Game Guides Archive

Thread: [Guide] Combat upgrade per profession: certif, skills, abilities and mods

Pahaddino
Thu Apr 07, 2005 6:58 am
#1





CU base mechanism :

While youlearn newcombat skill, you will have a combat level that increase.

This combat level will determine your HAM, your base offense and defense from opponent of same level.

If you are higher level, you will have more offense, and you will take less damage.

If you are lower level, you will get a lot more damage.

If you are a lot lower, you might even be one hit killable.


You can have a template with the highest def, and best armor, if your opponent has more combat level (because more mastery and less dabbling), he has the odds for him.


--0 Species


The species now have all the same HAM, but keep their different skil mode (bonus in state def, experience gain bonus...).
Species that had special abilities also keep them, but their effect has been slightly adjusted to fit in the CU


Species innate abilities :

Human :
Zabrak: equilibrium, vitalize (buff +20% health)
Rodian:
Trandoshan : vitalize (buff +20% health)
Wookie : Wookie roar (intim)
Bothan :
Twi'lek :
Ithorian :
Sullustean :


EDIT : the last patched gave back species bonus/malus on HAM:


Twilek, rodian, bothanhealth: 900-2700

Human : 1000-3000

Zab: 1100 - 3300

Trando : 1150-3450

Wookie : 1200-3600


Those values are still in accordance with the announcement that no species variation would be higher than 20% from 3K max health (human mark).


--1 None Combat profession : Entertainer


The buff system is being change.
Entertainer will now deliver (if listened to or watched) insperation buff, which are bonses for :
Crafting,
XP grind,
Faction grind.

The current design is that the buff will last from 30 min to 3 hours depending on the level of the entertainer,
but bonus amount will be the same, always.


--2 Combat Profession :

State effect note : all combat prof get KD recovery from pre requisite.
Other recoveries are spread in some elite profession (but not all)
Intimidate: reduce opponent damage output.
Dizzy: reduce accuracy and defense.
Stun : stop ability point regeneration.
Blind: greatly reduce accuracy.

Melee get access to Center of being, which is a temporary defense bonus.


------Range


-A Bounty Hunter


Primary Role: One-on-One Combat Specialist
Secondary Role : Medium Range Tanking (Mitigation)
Offense: Strong (4)
Defense: Strong (4)
Crowd Control: Minimal (1)


Key new abilites (can have improved and advance version too for more efficiency) :
Duelist stance : Add defense and reflect some damage back.
Spray shot : cone attack
Underhand Shot : KD attack
Confusion Shot : Stun+dizzy attack
Critical Shot :Attack with high probability of a critical strike (higher than normal damage)
Eye Shot : blind attack
Torso shot : bleed attack


Skill mod Summary: (pre req always taken in account)
Bounty Mission Difficulty +3
Burst Run Efficiency +40
Camping +5
Creature Harvesting +15
Creature Knowledge +5
Droid Precision +130
Droid Speed +90
Droid Tracking Speed +80
General Ranged Accuracy +85
General Ranged Speed +40
Mask Scent +70
Melee Defense +95
Ranged Defense +120
Terrain Negotiation +40
Tracking Droid Effectiveness +100
Tracking Droids +12
Trapping +5

Certification Summary (pre req always taken in account):

Czerka Dart Carbine Certification
High Capacity Scatter Pistol Certification
Light Lightning Cannon Certification
Assault Armor Accuracy Mitigation 20%
Assault Armor Accuracy Mitigation 30%
Assault Armor Accuracy Mitigation 40%
Assault Armor Movement Mitigation 30%
Assault Armor Movement Mitigation 40%
Assault Armor Movement Mitigation 60%
Assault Armor Rate of Fire Mitigation 10%
Assault Armor Rate of Fire Mitigation 20%


-B Carbineer


Primary Role: Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Strong (4)
Defense: Minimal (1)
Crowd Control: Strong (4)

Key new abilites (can have imporved and advance version too for more efficiency) :
Charge Shot : KD attack
Crippling Shot : aim at the oponent leg, doing minimum damage but add a slow effect on target.
Full Auto Area : long duration cone attack
Leg Shot : hits leg, but have a accuracy penalty
Scatter Shot : single target multiple point attack
Supression Fire : Cone attack with an oponnents push back effect.


