Game Guides Archive

Thread: Guide: The situation of States and Dots

MsNiL
Sun Jun 26, 2005 1:51 pm
#1




Work in Progress
This is a work in progress. Some values given are not outthroughly tested and I am also missing some pieces. Further help in testing is appreciated. If you can give more detailed information about a specific state/dot, let me know.


Guide: The situation of States and Dots


The purpose of this guide: To bump the state of "States" up in priority.
All pre-cu states needs to be updated to be useful for the skillines/professions depending on them.
I can see a whole publish dedicated to States alone, it's definitely a part of the CU that was left incomplete, unbalanced and broken.


Non-Jedi Professions currently negatively effected by this situation:
Bounty Hunter
Doctor
Fencer
Pikeman
Pistoleer
Teras Kasi


Jedi Lines currently negatively effected by this situation:
000X Defender
00X0 Enhancer
0XXX Healer
X0XX Lightsaber
00XX Wielder



What is a State


A negative effect.


Most states looks like this:
Modify X by # for Y time
X defines the state itself
# is defined by the action applying the state
Y is defined by the action applying the state



Pre-CU States


Pre-CU states have the following features:
1. All powers that apply them share the same "State" (icon)
2. The icon description do not give a description of the power.
3. They last for 30 seconds.
4. They have a "Recovery" that can be used to remove them.
5. They can be removed by Doctor "Stabilizers"
6. They can be removed by Healer "Heal States"
7. They are resisted by Enhancer 0040 (Resist States)
8. They are resisted by Defender 0004 (State Resistance)
9. In the .TRE file they are called from external code.


BLIND
Advanced Blind Attack (Fencer)
Improved Eye Shot (Bounty Hunter)
Improved Saber Blind (Lightsaber)


Pre-CU Blind gave a -50% accuracy.
Post-CU it's said to give a -Accuracy/-Defense effect but the effect appears to be minimal. It lasts only for 30 sec.
It's currently not worth the action/force/delay to apply this state at all.


Together with the discussion about Blind is the discussion about Jedi defenses. Since only Defender's among Jedi have any Defense value, this state is for most Jedi pointless, and even Defender's themselves have too low Defense.


DIZZY
Advanced Dizzy Attack (Teras Kasi)
Improved Confusion Shot (Bounty Hunter)
Improved Mind Blast (Force Wielder)
Improved Saber Swipe (Lightsaber)


Pre-CU Dizzy made it difficult to stand up after being knockdowned.
It also had a chance to make you fall over by yourself.
Post-CU it's said to give a -Defense/-Accuracy effect but the effect appears to be minimal. It lasts only for 30 sec.
It's currently not worth the action/force/delay to apply this state at all.


Together with the discussion about Dizzy is the discussion about Jedi defenses.
Since only Defender's among Jedi have any Defense value, this state is for most Jedi pointless, and even Defender's themselves have too low Defense.


INTIMIDATE
Improved Force Intimidate (Force Wielder)
Improved Intimidate (Pikeman)
Intimidate Shot (Pistoleer)


-20% Damage Output. Only last for 30 sec.
It's currently not worth the force to apply this state, but Pikeman/Pistoleers have some use for it.
Why can this state be cured and not something like a wounded Knee-Cap?


STUN
Improved Burst Shot (Pistoleer)
Improved Confusion Shot (Bounty Hunter)
Improved Force Throw (Wielder)
Improved Mind Blast (Force Wielder)
Improved Saber Stunning Strike (Lightsaber)
Improved Stunning Blow (Pikeman)


Pre-CU Stun gave a -50% Defense.
It's told that it should halt Action/Mind Regeneration, but instead it appears to lower Defense or at least inrease damage done against the stunned one.
This state is clearly unfinished. It's currently not worth the action/force/delay to apply this state at all.

Another issue with the intended effect is that pve creatures do not use action/mind, making it useless in pve.



Post-CU States


Post-CU States have the following in common:
1. All powers that apply them have an unique "State" (icon)
2. The icon gives a description of the effect of the power.
3. They have an unique timer.
4. They have no recoveries.
5. They are not removed by Doctor "Stabilizers"
6. They are not removed by Healer "Heal States"
7. They are not resisted by Enhancer 0040 "Resist States"
8. They are not resisted by Defender 0004 "State Resistance"
9. You can read their exact effect in the .TRE file.


ARMORBREAK
Advanced Armor Break (Swordman)
Improved Armor Break (Lightsaber)


Reduces Armor mitigation.
Is not cured by Stabilizers/Heal States and seems unaffected by Shock/State Resist.


DELAY
Advanced Startle Shot (Rifleman)
Improved Disarming Shot (Pistoleer)
Improved Panic Shot (Smuggler)
Improved Warcry (Pikeman)


Stops the opponent from being able to attack for awhile.
Is not cured by Stabilizers/Heal States and seems unaffected by Shock/State Resist.


CRIPPLE: ATTACK SPEED
Improved Thyroid Rapture (Combat Medic)


Reduces Attack Speed.
Is not cured by Stabilizers/Heal States and seems unaffected by Shock/State Resist.
Another issue with the intended effect is that pve creatures do not use action/mind, making it useless in pve.


CRIPPLE: ACTION REGENERATION
Improved Binding Strike (Fencer)
Improved Force Sap (Healer)
Improved Hemmorage (Combat Medic)


Reduces Action Regeneration of the Target.
Is not cured by Stabilizers/Heal States and seems unaffected by Shock/State Resist.
Another issue with the intended effect is that pve creatures do not use action/mind, making it useless in pve.


CRIPPLE: MIND REGENERATION
Improved Force Sap (Healer)
Improved Traumatize (Combat Medic)

Reduces Mind Regeneration of the Target.
Is not cured by Stabilizers/Heal States and seems unaffected by Shock/State Resist.


