Force Sensitive Archive
Thread: The Path to Jedi Guide to the Force Sensitive System (v2.0)
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..
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).
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
Message Edited by PaceNebulon on 06-15-2005 01:36 PM
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.
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)
+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.
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.