Jedi Archive
Thread: Powers Question
WookieOgre wrote:
Tlk wrote:
Well Wookie, you are partly correct. mindbalst (and I think Lightning Cone 2 also) are using the state defenses to protect the target, but force KD and force intimidate are 100% apply if you hit. Maybe that is the difference. The mindblast and lightning are damage attacks, with the states as a chance to be applied (like other attacks in the normal professions: fencers spin attack 2 for example has a chance to blind).
Although I don't have k/d in powers (I would if it actually worked correctly) I've been told by people that it can be resisted by regular dev vs k/d or food. Again, I believe this is one issue SonG has said he is working on because at the moment Powers is broken against anyone with high defenses. Only thing I think that works very good is the Choke and Intimidate (but that is because no one has uber def vs Intimidate). Other than that Force Powers can and are being resisted by regular defenses.
Hopefully in the CU this changes and it works as you explained it should.
thats correct force powers are only supposed to be resisted by certain enhancer skills and defender jedi. non-jedi skills are not supposed to defend against them.
however currently there are builds that make intimidate useless but they also have no real offense.
LairdJimmy wrote:
Naked wrote:
kk. so far i'm 4/4/4/3 powers. I've got some questions though.. i've noticed that in order to use lightning...you have to be standing still. also the output damage on lightning or anyother skill isn't nearly what is posted. lightning area is hittin for about 800 or so. the bigested thing i have is standing still for lightning.
I assume you are asking if the damage is correct, it is. I assume you are also asking if you are supposed to stand still through delivery. In order to deliver the attack you must go through the sizable warmup timer, this requires you to be standing still for the length of the timer, also there is a very long animation for lightning which essentially amounts to an additional 4-5 second root.
The inability to deliver any viable damage, the self rooting with warmup timers and inappropriately long animations, along with the inability of choke to bypass defenses, the ineffectiveness of breach, accuracy issues,speed issues, and failure to make weaken into a working skill are some of the reasons that a powers template is not viable. There is a focus thread on powers, probably buried somewhere, you should voice any concerns there. Powers as well as healer deserve some major attention.
Message Edited by LairdJimmy on 07-15-2005 01:38 AM
that answers my question. sorry i wasn't clear. was asking about the root effect with lightning. overall i love powers though and seem to be decimating any i fight. the only reasion i loose is from being out of force and that's from mdef's but that's expected. i'm also mls, 4/0/0/0 healer as well as 4/4/4/3 powers at the moment. lovin powers though...just can't use lightning really ever unless i'm fighting a jedi (wich will be some form of defendor so i'll miss usually, i use my sabor for them sept for powers to toss up states on them) cause of the root. we'll see what's up with us in the future...
If I recall correctly, improved knockdown at xxx4 has an area, or at least cone effect. However, I don't believe that's in balance with the CU, as the normal version I know for sure does not. Powers DOES have a cone intimidation move.
Improved Knockdown = cone KD
Advanced Knockdown (Master) = Area KD
nicmo wrote:
If I recall correctly, improved knockdown at xxx4 has an area, or at least cone effect. However, I don't believe that's in balance with the CU, as the normal version I know for sure does not. Powers DOES have a cone intimidation move.
Basic Intimidate = single opponent intimidate
Improved Intimidate = area intimidate
improved intimdate is at xx4x
basic knockdown is at xxx2
improved knockdown is at xxx4
advanced knockdown is at master powers.
Nimco is quite right, btw, in saying that these specials are (according to the CU goals), quite hosed in that their improved versions don't agree with basic versions on area of effect. Force Throw (at xxx1, and xxx3) suffers from the same problem. Mind Blast used to, but it got corrected to always be a single target special. Odd that it did, and the others didn't.
Hope this can get addressed at some point.
PlazmaZ wrote:I read in several places that General Ranged Accuracy helps Powers but General Ranged Speed doesn't. I noticed though that if i look at my Force Mods in Ctrl-c it shows my Force Speed as 5 which came from my General Ranged Speed. So it looks like it is adding up. My questions is does Force Speed (the mod not the skill) help with the speed of Powers? If so how? Better timers? Faster zipper bar? Also i noticed that nowhere in Force Wielder do you get a + to the Force Speed mod, do skilltapes that give + to Force Speed exist? Thanks
Force Speed from enhancer definitely does help! Makes the zipbars go faster, and makes the cooldowns faster.
No tapes to Force Speed exist that I am aware of.