Jedi Archive
Thread: Lightsaber Damage
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jeradDe-mill
Wed Jun 01, 2005 9:17 am
#132
guys i got a a 701.7 dps saber with 14 fc and i get the same cost of force as i get for using a fc 11 ls but i get the same damage
and befor what the hell is that ???
dont get me wrong i am comlianing only about that jedis dont do damage as they should do
starcrusher04
Wed Jun 01, 2005 9:30 am
#133
so what ls specials would you all adjust to make them more in line with where ls damage should be.
I personally feel that Dervish should be the strongest special in the game as it was and should be forever and ever amen.
But to go a little farther: It is obvious that the LS trees line up with their comparable elite professions. (One-Hand = Fencer; Two-Hand = Swords; Polearm = well you get it.) So we should be able to have their style of offense(apply states, nuking, tanking) plus our own unique abilities added to them. THIS IS WHERE ELEMENTAL DAMAGE WOULD COME INTO PLAY.
That being said, you could see where a Jedi could arrange their template around their saber style. One-handed would be effective in the supporting role (enhancer, healer, powers).
Two-Handed would be our main damage dealer (many combos, but prolly defender/enhancer would be most useful)
and Polearm would be our tanker [if tanking ever gets worked out] (defender/healer)
And of course there's always room to dabble more.
Thinking about LS from this perspective might give people clearer ideas about how to setup their template as well as how to work effectively together in combat. Just like: If I'm a fencer and I see a Swordsman in combat and I want to help out, I know what I have and what he probably has, and therefore how I can be of most use. It'd give Jedi a chance to jump into a fight, without being grouped, and know where they are needed. We don't get master badges for our profs (I can't see if someone wielding a LS is a M.Defender or M. Enhancer by examining them), so thinking about templates in this respect would give us a better idea of how to work together.
huttu
Wed Jun 01, 2005 10:12 am
#135
JediMasterZero wrote:
werd. That first poster didn't really make much sense, but he got his point across.
Using Critical Head Hit (or whatever the hell it is at x4xx) with my Gen 4 saber, I do about 800 to 900 damage PvE -depending on what type of mob - andusing a red (heat dmg) crystal. I believe rifles are easily doing over 1100dmg, yes? Something doesn't seem right here....
To cite continuity of the movies:
Target: Blast shield door (3-foot thick metal door)
Weapon: Rifle
Result: Ricochette off door, potentially killing yourself
Target: Blast shield door
Weapon: Lightsaber
Result: Hot-knife-through-butter, door melts on both sides.
In SWG:
Target: Blast shield door
Weapon: Rifle
Result: Laser bolt goes through door, killing all on other side. Also known to take down large space cruisers when fired from ground.
Target: Blast shield door
Weapon: Lightsaber
Result: Lightsaber bounces off door, hits Jedi in head. Jedi's head cleaved in half.
LOL
tykeegun
Wed Jun 15, 2005 9:20 am
#137
what was wrong with lightsabers doing lioghtsaber damage like they did pre cu ? becouse i have not seen any other so called enery weapon that could cut threw steel doors . wouldn't it be easer to make sabers work correctly if they where back to there own seprate type of damage agin ? just a thought .
Va-Mei
Wed Jun 15, 2005 11:20 am
#138
Disclaimer for everyone but Tykeegun. I’m not some BH out on a Jedi bash, I AM a Jedi.
Ok Tyke, here’s my take on the whole Jedi Saber strength problem…
(I know I'm kind of rambeling, but hey, I'm bored
)
(I know I'm kind of rambeling, but hey, I'm bored
According to all the source material, Jedi are very powerful in both offence and defense. With their saber, they can stand before dozens of soldiers with blaster weapons and deflect every shot that comes their way, mow down a dozen combat droids with a few flicks of the wrist, and cut through 3 feet of blast steel without breaking a sweat. The only thing that Lucas portrayed as athreat to aJedi was the shielded droidecka with their rapid fire weapons system,another Jedi/Sith, or (somehow...) the Mad Skillz posesed by Jango.