CRIPPLE: STATE RESISTANCES
Improved Shock (Combat Medic)
Warning Shot (Pistoleer)
Force Shock (Healer)


Reduces State Resistance.
Is not cured by Stabilizers/Heal States and seems unaffected by Shock/State Resist.



Post-CU Mezzes


Mezzes are meant to control combat flow. I believe it's unlikely they are ever getting a counter.


SNARE
Force Weaken (Force Wielder)
Improved Cripple Attack (Fencer)
Improved Crippling Shot (Carbineer)
Improved Electrolyte Drain (Combat Medic)
Improved Force Wave (Force Enhancer)
Improved Knee-Cap Shot (Rifleman)
Improved Restraining Shot (Smuggler)
Low Blow (Smuggler)


Reduces target's movement. Shall not break on damage.


ROOT
Advanced Stopping Shot (Pistoleer)
Improved Force Suppression (Force Enhancher)


Stops the target from being able to move. Shall not break on damage.
With a couple of friends you can currently chain this ability to automaticly win over a melee fighter.


DAZE
Stasis (Force Enhancer)
Improved Paralyse (Combat Medic)
Improved Concussion Shot (Smuggler)


Roots the target and stop them from doing actions. Shall break on damage.
You can currently exploit this away by duelling your friends and hit them to drop the Daze.



Damage over Time


BLEED
Improved Saber Slash (Lightsaber)
Advanced Bleed Attack (Fencer)
Improved Torso Shot (Bounty Hunter)


Bleed is a Health Loss dot that will "tick" three times after a successful hit.


The amount of damage is currently very unbalanced why the Fencer Community consider this a high priority issue. As someone with 1h Lightsaber - I definitely agree.


CHOKE
Force Choke (Force Wielder)


Health Loss that bypasses Armor.
5 ticks.


DISEASE
Improved Infect (Combat Medic)


Disease pre-cu quickly built up wounds in the victim.
Now it reduces max health during a period of time.
The effect of Improved Infect is about 75-125 and max health will be reduced 2-3 points every 3-4 seconds until the max value are reached.


This power appears pointless right now. Far too weak.


POISON
Advanced Neurotoxin (Combat Medic)

Neurotoxin (poison) from an MCM hits for an average of around 250 per tick. Enhancers increase the tick approximately 1.5xeffectiveness/100.


The effect cannot be stacked with itself, but can be stacked with other dots.


FIRE
Improved Deuterium Toss (Combat Medic)
Flamethrower (Commando)


You can get rid of fire by taking a swim.


Deuterium toss (fire) from an MCM hits for an average of around 250 per tick. Enhancers increase the tick approximately 1.5xeffectiveness/100.


The effect cannot be stackedby one attacker, but can be stacked with other attackers fire and other dots.



Recoveries, Counters and Resistances


No Recoveries or Resistances give any effect against post-cu states or mezzes.


IMO, Blind/Dizzy/Stun Recovery are unbalanced. What's the point of theese specific abilities if they can be recovered at once? That feels crippling for the professions that use thoose states.


Recoveries
Pistoleer: Blind xxxx Dizzy xx2x Stun xx4x
Carbineer: Blind xxx1 Dizzy xxx3 Stun xxx4
Rifleman: Blind xxx2 Dizzy xx2x Stun xxx4
Smuggler: Blind 2xxx Dizzy xx2x Stun xx4x


TKA: Blind 1xxx Dizzy xx1x Stun x3xx
Fencer: Blind xx2x Dizzy x3xx Stun 4xxx
Pikeman: Blind xx2x Dizzy 2xxx Stun xxx4
Swordsman: Blind x2xx Dizzy xxx3 Stun xx4x


Bounty Hunter: -
Commando: -
Creature Handler: -
Squad Leader: -
Ranger: -


Cures
Medic: 2xxx (Stabilizers*)
Doctor: x3xx (Improved Stabilizers*)


Enhancer: xx4x (Resist States*)
Healer: xxx4 (Heal States*)


* Theese abilities appears to offer no resistance bonus to post-cu states.


Damage Over Time Counters
Bleed
can currently be countered by: 0001 Healer, 0100 Doctor, Blood Chowder (Food) and Veronian Berry Wine (Drink).
You can also reduce the power with 0010 Enhancer.


Choke can currently be countered by Enhancer (Force Feedback, Force Shield)


Disease can currently be countered by: 0002 Healer, 0200 Doctor and Dustcrepe (Food).
You can also reduce the power with 0020 Enhancer, 0020 Doctor, Corellian Brandy (Drink) and Havla (Food).


Fire can currently be countered by: 0200 Healer, 0200 Doctor.
You can also reduce the power with Ithorian Mist (Drink) and Trimpian (Food).
Fire always seem to be cured in one shot.
Fire can be countered by swimming in water.


Poison can currently be countered by: 0003 Healer, 0100 Doctor and Jaar (Drink).
You can also reduce the power with 0030 Enhancer, 0010 Doctor, Cho-Nor Hoola (Food) and Durindfire (Drink).
The resist rate from poison and fire is around 30% on an unbuffed person. Adding poison resist buffs increases poison resist rate to around 70%.
Poison with over 250 damage per tick usually require 2 shots of unenhanced doctor countertoxin to work. Area poison cure is less effective.

Message Edited by MsNiL on 06-27-2005 02:02 PM



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
tuffness55
Sun Jun 26, 2005 7:23 pm
#2

wow great guide, lets hope choke isn't pointless after pub 19

Darv
Thu Jul 14, 2005 1:30 am
#3

/bump and thanks for this great guide
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