Force Sensitive Archive

Thread: The Path to Jedi Guide to the Force Sensitive System (v2.0)

TFCrash
Wed Jun 08, 2005 9:33 am
#235

I'm having a slight problem. I got visited by the old man and got my crystal, sometime later I was jumped by Sith Shadows. Four of them. They incapped me once and apparently took my crystal because the Old Man instantly appeared again and gave me another. I then managed to kill the Sith Shadows and looted them. I got the waypoint datapad,wind crystals and energybut cannot use the datapad. It says I cannot make out what it says or something along those lines. But in my quest journal it says I've completed the Sith Shadow attack. So what do I do now? Is there someway to contact a CSR in game?
steve66
Wed Jun 08, 2005 10:25 am
#236

Don't worry about it.. The old man gave you another force crystal,now all you need to do is wait for another group of sith to jump you again.. And they will.. The 4 you killed were from the first visit..






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Zephrin_B
Thu Jun 09, 2005 6:11 pm
#237






Margoth_Kahn wrote:

OMG my last paddy trial is bugged, and i only have one try left. I submitted a ticket, because i only have to talk to the npc 1 more time and im done..... Just doesn't feel right that because of an ingame error i have a chance i have to do all the 16 trials over again....





Just go to the nearest shrine and restart that trial. That's all there is to it. Same thing happened during one of mine (NPC wasn't at the assigned waypoint).



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Valagard
Sat Jun 11, 2005 9:13 pm
#238

Holy smokes! Just how tough are these guys?! I got jumped by two sith shadows that were CL78!! They killed me in 6 shots (TKM)


I'm a Bounty Hunter again just untill these guys come back, but come on, how tough are these guys?
Ashfon
Tue Jun 14, 2005 1:10 pm
#239


How do I know what phase I am in? Refer to this sticky - http://forums.station.sony.com/swg/board/message?board.id=Forcesensitive&message.id=14167


How long does a phase last? A Phase lasts approx. 21 days


What can I do during a phase? Copied from the Jedi Path Revamp Guide


FS Skills per Phase




  • Phase I:



    • Combat Prowess: Ranged Accuracy


    • Enhanced Reflexes: Survival


    • Heightened Senses: Persuasion


    • Crafting Mastery: Assembly


  • Phase II:



    • Combat Prowess: Melee Speed


    • Enhanced Reflexes: Vehicle Control


    • Heightened Senses: Surveying


    • Crafting Mastery: Technique


  • Phase III:



    • Combat Prowess: Melee Accuracy


    • Enhanced Reflexes: Ranged Defense


    • Heightened Senses: Luck


    • Crafting Mastery: Experimentation


  • Phase IV:



    • Combat Prowess: Ranged Speed


    • Enhanced Reflexes: Melee Defense


    • Heightened Senses: Healing


    • Crafting Mastery: Repair

What can I not do during a phase? Refer to the above answer


Can I surrender the unlocked box (Survival) and start another one that I want? Yes but only the tree's you have unlocked will you be able to train


If I choose to complete the four survival boxes, can I at a later time drop it? Yes, if you want to unlock Jedi ASAP train the first 6 tree's you can then at a later date unlock another TRAIN IT THEN DROP THE OLD ONE. That part is very important.


If phase one is coming again, how long does it take? There are 4 Phases. Each one lasts 3 weeks (21 days) and then it will shift to the next phase. If you did Phase 1 Survival and want another Phase 1 skill, you have to wait 18 weeks for Phase 1 to come around again.


When phase one comes again, can I then open a phase one only skill I want and drop the Survival? Yes but like I said if you have 6 done and Jedi is unlocked TRAIN THE 7th THEN DROP THE OLD ONE.



Hope that answers all your questions




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TheVadernator
Wed Jun 15, 2005 8:07 am
#240

Thank you for both your time and patience. I do appreciate the help.



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THE JEDI CODE
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PaceNebulon
Wed Jun 15, 2005 11:31 am
#241

anyone know if the bonuses granted by FS skills still get nullified by caps? ie Before the CU Master rifleman had a rifle speed of 93 and capped at 100 so FS Ranged Speed is almost useless if you get a skill tap of 7 or better

also does lightsaber master still speed cap and make FS melee speed useless?

Message Edited by PaceNebulon on 06-15-2005 01:36 PM



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SonGouki
Wed Jun 15, 2005 1:28 pm
#242






PaceNebulon wrote:

anyone know if the bonuses granted by FS skills still get nullified by caps? ie Before the CU Master rifleman had a rifle speed of 93 and capped at 100 so FS Ranged Speed is almost useless if you get a skill tap of 7 or better

also does lightsaber master still speed cap and make FS melee speed useless?





Hard caps no longer really exist in the CU. Now speed, accuracy, and defense (and pretty much everything else) use diminishing returns formulas. Meaning, that you can continue to increase a stat and you will still see benefits. Due to the nature of the curve in diminishing returns you will usually see greater benefits at the lower spectrum of a stat, withincreasinglysmaller gains as it gets higher. Note that there is still an effective capwith diminishing returns,once a stat approachesthe apex of the curve it will not increase any further, but you will likely never come close to that value as they are set fairly high and the returns will become so small as you approach it.


Basically, this means that the benefits from FS skills are still indeed useful to Rifleman and even Lightsaber Masters.





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NoStyleGuy
Wed Jun 15, 2005 9:04 pm
#243

does anybody know about where it becomes futile to keep adding stats? ie where the diminished returns are almost nothing. cause with my BH/pistols template i have 220ish melee def + like 100 with a food + 25 in BE clthoing/mods. so idk if i really even need the BE clothing.



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GameEnjoyer
Thu Jun 16, 2005 4:13 am
#244

For defence at 250 is almost the cap, you won't notice any difference even if you go any higher.



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WookieOgre
Thu Jun 16, 2005 1:02 pm
#245






GameEnjoyer wrote:
For defence at 250 is almost the cap, you won't notice any difference even if you go any higher.





You mean ranged/melee Def? I don't think so since Aura for Jedi gives +500 def to both and you do notice a big change in damage done to you (not just by mobs missing)
Tenfo
Thu Jun 16, 2005 1:16 pm
#246

+250 is the approximate cap for diminishing returns on melee/ranged defense, beyond this point, you will not add any meaningful protection.


There is no hard cap on +food or +skill defenses and those can make a big difference in combat.


Jedi Force Aura +500 defense is a prime example.





l Tofeity Edeiso - MBH / Rifleman l l Tazon - Elder Jedi l
WookieOgre
Thu Jun 16, 2005 1:23 pm
#247






Tenfo wrote:

+250 is the approximate cap for diminishing returns on melee/ranged defense, beyond this point, you will not add any meaningful protection.


There is no hard cap on +food or +skill defenses and those can make a big difference in combat.


Jedi Force Aura +500 defense is a prime example.







Where did you get this information about this cap? I know back when I used Aura even with 300 melee defense mobs attacks would decrease by 30-50% when I put Aura up. Supposedly they nerfed it a little in a patcha little while ago but from what I remember level 78 mob hitting me for 130 would only hit me for 70 with Aura up as a Master Defender with 300 melee defense.
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