For a movie, this is all fine and good. If we wanted to see movies about normal people with normal problems, we’d stay home and take a look around. We all like a good action flick portraying super power characters facing incredible odds. The same goes for a single player game, playing the one omni-powerful character that has to slay hordes of mindless AI is good stuff. MMPORGs on the other hand are not well suited to having Alpha characters running around. They walk on content designed to the lesser masses, making it commonplace. I remember how pissed you were when a lone Jedi stole the krayt a group of us had fought long & hard for. On the other hand, content designed to challenge an Alpha character is all but impossible for anyone else. Look at what happened last night when we tried the Necrosis without Jedi. The Doc healed, the Doc died, and so did everyone else.
The original SOE team knew that Alphas would be bad for the game when they 1st started things, and that’s why they were supposed to be so rare. To actually see one was supposed to be a rare and cool thing, and for a while it was; but everyone wants Jedi to be rare, as long as they can have one. So now they’re everywhere. If you check the sceenie posted from the last Battle of Tatoonine (Naritus Forum), there are more Jedi in the battle than everything else combined.
Having failed in controlling the population, SOE is now forced to control the effectiveness of Jedi so they don’t overrun the game and make every other profession an also-ran. So how do you do that? Do you give Jedi the all powerful light saber, and make him fragile? Then any fight with a Jedi comes down to whoever scores the 1st hit, so that won’t work. Do you give him both the saber and the defense, but make him horribly inaccurate? Then it all come to a roll of the dice. If the Jedi rolls boxcars before you can kill him, you die.
The only thing left is to tone down the damage potential of the light saber & Force Powers, and change Jedi from what the movies show us, into a tank. If you look around, most of the effective PvP Jedi templates are built around dying slower than their opponent through damage prevention & recovery,rather thankilling them outright like a Rifleman or Swordsman would do. I know I’ve taken a round-about way to get here, but the easiest way to controlJedi damage is to makeit the same as everyone else’s. That way you don’t need to worry about Jedi pulling a one-shot kill on players because there is no resistance to LS damage, or having an Anciant Krayt stolen from a party that’s beat on it for 30 min or more (due to the huge resists those things had) by a lone Jedi who’s able to take visible chunks out of it’s HAM bars, but you know that they can still handle the content because their saber is about equal to a pistol in both damage numbers and type.
It kind of sucks thatyou and Ididn’t get our Jedi until after the nerf bat had come down on them so hard, but the more Jedi there are, the weaker they will become. Either that orSWG will become nothing more than Jedi Wars, and all those other professions can forget about ever being anything but a stepping stone to becoming Jedi.
Ottergame
Wed Jun 15, 2005 11:42 am
#139
Sadly, you are correct, and it's something I saw coming for a long time. Jedi are becoming quite numerous, so Sony was looking at a no-win situation. Either let the Jedi's dominate the game and drive off other players, or risk driving off Jedi by balancing them down to the beta class levels of the other combat professions. Sony chose the second option.
That's why the defender/healer hybrids are now so common, since our offenseive abilties hit the toliet we're now backed into a corner where we have to chooseeither mediocre offense or untoppable defense. When someone looks at the options avilable, between "weakest combat class" or "strongest defense class with heals", you can't blame them for going the logical route.
Using my token respec, I dropped master defender and all my healing for powers and enhancer, keeping master lightsaber. Looking at the track record for Jedi "fixes", I decided I might as well go full archtypical dark Jedi, then to look down at a mind cost heal and 60 second cooldown timer avoid incap of a futurepatchand see the last of the alpha drained away from the big dog class.
tykeegun
Thu Jun 16, 2005 12:08 am
#140
yes i see where u are coming from . although im not looking the god profesion in jedi altough it would be fun .but back to my point i have what is consederd by must jedi that i talk to a saber that average to above average .max damage 677 if i remember correctly .but when it comes to fight any normal combat class is doing 200 points more if not double the damage that i am doing .i would like to at least be close to there damage with me saber . if this is how it is going to be what is the point of being a full template jedi. i just as well drop x424 sabers and pick swords back up.
AAR_Forever
Sat Oct 22, 2005 10:51 am
#141
After playing for jedi for so long we have move on every publish. Now i feel jedi is really weak even u have a good saber. I hope our light saber damage will be back in game. i fought many pple playing in energy armour with level 3 armour break slice and 4xxx doc. I can tell u we cant even scratch them . So i really hope the dev should give us back the offensive power once jedi have.. just my 2 cents
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