Jedi Archive

Thread: SAC Cost Issues (added Force Cost)

Exposis
Tue Aug 30, 2005 10:47 am
#14






Sidalo wrote:





DustusNavar wrote:


There's a bigger problem here, Bac, and the Devs need to know about it. The 97 sac saber you show there is a result of using all your experimentation in efficiency. Well, with pearly and crystal drops being what they are, most players (like me) use all the experimentation in damage because we need all we can get. This leaves me with a 130 sac saber. Normal, non-saber weapons can get sac's down into the 60s while still outdamaging a saber. We need have have the sac costs cut in half andhave pearls and crystals reduce sac like they do force costs. We also need to have the sac costs removed from saber hit as it states in the skill description.




Actually the pearls / crystals need to have a SAC reduction on them, like they seem to be supposed to have. That will fix a lot of theissue.





QFE



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ilhan
Tue Aug 30, 2005 10:51 am
#15

I think the biggest problemis mind...Your mind is drained way before you force gets close to it



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Slash_DPC
Tue Aug 30, 2005 10:53 am
#16



Exposis wrote:


Sidalo wrote:


DustusNavar wrote:
There's a bigger problem here, Bac, and the Devs need to know about it. The 97 sac saber you show there is a result of using all your experimentation in efficiency. Well, with pearly and crystal drops being what they are, most players (like me) use all the experimentation in damage because we need all we can get. This leaves me with a 130 sac saber. Normal, non-saber weapons can get sac's down into the 60s while still outdamaging a saber. We need have have the sac costs cut in half and have pearls and crystals reduce sac like they do force costs. We also need to have the sac costs removed from saber hit as it states in the skill description.

Actually the pearls / crystals need to have a SAC reduction on them, like they seem to be supposed to have. That will fix a lot of the issue.



QFE



QFE





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Aulendil
Tue Aug 30, 2005 10:55 am
#17

While we are on the issue of action costs, please Bac could you mention to the devs that action cost on powers is way too high for the amount of damage they do.










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BooshkaUK
Tue Aug 30, 2005 11:12 am
#18

Why is there an action and mind cost on Saber hit anyway? Its description states there is no ability cost to use it, so either update its description or.. remove the costs.


Also.. I could tank a lair pre-patch 22 and have 75% of force left in a 8 person group on a lvl82 lair. After the last patch i would have less than 25% force left in a same sized group. The only difference.. is i changed a crystal, which actually slowed my saber by -0.06 and lowered my fc to 19 from 24. So i should be using less force, but im not. Also i left aura running on a macro and i ended up with no force left within 20 mins or so, pre-patch 22 i could leave it running and this would never happen. Something isnt right.





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Cahnuuk
Tue Aug 30, 2005 11:21 am
#19



Slash_DPC wrote:
For the love of all that is holy, PLEASE get rid of the mind cost on saber attacks. Normal toons don't have this hinderance (when shooting a pistol, for example), why should jedi?

Message Edited by Slash_DPC on 08-30-2005 02:02 PM



Yes they do. All specials have an associated mind and action cost.



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Pharrel
Tue Aug 30, 2005 11:22 am
#20



Sidalo wrote:


Pharrel wrote:
Good Numbers. However most of the Jedi Community has 100-108 SAC Lightsabers. Padawans are grinding up to the Experimentation Points in Master Lightsaber to craft a 97 SAC Lightsaber. So your results are skewd towards the extreme right hand side of the natural distribution curb.

I recommend toding the same test with a 104 SAC Lightsaber. For results closer to the mean average.


Good Point, my previous test was with a 95 SAC as well.
Should do tests with:
95 SAC (full sac experimentation)
116 SAC (sac after damage experimentation 9/3)
126 SAC (no sac experimentation)




I agree. We will then have the stats across the entire natural distribution for am more accurate measurement of the SAC for each lightsaber move.



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Lightburn
Tue Aug 30, 2005 1:02 pm
#21

Can we also add a force cost to this?


It would be very nice to know and heals?





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DustusNavar
Tue Aug 30, 2005 1:44 pm
#22






Cahnuuk wrote:





Slash_DPC wrote:
For the love of all that is holy, PLEASE get rid of the mind cost on saber attacks. Normal toons don't have this hinderance (when shooting a pistol, for example), why should jedi?

Message Edited by Slash_DPC on 08-30-2005 02:02 PM




Yes they do. All specials have an associated mind and action cost.




Saber hit is not a special, it is the basic "default" attack and its description clearly states that it has no associated costs, when in reality it has action, mind, and force cost.



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DustusNavar
Tue Aug 30, 2005 1:45 pm
#23






Slash_DPC wrote:





Exposis wrote:





Sidalo wrote:





DustusNavar wrote:


There's a bigger problem here, Bac, and the Devs need to know about it. The 97 sac saber you show there is a result of using all your experimentation in efficiency. Well, with pearly and crystal drops being what they are, most players (like me) use all the experimentation in damage because we need all we can get. This leaves me with a 130 sac saber. Normal, non-saber weapons can get sac's down into the 60s while still outdamaging a saber. We need have have the sac costs cut in half and have pearls and crystals reduce sac like they do force costs. We also need to have the sac costs removed from saber hit as it states in the skill description.




Actually the pearls / crystals need to have a SAC reduction on them, like they seem to be supposed to have. That will fix a lot of the issue.





QFE





QFE



Yea, I said that in the original post. If they reduced SAC we'd be a lot better off.




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Killing In The Name Of


MajesticJester
Tue Aug 30, 2005 1:46 pm
#24






DustusNavar wrote:





Cahnuuk wrote:





Slash_DPC wrote:
For the love of all that is holy, PLEASE get rid of the mind cost on saber attacks. Normal toons don't have this hinderance (when shooting a pistol, for example), why should jedi?

Message Edited by Slash_DPC on 08-30-2005 02:02 PM




Yes they do. All specials have an associated mind and action cost.




Saber hit is not a special, it is the basic "default" attack and its description clearly states that it has no associated costs, when in reality it has action, mind, and force cost.





if all you do is saber hit then your force wil never go down as it will regen before your next saber hit


same with mind and action


infact while only doing saber hit you can regen your force bar slowly (at full temp)


Cahnuuk
Tue Aug 30, 2005 3:11 pm
#25



DustusNavar wrote:


Cahnuuk wrote:


Slash_DPC wrote:
For the love of all that is holy, PLEASE get rid of the mind cost on saber attacks. Normal toons don't have this hinderance (when shooting a pistol, for example), why should jedi?

Message Edited by Slash_DPC on 08-30-2005 02:02 PM



Yes they do. All specials have an associated mind and action cost.


Saber hit is not a special, it is the basic "default" attack and its description clearly states that it has no associated costs, when in reality it has action, mind, and force cost.



Just like Ranged Shot.



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Cahnuuk Esko - Missing, presumed dead
Bringing defeat to the rebellion, because the Empire has better dental
LastDaysOfApril
Tue Aug 30, 2005 3:52 pm
#26






Aulendil wrote:
While we are on the issue of action costs, please Bac could you mention to the devs that action cost on powers is way too high for the amount of damage they do.






QFE


I assume you already know this but it's worse on powers than sabers. I would know, i'm mpowers and 0400 sabers (i crafted my saber while i was 0404 sabers so the SAC is fine if u ask me)


powers has a higher action cost, higher force cost, and less damage output (technically, although i'm finding ways to outdamage sabers sometimes... especially against non jedi profs) IMO this is when you know that it's unbalanced.



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