added Recoveries :
Blind Recovery
Dizzy Recovery
Stun Recovery


Skill mod Summary:

Carbine Accuracy +65
Carbine Defense +40
Carbine Speed +50
General Ranged Accuracy +105
General Ranged Speed +20
Melee Defense +60
Ranged Defense +75

Certification Summary:

DH17 Carbine Certification
DH17 Snubnose Carbine Certification
DXR6 Carbine Certification
E11 Mark II Carbine Certification
EE3 Carbine Certification
Elite Carbine Certification
Laser Carbine Certification
Slugthrower Certification
Battle Armor Accuracy Mitigation 20%
Battle Armor Accuracy Mitigation 30%
Battle Armor Accuracy Mitigation 40%
Battle Armor Movement Mitigation 20%
Battle Armor Movement Mitigation 30%
Battle Armor Movement Mitigation 40%
attle Armor Rate of Fire Mitigation 20%
Battle Armor Rate of Fire Mitigation 30%
Battle Armor Rate of Fire Mitigation 40%


-C Combat Medic


Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)

TBD



-D Commando


Primary Role: Heavy Weapon Specialist
Secondary Role: Medium Range Damage Specialist
Offense: Very Strong (5)
Defense: Moderate (3)
Crowd Control: Minimal (1)


No key abilites added, the commando gain access to heavy weapons, which have build in Aera of effect
and DOT (unknown if effect are added with specials from other elit yet)


Skill mod Summary:

General Melee Accuracy +55
General Melee Speed +20
General Ranged Accuracy +95
General Ranged Speed +25
Heavy Weapon Accuracy +55
Heavy Weapon Defense +50
Heavy Weapon Speed +45
Melee Defense +95
Ranged Defense +70
Thrown Weapon Accuracy +95
Thrown Weapon Speed +50
Unarmed Accuracy +65
Unarmed Damage +70
Unarmed Defense +40
Unarmed Speed +30

Certification Summary:

Cryoban Grenade Certification
Dagger Certification
Fragmentation Grenade Certification
Glop Grenade Certification
Heavy Acid Beam Certification
Heavy Acid Rifle Certification
Heavy Particle Beam Cannon Certification
Imperial Detonator Certification
Launcher Pistol Certification
Lightning Beam Cannon Certification
Massassi Knuckler Certification
Plasma Flame Thrower Certification
Proton Grenade Certification
Rocket Launcher Certification
Thermal Detonator Certification
Assault Armor Accuracy Mitigation 20%
Assault Armor Accuracy Mitigation 30%
Assault Armor Accuracy Mitigation 40%
Assault Armor Movement Mitigation 30%
Assault Armor Movement Mitigation 60%
Assault Armor Rate of Fire Mitigation 10%
Assault Armor Rate of Fire Mitigation 20%


-E Pistoleer


Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak (2)
Defense: Moderate (3)
Crowd Control: Strong (4)


Key abilites added:
Stopping Shot : low damage but stop (snare/root) opponent mouvement for a small period of time
Warning Shot : NPC AI control skill (fear state)
Body Shot : aim at body, with slight accuracy penalty
Burst Shot : stun attack
Disarming Shot : delay opponent next move
Fan Shot : cone attack
Intimidate Shot : intimidate attack
Quickdraw : attack with quick recovery time (low cool down effect)


added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery


Skill mod Summary:

General Ranged Accuracy +105
General Ranged Speed +25
Melee Defense +80
Pistol Accuracy +40
Pistol Defense +50
Pistol Speed +45
Ranged Defense +85

Certification Summary:

D18 Pistol Certification
DH17 Pistol Certification
DL44 Pistol Certification
DX2 Pistol Certification
FWG5 Pistol Certification
Power5 Pistol Certification
Republic Blaster Certification
Scout Blaster Certification
SR Combat Pistol Certification
Striker Pistol Certification
Tangle Pistol Certification
Reconnaissance Armor Accuracy Mitigation 10%
Reconnaissance Armor Accuracy Mitigation 30%
Reconnaissance Armor Accuracy Mitigation 40%
Reconnaissance Armor Movement Mitigation 10%
Reconnaissance Armor Rate of Fire Mitigation 30%
Reconnaissance Armor Rate of Fire Mitigation 40%
Reconnaissance Armor Rate of Fire Mitigation 60%


