Jedi Archive

Thread: ToOW Nerf Summary

Boatsheets
Fri Oct 14, 2005 1:05 pm
#27

Bacc already said that there was NO NERF to area attacks. Stop spreading rumors.





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Nomikan
Fri Oct 14, 2005 1:45 pm
#28






Nivekious wrote:
i really don't understnad why they would shift agro away from you when you use avoid incap. isn't the whole point of choosing a tank profession to take the hits for the rest of your group? i knew they're sense of logic was twisted, but this is starting to get ridiculous. looks like i'm gonna have to grind 24/7 until pub 24 comes out to make sure i'm finished template by then. /sigh





its so squad leader can use ther skill to put the aggro back on you ...



teamwork im thinking





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XenosAllus
Sat Oct 15, 2005 12:31 am
#29

If they did remove mind costs on heals it would be excellent.


I still believe that they are simply bugged though.



-Xenos Allus


Nivekious
Sat Oct 15, 2005 12:40 am
#30

i really don't understnad why they would shift agro away from you when you use avoid incap. isn't the whole point of choosing a tank profession to take the hits for the rest of your group? i knew they're sense of logic was twisted, but this is starting to get ridiculous. looks like i'm gonna have to grind 24/7 until pub 24 comes out to make sure i'm finished template by then. /sigh



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
AllanLau
Sat Oct 15, 2005 12:43 am
#31

iam a jedi too but i think a jedi with no mind cost in heal maybe a very bad idea and alot of complaints from all the non jedis.... so in effect a jedi be like pre cu heal after heals after heals make them too uber if u know what i mean, and takes the tactics used in PvP where u have to time your heal and move properly.. but personal i think its just a bug if not.. well there be be a big complaining spree!



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jopenack
Sat Oct 15, 2005 12:51 am
#32


The link on the first page was dead so If I may ask whats being done to drvish and spin attacks??


Are they being removed completely or being changed to a single mob hit move?


It would be nice to know the truth.



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furlock1
Sat Oct 15, 2005 12:51 am
#33



Maxil wrote:
===========================================================
well, it's only fair to list some changes that are supposivly coming with it. (pub 24, wether that's before or at the same time as toow)

Bacca dug all this up, so props to him. (some of this is a repeat of first post in this thread)
===========================================================




Baciacca wrote:
Testing done against a Lvl 78 single silver elite
Force Enhancer:
Force Shield- This ability does NOT work against NPCs that use Powers against a player.
Force Feedback- This ability does work against NPCs that use Powers. Damage was reflected against them. (314 damage done to me, 314 damage reflected at NPC)
Force Absorb- This ability does work against NPCs that use Powers. Force was absorbed in to my force bar each attack when force powers were used. (32 per attack)
Force Resists- These abilities do NOT work to protect us still. Still get Dotted by CMs on first throw. Stun, Blind, Dizzy all land on first strike. (Tested with PC not a NPC)
Force Powers:
Force Cloak- Snare not yet applied to it. CM abilities still can be done to Cloaked Jedi. /Exam, /Follow, and emotes still work as well.
Force Breach- This ability does remove NPC Force abilities such as Aura and Speed.
Force Defender:
Avoid Incapacitation-
  • When grouped and AI is turned on, agro on the defender shifts to anyother group member.
  • When ungrouped and AI is turned on, agro will not shift away but he will not attack either. Combat will break, but NPC will act as if he still has agro on you, also his regen will go through the roof like when on -retreat-.

Action and Mind Costs from TC:

First set of numbers are Pre TC and Second Set are on TC currently....

Avoid Incap: Mind 10% Mind 0%
Dominage Mind: Action 4% Action 6%
Force Aura: Action 4% Action 0%
Force Valor: Action 4% Action 0%
Drain Force: Action 7% Action 6%
Force Run: Action 15% Action 0%
Force Suppression: Action 9%, Mind 4% Action 7% Mind 4%
Force Wave: Action 9%, Mind 4% Action 6% Mind 4%
Stasis: Action 9%, Mind 10% Action 8% Mind 10%
Transfer Force: Action 4% Action 0%
Force Cure Disease: Mind 5% Mind 0%
Force Cure Poison: Mind 5% Mind 0%
Force Extinguish: Mind 5% Mind 0%
Force Heal: Mind 9% Mind 0%
Force Heal States: Mind 5% Mind 0%
Force Infusion: Mind 12% Mind 0%
Force Sap: Action 1%, Mind 8% Action 0% Mind 8%
Force Shock: Action 1%, Mind 8% Action 0% Mind 8%
Force Wound Heal: Mind 3% Mind 0%
Stop Bleeding: Mind 5% Mind 0%
Total Heal: Mind 14% Mind 0%
Force Breach: Action 10% Action 8%
Force Choke: Action 20% Action 19% Mind 8%
Force Hit: Action 5% Action 5%
Force Intimidate: Action 10% Action 9%
Force Knockdown: Action 10% Action 8%
Force Lightning: Action 22% Action 20%
Force Lightning Area: Action 25% Action 22%
Force Strike: Action 8% Action 8%
Force Throw: Action 10% Action 7%
Force Weaken: Action 10% Action 8%
Mind Blast: Action 10% Action 9%

