wrote:
I take that last /agree back...... your current health doesn't increase in the same 25s timeframe - it's still linked to your constitution.
Is this something you have tested Orion? If so, I truly believe they need to change it to be consistent with the reasons for adding this change in the first place. Namely, the player no longer needs to be a medic to execute special attacks.
I think I would like to see damage remain constant while the pool size changes. If I have 800/1000 health and I execute an action that costs 200 health, my new stats would be 600/800, if I then executed an action costing 100, my stats would be 500/700. If I allowed myself to regenerate 50 health my stats would be 550/750. etc. If a special move would cost more than the amount of health you have left, it fails, just like today.
This would be simple and would keep the damage you have taken constant. It eliminates some of the complexity surrounding the regeneration questions. it would also means that a player can never achieve damage to himself which might otherwise occur when a player is using specials and then regenerating.
Dr. Vema Gara, Valcyn
soulbliz wrote:
hey i think u need to fix the some fencer skills..there r two skills that both can blind target opponet ....why we need two skills . I think one is expert finese box and i don't remember other box..both skill blind multi targets.....if i miss something about those 2 skills, please explain to me..please reply my message..thank u
spin2 does more damage with a small chance to blind. blind2 does a little damage with a good chance to blind.
this is from memory from a while back, so i might be a bit off, but i'm pretty sure that's how it goes.
i guess ANY status effect that's useful would be ok with me. i'm easy. and yes, you can read into that.
Raphayl wrote:
WeaponA has a HAM cost of 25, and WeaponB has a HAM cost of 50. If each performed an equal special at the same time, both will be completely regenerated in 25 seconds. No difference yet. But now consider if both were willing to spam until they reached 100 HAM cost. For WeaponA, 4 can be spammed (4X25=100), and for WeaponB, only 2 can be spammed (2X50=100). WeaponA would regenerate each of those specials at (25/25=5HAM each per tick) for a total of (4X5) 20 HAM per tick. WeaponB would regenrate each of those specials at (50/25=2HAM per tick) for a total of (2X2) 4 HAM per tick. Yes, I know, it's a just mathematical mind trick, and we actually still get fuilly healed within seconds of each other... but at least it feels like we accomplished more during that time.
Those calculations are completely wrong. If weapon A spams four specials at 25 per special, 1/25 of 25 is 1 point. That means 4 points will be regenerated per second. Weapon B, spamming two specials at 50 per special (1/25 of 50 = 2) regenerates 2 points per special per second, or...still with me now?...the SAME 4 points per second. Higher HAM costs will regenerate in the exact same amount of time as lower ones - the only disadvantage will be a greater initial drop in HAM to deal with until it comes back.
Now, on a different note, most specials cost in the 100+ range *each* now, even for fencers with their "low" HAM costs for specials. Spamming four specials costs 400 points. These 400 points heal at the rate of 16 points per second. So a second later, if the character has 800 starting action, then his/her action is now 416, then 432, then 448 (okay, so the specials aren't all fired at the same time, but that's of no consequence here), until the character's action is 800 again about 25 seconds later. If he fires 8 100-point specials in rapid succession, he will regenerate 32 points per second for 25 seconds. He will be susceptible to a one-hit kill from any enemy as soon as he gets his max HAM this low. After about 3 seconds, he will have enough HAM to fire again. Now he'll be regenerating 36 points per second (until the first special finishes its timer), and be able to fire another, then regenerating 40, then 44, then 48 until each early special finishes regenerating. He'll be able to spam about 6 specials every 25 seconds until they all fully regenerate, or until he slows down special-spamming.
That would work amazingly well, actually. The only problem is that a class like fencer does effectively NO DAMAGE unless he/she spams constant specials, and doing so drops the character to no HAM whatsoever until he stops for several seconds to regain a sufficient level of HAM to survive a single hit. (Yes, I know this is all done to the "maximum" of the HAM pool, but if the max is dropped to near zero, the current must follow with it).
This change will just make spamming specials riskier due to its tendency to drop the character to no HAM until he/she rests, giving the upper hand to classes that deal massive damage in a single, high-cost attack (cough, cough...rifleman...cough, cough). These classes will still have full HAM 25 seconds later, but they don't HAVE to spam the specials to begin with, and thus won't have to worry about dropping so low on HAM.
P.S. To Raph: Have the devs said if NPCs/mobs will be forced to use this new HAM system as well? I read my combat texts in the combat tab, and many NPCs/mobs spam specials more than they autofire. I never see them spend points to do it, though. Their specials are free?