-F Rifleman


Primary Role: Long Range Damage Specialist
Secondary Role: Long Range Crowd Control (Position Control)
Offense: Very Strong (5)
Defense: Minimal (1)
Crowd Control: Moderate (3)


added Key abilities:

Aim : give up a combat round for a hugh accuracy bonus on the next one
Conceal Shot : shot that can be made will covered up and which will not break it unless spoted.
Cover Up : Can be activated while prone, becomes invisible on the radar, nearly all action will break the cover up.
Head Shot : head attack but with accuracy penalty
Knee-Cap Shot : give a slow state to target (mouvement penalty).
Sniper Shot : long setup tome attack that deliver a very powerfull blow.
Startle Shot : posture level up attack


added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery


Skill mod Summary:

General Ranged Accuracy +105
General Ranged Speed +20
Melee Defense +35
Ranged Defense +100
Rifle Accuracy +85
Rifle Defense +30
Rifle Speed +65


Certification Summary:

Advanced Laser Rifle Certification
DLT20 Rifle Certification
DLT20a Rifle Certification
E11 Rifle Certification
Jawa Ion Rifle Certification
SG82 Rifle Certification
Spraystick Certification
T21 Rifle Certification
Tusken Rifle Certification
Reconnaissance Armor Accuracy Mitigation 10%
Reconnaissance Armor Accuracy Mitigation 30%
Reconnaissance Armor Accuracy Mitigation 40%
Reconnaissance Armor Movement Mitigation 10%
Reconnaissance Armor Movement Mitigation 20%
Reconnaissance Armor Rate of Fire Mitigation 30%
Reconnaissance Armor Rate of Fire Mitigation 40%
Reconnaissance Armor Rate of Fire Mitigation 60%


-G Smuggler


Primary Role: Crowd Control Specialist
Secondary Role: Medium Range Damage Dealer
Offense: Moderate (3)
Defense: Minimal (1)
Crowd Control: Very Strong (5)


added Key abilities:

Concussion Shot : Full mezz, opponent cannot move nor do any action, but any hit or dot tick will break this state.
Feign Death : pretend to be incap
Last Ditch : attack that use all ability points. The less health when use, the more powerfull the blow.
Low Blow : KD and slow effect (action recovery and warm up take more time for oponent)
Overwhelming Shot : reduce target state resistance
Panic Shot : prevent oponent from attacking (delay)
Restraining shot : reduce target mouvement speed.
Reckless Shot : powerfull blow but will give a defense penalty after used.


added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery


Skill mod Summary:

Feign Death +70
General Melee Accuracy +10
General Melee Speed +5
General Ranged Accuracy +55
General Ranged Speed +30
Language Comprehension +100
Melee Defense +50
Pistol Accuracy +40
Pistol Defense +20
Pistol Speed +20
Ranged Defense +45
Spice Assembly +100
Spice Experimentation +100
Unarmed Accuracy +110
Unarmed Damage +70
Unarmed Defense +40
Unarmed Speed +55

Certification Summary:

D18 Pistol Certification
Dagger Certification
Death-Hammer Pistol Certification
DL44 Pistol Certification
Renegade Pistol Certification
Scout Blaster Certification
Reconnaissance Armor Accuracy Mitigation 10%
Reconnaissance Armor Accuracy Mitigation 30%
Reconnaissance Armor Accuracy Mitigation 40%
Reconnaissance Armor Movement Mitigation 10%
Reconnaissance Armor Movement Mitigation 20%
Reconnaissance Armor Rate of Fire Mitigation 30%
Reconnaissance Armor Rate of Fire Mitigation 40%
Reconnaissance Armor Rate of Fire Mitigation 60%

Message Edited by Pahaddino on 04-08-2005 07:17 AM


Message Edited by Pahaddino on 04-08-2005 01:41 PM

Message Edited by Pahaddino on 04-11-2005 08:27 AM

Pahaddino
Thu Apr 07, 2005 6:59 am
#2


------Melee


-H Teras Kasi Artist


Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate (3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)


added Key abilities :

