Jedi Archive

Thread: 750 max damage lightsaber in action/My observation of current combat system.

eapers
Mon Oct 03, 2005 11:00 pm
#40

Theres no such thing as a bacta shot enhancer. A MCM can only bacta shot for about 1200 without picking up some doctor. Without studying the mind costs of these specials its not really relevant to just say "we're slower" (also not taking into account force infusion).

I also find it important to point out that jedi have, relatively, (withou just 26 points tied up in pre req skills) a much easier time dabbling for skills such as aura which limit the ammount of damage that can be done to a jedi, reducing the ammount of damage recieived by a large margin.






JOHNNY-JONES JACKSON

AFK
Argonithe
Mon Oct 03, 2005 11:36 pm
#41






reVolt0201 wrote:
I disagree with a nerf call! I think that the Jedi abilities should be improved to be on par with the CM/Doc skills. If we call nerf everytime then before we know the max damage for everyone will be 1 point and heals will give you 2 points back! We need to improve Jedi not nerf the other professions.





Agree 100%




SWG R.I.P 2005.11.15
Argonithe
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vnicula
Mon Oct 03, 2005 11:39 pm
#42






Zabba wrote:


My lightsaber has 750max damage, 11fc and 1.2 speed. So all the below data and experiances are with a saber of the stated stats.








afaik pre-cu sabers that got converted to 270+ were not exactly pre-cu but crafted right after cu with maxed xp on damage then re-converted to 100 sac by devs. I have many perfect pre-cu sabers experimented on force cost, cause that was the way we did it and they got converted around 265-269. To my knowledge a saber like yours should not exist and frankly I think you're bluffing. A saber with 750 max damage should have speed around 2.8 - 4*0.3 = 1.6.


So let's see a screenshot with your saber then we can talk about bh/cm.




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Twilekku
Tue Oct 04, 2005 1:30 am
#43

CM is way overpowered...

Noone should do such good heals AND damage..

not for that joke of prerequisite

Master Medic/MMarksman it should be at least



Ip-e Id'Thoka
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Bonooman
Tue Oct 04, 2005 1:39 am
#44

Ita amazing how most people still don't understand that it's all about template's, gearand pvp skills. Certain templates will almost every time beat another template. Depending on the pvp skills and the gearof the players fighting.


MBH/MCM just happens to be a very good template to fight most popular jedi templates. That's all






BlackDeath
Hell's Elite Legions
Jedi Slayer
whitethunder
Tue Oct 04, 2005 1:44 am
#45






Bonooman wrote:

Ita amazing how most people still don't understand that it's all about template's, gearand pvp skills. Certain templates will almost every time beat another template. Depending on the pvp skills and the gearof the players fighting.


MBH/MCM just happens to be a very good template to fight most popular jedi templates. That's all








QFE



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MsNiL
Tue Oct 04, 2005 2:03 am
#46

Not disagreeing. Just chiming in with facts...




Zabba wrote:


Master Healer vs Master CM/Master rifleman

Jedi heals : Cost mind and force. Limited the jedi's ability to heal. Cool down timer 6secs, 1500 power of the heal. ( improved heal )


(No Enhancer's used)

-Bactashot: 11m, A4% M10%, 6 sec cooldown, 1565-1614 healed
-ForceHeal: 16m, A0%, M9%, 10-~160force, 6 sec cooldown, 1500 healed

-Bactajab: 11m, A2% M5%, 6 sec cooldown, 760-806 healed
-TotalHeal: 16m, A0%, M14%, 325-~700+force, 6 sec cooldown, all healed

-Bactatoss: 35m, A6% M10%, 17 sec cooldown, 1190-1224 healed
-Bactaspray: 15m, A8% M12%, 18 sec cooldown, 968-995 healed

-Bactainfusion: 11m, A9% M15%, HoT each 5 sec x8 times (45 sec), 282-297 healed
-Force Infusion: 16m, A0%, M12%, 10force, 6 sec cooldown, HoT each 4 sec x12 times (48sec), 250 healed

Combat Medicbacta shot: Only costs minds. With enhancers 1700 healing, cool down 2secs. Not having to worry about force limitations.


6 sec, unless enhancers make a difference. I doubt regular Bacta Shot heals 1700. Advanced does (Mdoc).


Combat Medic bacta spray : Only costs mind. With enhancers 1200-1300 healing power, cool down timer 2secs.


Mind & Action, 18sec cooldown last time I checked.


Jedi total heal : Massive force cost, completely heals a jedi, mind cost, cool down timer 6secs. Force and mind limitations.


14% mind.


Combat Medic action/mind debuff : only costs mind to use. Higher duration than imporved force and stronger debuff.

Jedi Improved force sap : 35% action debuff/30% mind debuff, duration only 60secs, costs both force and mind to use.


Traumatize/Hemorrhage :50%mind debuff/50% action debuff, duration 2 minutes


Combat medic DoT abilities : A jedi healer must take up master powers for any DoT damage.


4000 Lightsaber. But Bleed is broken. So is infect.


Combat medics snare and paralyze : a jedi healer has no counter to this must take up enhancer trees for snares and roots.


The snare lasts for 2 minutes. Wave lasts for 20 seconds.




Things you forgot:

MCM can revive.
MCM can heal someone at 35m.
MCM can heal a full group.