TC Currently:
Improved
Bacta shot Action 13% Mind 1 5%
Bacta Spray Action 18% Mind 12%
Bacta Toss Action 14% Mind 10%
Bacta Infusion Action 18% Mind 15%
Bacta Jab Action 11% Mind 5%

Message Edited by Baciacca on 10-13-2005 11:42 PM



Message Edited by Maxil on 10-14-2005 02:06 AM





I think most of those are fair, I hope and pray they either put cloak in master and leave it alone or, leave it alone, its a very important defense, and skill for non-defenders.




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TrogdorrtheBurninator
Sat Oct 15, 2005 12:56 am
#34

from the looks of this thread it seems that powers is getting a nerf.... mainly due to population of powers jedi... and defender is getting the costs cut mainly due to AI nerf. also healer is getting costs cut, most likely due to limited healer jedi



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_Saevio_
Sat Oct 15, 2005 1:02 am
#35






Boatsheets wrote:
Bacc already said that there was NO NERF to area attacks. Stop spreading rumors.




if you read the OP this is simply info that i have accumulated throughtout the past couple weeks, and I posted ASKING for clarification...



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Nivekious
Mon Oct 17, 2005 4:32 am
#36

it's still kind of stupid though. you shouldn't need a squad leader in the group for other professions to fulfill their roles.



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Nivekious
Mon Oct 17, 2005 4:33 am
#37



Nomikan wrote:


Nivekious wrote:
i really don't understnad why they would shift agro away from you when you use avoid incap. isn't the whole point of choosing a tank profession to take the hits for the rest of your group? i knew they're sense of logic was twisted, but this is starting to get ridiculous. looks like i'm gonna have to grind 24/7 until pub 24 comes out to make sure i'm finished template by then. /sigh


its so squad leader can use ther skill to put the aggro back on you ...

teamwork im thinking




oh
whoops, was supposed to have this on top. lol



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Aulendil
Mon Oct 17, 2005 4:59 am
#38

You can see clearly the action cost on powers is utterly ridiculous!!










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Dinchamion
Mon Oct 17, 2005 5:27 am
#39


Maxil wrote:

Action and Mind Costs from TC:

First set of numbers are Pre TC and Second Set are on TC currently....

Avoid Incap: Mind 10% Mind 0%
Dominage Mind: Action 4% Action 6%
Force Aura: Action 4% Action 0%
Force Valor: Action 4% Action 0%
Drain Force: Action 7% Action 6%
Force Run: Action 15% Action 0%
Force Suppression: Action 9%, Mind 4% Action 7% Mind 4%
Force Wave: Action 9%, Mind 4% Action 6% Mind 4%
Stasis: Action 9%, Mind 10% Action 8% Mind 10%
Transfer Force: Action 4% Action 0%
Force Cure Disease: Mind 5% Mind 0%
Force Cure Poison: Mind 5% Mind 0%
Force Extinguish: Mind 5% Mind 0%
Force Heal: Mind 9% Mind 0%
Force Heal States: Mind 5% Mind 0%
Force Infusion: Mind 12% Mind 0%
Force Sap: Action 1%, Mind 8% Action 0% Mind 8%
Force Shock: Action 1%, Mind 8% Action 0% Mind 8%
Force Wound Heal: Mind 3% Mind 0%
Stop Bleeding: Mind 5% Mind 0%
Total Heal: Mind 14% Mind 0%
Force Breach: Action 10% Action 8%
Force Choke: Action 20% Action 19% Mind 8%
Force Hit: Action 5% Action 5%
Force Intimidate: Action 10% Action 9%
Force Knockdown: Action 10% Action 8%
Force Lightning: Action 22% Action 20%
Force Lightning Area: Action 25% Action 22%
Force Strike: Action 8% Action 8%
Force Throw: Action 10% Action 7%
Force Weaken: Action 10% Action 8%
Mind Blast: Action 10% Action 9%

TC Currently:
Improved
Bacta shot Action 13% Mind 1 5%
Bacta Spray Action 18% Mind 12%
Bacta Toss Action 14% Mind 10%
Bacta Infusion Action 18% Mind 15%
Bacta Jab Action 11% Mind 5%

Message Edited by Baciacca on 10-13-200511:42 PM



Message Edited by Maxil on 10-14-200502:06 AM





It's just me, or this is really look promising? I mean I know, that these will cost action, but removing mindcost from many abilities is a good thing... since you can boost your action easier than your mind.



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