Combo Attack : attack all target pool
Dizzy Attack : small damage dealing attack, but high probability to dizzy
Force of Will : recover from incap
Lunge : extended range attack
Meditate :
Power Boost :


added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery


Skill mod Summary:

General Melee Accuracy +70
General Melee Speed +25
Innate Teras Kasi Armor +60 (do not apply if armor is worn)
Meditate +100
Melee Defense +85
Ranged Defense +55
Two-handed Melee Accuracy +65
Two-handed Melee Defense +40
Two-handed Melee Speed +30
Unarmed Accuracy +75
Unarmed Damage +345
Unarmed Defense +75
Unarmed Speed +65

Certification Summary:

Blacksun Razorknuckler Certification
Blasterfist Certification
Dagger Certification
Two-handed Axe Certification
Two-handed Cleaver
Certification Vibroknuckler certification



-I Fencer


Primary Role: Close Range DoT Specialist (Damage-Over-Time via Bleeds)
Secondary Role: Close Range Crowd Control (Position Control)
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)


Key abilities added:

Binding Strike : reduce action regeneration rate of target
Bleed Attack : bleeding wound
Blind Attack : chance to blind opponent
Body Hit : aim at body but with an accuracy penalty
Cripple Attack : low damage attack which slow the movement of the target
Scatter Hit : multi location attack


added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery


Skill mod Summary:

General Melee Accuracy +70
General Melee Speed +25
Melee Defense +85
One-handed Melee Defense +40
One-handed Weapon Accuracy +90
One-handed Weapon Speed +65
Ranged Defense +55
Unarmed Accuracy +65
Unarmed Damage +70
Unarmed Defense +40
Unarmed Speed +30


Certification Summary:

Curved Sword Certification
Dagger Certification
Gaderiffi Baton Certification
Rantok Sword Certification
RSF Sword Certification
Ryyk Blade Certification
Stun Baton Certification
Sword Certification
Vibroblade Certification
Battle Armor Accuracy Mitigation 20%
Battle Armor Accuracy Mitigation 30%
Battle Armor Accuracy Mitigation 40%
Battle Armor Movement Mitigation 20%
Battle Armor Movement Mitigation 30%
Battle Armor Movement Mitigation 40%
Battle Armor Rate of Fire Mitigation 20%
Battle Armor Rate of Fire Mitigation 30%
Battle Armor Rate of Fire Mitigation 40%



-J Swordsman


Primary Role: Close Range Damage Specialist
Secondary Role: Melee Tanking (Mitigation)
Offense: Very Strong (5)
Defense: Moderate (3)
Crowd Control: Minimal (1)


added Key abilities :
Armor Break : diminish damage reduction of armored opponent
Berserk : melee attack will do more damage, but at the cost of defense penalty
Critical Strike : highest probability to do critical strike
Head Hit : aim at head of opponent at the cost of accuracy
Power Attack : powerfull attack
Sword Flurry : powerfull attack with defensive bonuses


added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery

Skill mod Summary:

General Melee Accuracy +85
General Melee Speed +25
Melee Defense +85
One-handed Melee Defense +40
One-handed Weapon Accuracy +65
One-handed Weapon Speed +30
Ranged Defense +60
Two-handed Melee Accuracy +110
Two-handed Melee Defense +50
Two-handed Melee Speed +75
Unarmed Damage +30


Certification Summary:

Dagger Certification
Power Hammer Certification
Scythe Certification
Sword Certification
Two-handed Axe Certification
Two-handed Cleaver Certification
Two-handed Curved Sword Certification
Vibro Axe Certification
Vibroblade Certification
Battle Armor Accuracy Mitigation 20%
Battle Armor Accuracy Mitigation 30%
Battle Armor Accuracy Mitigation 40%
Battle Armor Movement Mitigation 20%
Battle Armor Movement Mitigation 30%
Battle Armor Movement Mitigation 40%
Battle Armor Rate of Fire Mitigation 20%
Battle Armor Rate of Fire Mitigation 30%
Battle Armor Rate of Fire Mitigation 40%


