Items And Loot Archive

Thread: Got my 2nd Dark Jedi Master kill

Baart
Thu Jun 09, 2005 6:28 pm
#1

After a week drought in hunting DJK/DJM I stumbled upon a DJM while hunting on Dantooine fairly close to jedi ruins. This was only the 2nd DJM kill I have made. First was premium crystal and this one dropped an AA with Carbine Accuracy +22 and Ranged Defense 25. I bet that would fit into a 4 socket ADKed armor piece rather nicely. Thats got to be worth a bit if 2h LS speed + 4 is worth 4 million ....as someone offered me.
RoundWallKing
Thu Jun 09, 2005 6:41 pm
#2



Baart wrote:
After a week drought in hunting DJK/DJM I stumbled upon a DJM while hunting on Dantooine fairly close to jedi ruins. This was only the 2nd DJM kill I have made. First was premium crystal and this one dropped an AA with Carbine Accuracy +22 and Ranged Defense 25. I bet that would fit into a 4 socket ADKed armor piece rather nicely. Thats got to be worth a bit if 2h LS speed + 4 is worth 4 million ....as someone offered me.




Skill mods are no replacement for real skill.



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droid327
Thu Jun 09, 2005 7:08 pm
#3

Sorry but probably not....its the jedi mod that makes it worth so much, especially since saber 0404 is the FOTM for jedi and everyone wants 2h saber speed

its not a bad sea, but not 1M per point. Carbine speed and ranged defense go together, but you can get ranged defense and melee defense from your BE undershirt already, so its really only +9 to ranged defense; I'd price it at 2M opening 8M buyout



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
Baart
Thu Jun 09, 2005 7:39 pm
#4

So what you are saying is that the BE shirt has +16. That the defense caps at +25. So an attachment that is only going to bring it up by the difference between the cap and whatever mods you had in your close already. I swear I have multiple mods that raise my defense by more than 25. I will have to check back. Also this is armor attachment. Maybe I will just keep it and see if I can put it to good use on my BH. I know the mods use to cap at 25 not matter how many items and sockets. I am not sure that is true anymore. I think the mods are now under diminishing returns such that you can add +50 ranged defense through clothes, but once you are above say 200 for example any increases won't really be noticeable....unless it jumps by like 200 or something. Now I have to log in to check my clothes.
Baart
Thu Jun 09, 2005 7:47 pm
#5

315 melee and 280 ranged. I then put my pants, shirt, and bandolier on and now I am at 347 melee and 324 ranged. So its acting like its adding, but does it have an effect, possibly not much....unless say a level 1 player who has almost no defense puts them on. He would probably noticed a greater difference than I. If its as it used to be, then I am just wasting mods and only looking like I have the extra defense.
droid327
Thu Jun 09, 2005 8:03 pm
#6

The devs stated explicitly and unequivocally at fanfest that there was a +25 cap on BE and SEA mods. They are aware that it will currently display more than 25 points, but verified this was only a display bug, and that you werent getting any benefit past +25



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
Baart
Thu Jun 09, 2005 8:33 pm
#7

Ok. So its just another on there list of bugs and failures in this game. I sometimes wonder how this game has lasted this long. Clearly its the Star Wars name/universe that is bringing and keeping people here and not the quality of software. I never have paid a subscription based game before maybe never will again. Since this is only Star Wars game in this persistent format I have no choice but to live with whatever it is, if I want to play. I just wish that at least they made things clear, so that you could see whats working and whats not, but too often we are left with an illusion that something is working properly when its not.


Oh well. I guess I got an AA I can unload at a bargain price, or through it in some armor for myself.


Picofarad
Thu Jun 09, 2005 8:58 pm
#8

On Ahazi, that would likely sell for 15mil.




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Bermag
Fri Jun 10, 2005 9:07 am
#9

Even if you can use BE clothing it might still be useful to use an AA instead. If you are wearing a full armor the only BE clothing you can use is a shirt. You might want another kind of short with other enhancements.


But probably only the real rich would pay a lot for +ranged. The accuracy is important also however





---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
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High quality and low price
Now playing Eve
EuricFarroa
Fri Jun 10, 2005 10:44 am
#10







droid327 wrote:
Sorry but probably not....its the jedi mod that makes it worth so much, especially since saber 0404 is the FOTM for jedi and everyone wants 2h saber speed

its not a bad sea, but not 1M per point. Carbine speed and ranged defense go together, but you can get ranged defense and melee defense from your BE undershirt already, so its really only +9 to ranged defense; I'd price it at 2M opening 8M buyout




Actually saving that shirt for different skill mods makes this tape worth a lot...it also only takes 1 socket to cap that skill whereas you would need 2 modded pieces atleast to cap with BE cloths which could be used for something else....on flurry it could reach 10-30mil i reckon.


*Edit* With carbine accuracy aswell it would add another 5-15mil.

Message Edited by EuricFarroa on 06-10-2005 06:45 PM



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pack-master
Fri Jun 10, 2005 1:43 pm
#11

Can i ask what prof and technique did you use to kill these cl 289 djm?
Baart
Fri Jun 10, 2005 5:40 pm
#12

rifleman with the use of snares and roots. once rooted I spam ranged and placed shot until the root ends then its back to spamming roots and snares when necessary. Its fun because though I know that I can take them, I never know if I will. The level 109 NPC's get me alot, but then maybe its because I fight them more often. Also terrain can be an issue especially regarding line of sight. The idea with the DJM is keep as much distance as you can while still being able to attack, and try to stop him in his tracks so you don't have to keep running around. Even snares will probably only hold him off for so long. Now if you have real nice terrain negotiation that my make keeping out of his range easier. I hope they don't nerf them as they are few and far between and are only likely to be a sure kill if you have a group of ranged or possibly master defenders. For the lone gunmen they provide a good challenge. They hit for 67000 or so, so its not like they are easy. Just use the specials SOE gave us with CU. CU was supposed to force us to use tatics in combat and that is what I am doing.
Kev0r
Fri Jun 10, 2005 7:52 pm
#13

Two players, both with roots and at least one of them with snare.


Just keep the DJM rooted or snared and use lots of leghit/critical hit etc. It's actually easier than most NPCs as they only have low HAM, about 30k.


And no, me saying it's easy isn't a boast, anyone with root and a friend withsimilar skillscan take down a DJM without eventhinking about it.





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