-J Pikeman
Primary Role: Melee Opponent Control (Attacker Modifiers)
Secondary Role: Melee Crowd Control (Attacker Control)
Offense: Weak (2)
Defense: Strong (4)
Crowd Control: Moderate (3)


Key abilities added:

Impale : powerfull blow, single opponent attack
Intimidate : inflict intimidate
Spin Attack : aera of effect
Stunning Blow : inflict stun
Sweep Attack : inflict KD
Warcry : stop opponent from doing any action, but this state will break if any damage is done to him while warcried.


added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery


Skill mod Summary: (pre req always taken in account)

General Melee Accuracy +85
General Melee Speed +25
Melee Defense +85
Polearm Accuracy +65
Polearm Defense +65
Polearm Speed +45
Ranged Defense +55
Unarmed Accuracy +65
Unarmed Damage +70
Unarmed Defense +40
Unarmed Speed +30

Certification Summary:

Basic Lance Certification
Cryo Lance Certification
Dagger Certification
Electric Polearm Certification
Long Vibro Axe Certification
Massassi Lance Certification
Metal Staff Certification
Reinforced Combat Staff Certification
Vibro Lance Certification
Battle Armor Accuracy Mitigation 20%
Battle Armor Accuracy Mitigation 30%
Battle Armor Accuracy Mitigation 40%
Battle Armor Movement Mitigation 20%
Battle Armor Movement Mitigation 30%
Battle Armor Movement Mitigation 40%
Battle Armor Rate of Fire Mitigation 20%
Battle Armor Rate of Fire Mitigation 30%
Battle Armor Rate of Fire Mitigation 40%

Message Edited by Pahaddino on 04-07-2005 10:03 AM

Pahaddino
Thu Apr 07, 2005 7:00 am
#3



-------Jedi


-A Lightsaber


Primary Role:
Secondary Role:
Offense:
Defense:
Crowd Control:


Skill mod Summary:

Double-Bladed Lightsaber Accuracy +140
Double-Bladed Lightsaber Speed +100
Force Power Max +2800
Force Power Regeneration +26
General Melee Accuracy +75
General Melee Speed +20
Lightsaber Assembly +100
Lightsaber Block +25
Lightsaber Experimentation +100
One-handed Lightsaber Accuracy +140
One-handed Lightsaber Speed +100
Two-handed Lightsaber Accuracy +140
Two-handed Lightsaber Speed +100

Certification Summary:

Double-Bladed Lightsaber Generation 1 Certification
Double-Bladed Lightsaber Generation 2 Certification
Double-Bladed Lightsaber Generation 3 Certification
Double-Bladed Lightsaber Generation 4 Certification
One-handed Lightsaber Generation 1 Certification
One-handed Lightsaber Generation 2 Certification
One-handed Lightsaber Generation 3 Certification
One-handed Lightsaber Generation 4 Certification
Two-handed Lightsaber Generation 1 Certification
Two-handed Lightsaber Generation 2 Certification
Two-handed Lightsaber Generation 3 Certification
Two-handed Lightsaber Generation 4 Certification


Ability Summary:

Saber Armor Break : diminish damage reduction bonus from armored opponent
Saber Blind : Blind attack
Saber Body Hit : target body
Saber Dervish : Aera of effect powerfull attack
Saber Head Hit : target head
Saber Leg Hit : target leg
Saber Power Attack : more powerfull than nominal dommage attack
Saber Slash : Bleed attack
Saber Spin Attack : aera of effect attack
Saber Strike : nominal attack
Saber Stunning Strike : Stun attack
Saber Sweep : KD attack
Saber Swipe : Dizzy attack
Saber Throw : Range attack with melee weapon



-B Power


Primary Role:
Secondary Role:
Offense:
Defense:
Crowd Control:

Skill mod Summary:

Force Accuracy +140
Force Choke +5
Force Power Max +2800
Force Power Regeneration +26
General Ranged Accuracy +75


Ability Summary:

Force Breach : Remove all force power that are buffing the current target
Force Choke : Big DOT
Force Cloak : render the Jedi invisible to surrending aera.
The more populated the aera, the more this power costs to maintain
Force Hit : basic damage ability using the force
Force Knockdown : KD attack
Force Lightning : range energy attack
Force Lightning Area : Cone range energy attack
Force Strike : improved version of force hit, still low ability cost
Force Throw : range stunning attack
Force Weaken : snare/root opponent with debuff effect.
Mind Blast : range stun/dizzy attack



-C Enhancer


Primary Role:
Secondary Role:
Offense:
Defense:
Crowd Control:


Skill mod Summary:

Force Power Max +2800
Force Power Regeneration +26


Ability Summary:

Channel Force : regain force at the cost of ability points
Drain Force : resplenish own force pool at the cost of opponent force pool
Force Absorb : resplenish own force pool from direct Force attack while active
Force Armor : normal damage mitigation at the cost of force point
Force Feedback : reflect force damage back
Force Meditate : accelerate force recovery while active
Force Resist Bleeding : buff
Force Resist Disease : buff
Force Resist Poison : buff
Force Resist States : buff
Force Run : accelerate mouvement and add Terrain negociation bonuses
Force Shield : force damage mitigation at the cost of force point
Force Speed : Accelerate warm up of combat action
Force Suppression : Stop enemy mouvement
Force Wave : Slow enemy.
Regain Consciousness : after being slain, the jedi can revive him/herself. Long regain penalty afterwards
Stasis : Stop enemy until damage is made or effect is over.
Transfer Force : transfer some of your force to the target



-D Healer


Primary Role:
Secondary Role:
Offense:
Defense:
Crowd Control:


Skill mod Summary:

Force Power Max +2800
Force Power Regeneration +26


Ability Summary:

Force Cure Disease
Force Cure Poison
Force Extinguish : remove fire state
Force Heal
Force Infusion : HOT (heal over time)
Force Sap : reduce target regain rate
Force Shock : reduce target state defense
Force Wound Heal
Heal States
Stop Bleeding
Total Heal



-F Defender


Primary Role:
Secondary Role:
Offense:
Defense:
Crowd Control:


Skill mod Summary:

Force Defense +100
Force Melee Defense +140
Force Power Max +2800
Force Power Regeneration +26
Force Ranged Defense +140
Innate Jedi Armor +50
Jedi State Defense +65
Melee Defense +95
Ranged Defense +75


Ability Summary:

Avoid Incapacitation : while power in effect, the Jedi is not incapacitated when health reaches 0.
Dominate Mind : Taunt ability
Force Aura : high defense bonus
Force Valor : add a block bonus but at the cost of damage output


Message Edited by Pahaddino on 04-07-2005 10:06 AM

HarlequinMK19
Fri Apr 08, 2005 3:03 am
#4

Interesting guide...some of it will probably change, but you definitely put the time in to catalog this stuff.


All melee' profs seem to have +85 melee defense. I'm wondering how that's going to work considering that only TK and Pikeman are supposed to be the tanks now. If melee defense is the primary defense mod, then that would suggest that all melee profs are tanks again...there must be something else that has to be factored in.


Anyway, nice guide.



-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
Pahaddino
Fri Apr 08, 2005 3:18 am
#5



The melee defense stat are the stat that are stackable between profession.

What is not stackable is the innate defense from the profession.


For example, a sword man has a 2handed melee defense of 50, when the TKA has a unarmed melee defense of 85.


When know that there will be diminishing returns value, but for the 35 point difference to kick in without the problem of the diminishing returns, my guess is that general melee defense is one mechanism and the innate defense is another, which will made the TKA better, even with the best amount of defense in general melee def.

It will need close test, and if we manage a point where the Swordman (with a sword) avoid as good as the TKA, then it is a probleme in the implementation, because it will flaw the design.


The second thing is, with a weapon compare to unarmed, you get hindrance, and with an armor as well.

Might be that the general stat get affected by them too.


It is for sure an aera which I m eager to test extensively when I m accessed full template testing.

themorph
Fri Apr 08, 2005 7:44 am
#6

Great info...
Can you answer me a question? When i browse the skill mods, i see something like general melee speed +25 and 2hand melee speed +75 will those stack with each other?


Well, it makes sense, that a swordsman gets a speed bonus on other melee trees, but if it does, is there already a known skill cap? Under the current system it's 100 for speed and 125 for all others. If i get 2 melee profession under the new system, i would already reach +125.



TrustHonorOrderRespecT
[ THOR ]
VuvvikAkikoe KiyomorKenduko Kiyomor
Miragon, Corellia, CORBANTIS `~



Pahaddino
Fri Apr 08, 2005 9:43 am
#7






themorph wrote:

Great info...
Can you answer me a question? When i browse the skill mods, i see something like general melee speed +25 and 2hand melee speed +75 will those stack with each other?


Well, it makes sense, that a swordsman gets a speed bonus on other melee trees, but if it does, is there already a known skill cap? Under the current system it's 100 for speed and 125 for all others. If i get 2 melee profession under the new system, i would already reach +125.






Yes it adds, but no you will not speed cap.

In the new system, you can't speed cap because of the "diminishing return" system.

Basicaly it means that if you have already a fair amount in speed, adding more will have little to no effect.


For example, if you have 50 in speed mod and do an auto attack every 3 sec.

You go to 60 in speed mod, and maybe you will be at 2,5 sec

But when you go to 120, you might see that you will be at 2,4 sec (exagerating but that s the idea behind diminishing return).


That means that depending of your playstyle (armored, unarmored, which weapon, which special you use), you have to define what is your best speed to get.

shrjuhsjrsrhr
Fri Apr 08, 2005 10:57 am
#8

Nice post



Edan Catarn - Jedeye Night
Nealile Ecisne - Ez Reaper
themorph
Sat Apr 09, 2005 9:19 am
#9

Will there be a skill point cap in the new system? In the current system it makes no difference if you have 125 in melee defense or 130, cause the skill cap is at 125...


thx for answering previous question.

greetz,



TrustHonorOrderRespecT
[ THOR ]
VuvvikAkikoe KiyomorKenduko Kiyomor
Miragon, Corellia, CORBANTIS `~



Pahaddino
Sat Apr 09, 2005 3:13 pm
#10

There will be no skill point cap, no.

But there will be an optimum you want to achieve depending on your playstyle.

After a certain value, you will get little to no benefit to go on stacking up defense or accuracy.


This value will depends on if you fight with armor, unarmed or with a big weapon, etc...

Everything that now affect combat.

KaylariaTaylorian
Mon Apr 11, 2005 4:01 am
#11

Pah, I must say this is the best information I have seen. It is very easy to understand and thanks for your replies on the last questions, I had those too as a melee player. It does make sense and is how it should be. Do you know for sure if TKA's will be required to wear 'robes' as it has been implied or will we still be in normal clothing as I have seen on TC? I gathered these so called robes would have extra defense mods or simply not encumber us in any way. As a preferred TKM, I am curious as to what I should do with my current armor. I have a set of RIS and several sets of Comp. I also have swordsman skills... and am considering if I should change to master sword or keep tkm as main profession. I havent been on TC in a couple of weeks (my play time is limited and the tc has been down when I try to get on). Any updates as you see them would be greatly appreciated.. your work here is first rate.... kudos..



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Pahaddino
Mon Apr 11, 2005 5:21 am
#12

I don't think there will be "special" robe for TKA.

TKA gets the only innate damage reduction, which works only if you don't wear armor (to avoid unbalancing).


It means you can wear any cloth as a TKA, and get your innate armor to work.

You can be a TKA wearing an armor you are certified with from a dabbling profession.


What will be the most performant? I would guess that I end armor will be more resistant than innate TKA abilities.

BUT, don t forget the armor penalty for fighting andmoving,

So it will be a trade of.


At least, TKA can fight with no penalty, and still get innate armor, so innate damage reduction (idem for the Jedi, more if they go defender).


I have to rework the info here, since some requirement have switched, and new certificate arised. But it is still 95% accurate info.

nioblack
Mon Apr 11, 2005 9:20 am
#13

Great post! Thanks for putting this together.

So, what is going to be the new 'Swordsman' after CU? I hope we don't swap the 1000+ swordsmen for 1000+ TKA. Or will this upgrade actually encourage variety?

I have read that a lot of bounty hunters are licking their chops over Commando.



Ni'Oblack | Coronet Vendor: 0 -5570 | Starsider

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