What I say about MCM...


1. Fix pearldrops

2. Revamp the forcebar

3. Revamp Master Healer

4. Fix the rest of Jedi to be balanced against non-Jedi and Master worth it.
5. Fix Bleed


6. Fix Infect, and experience for MCM dots.
7. Fix the rest of the non-Jedi professions that do not work right now.



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
SolaasD
Tue Oct 04, 2005 2:17 am
#47


Jedi just need to be made stronger. Debuffs from a MCH sould be 25 % or more less effecive then any jedi debuffs. Jedi Lightsabers should go back to doing Lightsaber Damage, not just energy. With 8K + Energy Resists its getting silly.


Jedi Inate Armor should be Slightly improved. A Master Lightsaberist should be able to outdamage anyone in the game assuming they have a very nice saber, a MCM should not be able to outheal and outwait a Jedi's force bar.


Add debuffs to Jedi trees to nerf a CM or Docs ability to heal. Called say "Mind Destruction", reduces the CM or Docs ability to regen mind for 45 seconds. A good Jedi in that time could kill a normal healer.




____________________________________________________________


Wanderhome - Torath Shadowcaster
(Jedi Padawan)
Post CU / Pre NGE Jedi - Padawan to Full Template in 4 weeks.

3 Accounts Canceled Due to the NGE

12AngryMinh
Tue Oct 04, 2005 2:21 am
#48






MsNiL wrote:

Not disagreeing. Just chiming in with facts...




Zabba wrote:


Master Healer vs Master CM/Master rifleman

Jedi heals : Cost mind and force. Limited the jedi's ability to heal. Cool down timer 6secs, 1500 power of the heal. ( improved heal )


(No Enhancer's used)

-Bactashot: 11m, A4% M10%, 6 sec cooldown, 1565-1614 healed
-ForceHeal: 16m, A0%, M9%, 10-~160force, 6 sec cooldown, 1500 healed

-Bactajab: 11m, A2% M5%, 6 sec cooldown, 760-806 healed
-TotalHeal: 16m, A0%, M14%, 325-~700+force, 6 sec cooldown, all healed

-Bactatoss: 35m, A6% M10%, 17 sec cooldown, 1190-1224 healed
-Bactaspray: 15m, A8% M12%, 18 sec cooldown, 968-995 healed

-Bactainfusion: 11m, A9% M15%, HoT each 5 sec x8 times (45 sec), 282-297 healed
-Force Infusion: 16m, A0%, M12%, 10force, 6 sec cooldown, HoT each 4 sec x12 times (48sec), 250 healed

Combat Medicbacta shot: Only costs minds. With enhancers 1700 healing, cool down 2secs. Not having to worry about force limitations.


6 sec, unless enhancers make a difference. I doubt regular Bacta Shot heals 1700. Advanced does (Mdoc).


Combat Medic bacta spray : Only costs mind. With enhancers 1200-1300 healing power, cool down timer 2secs.


Mind & Action, 18sec cooldown last time I checked.


Jedi total heal : Massive force cost, completely heals a jedi, mind cost, cool down timer 6secs. Force and mind limitations.


14% mind.


Combat Medic action/mind debuff : only costs mind to use. Higher duration than imporved force and stronger debuff.

Jedi Improved force sap : 35% action debuff/30% mind debuff, duration only 60secs, costs both force and mind to use.


Traumatize/Hemorrhage :50%mind debuff/50% action debuff, duration 2 minutes


Combat medic DoT abilities : A jedi healer must take up master powers for any DoT damage.


4000 Lightsaber. But Bleed is broken. So is infect.


Combat medics snare and paralyze : a jedi healer has no counter to this must take up enhancer trees for snares and roots.


The snare lasts for 2 minutes. Wave lasts for 20 seconds.




Things you forgot:

MCM can revive.
MCM can heal someone at 35m.
MCM can heal a full group.




What I say about MCM...


1. Fix pearldrops

2. Revamp the forcebar

3. Revamp Master Healer

4. Fix the rest of Jedi to be balanced against non-Jedi and Master worth it.
5. Fix Bleed


6. Fix Infect, and experience for MCM dots.
7. Fix the rest of the non-Jedi professions that do not work right now.





This is why ive been saying that some people healing that much that fast are breaking timers. No one should be able to back to back to back to back heal at 2 second intervals, period.



__ Vudu'boi ________
Knight of the Old Republic
___________________________________________
_ Angry Minh: Fixer __________[RAID]_

MsNiL
Tue Oct 04, 2005 2:34 am
#49





12AngryMinh wrote:
This is why ive been saying that some people healing that much that fast are breaking timers. No one should be able to back to back to back to back heal at 2 second intervals, period.



They are probably doing a BactaShot followed by a Stimpack. When that's not enough they do a BactaToss and when that's not enough they do a BactaSpray.


I have five different kinds of heals on my MCM/Doc, which allows me to heal alot very fast.


One solution would be to make Stimpacks and regular heals share the same timer. Note that this have an impact on all players that uses heals, including 4000 docs and Jedi, and it would even be a nerf against me as Master Healer (since I am forced to use Stimpacks as it is right now) but it makes sense and might be a good start.


Also BactaShot at novice medic shouldnt give much to a Level 80 character.





--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Bonooman
Tue Oct 04, 2005 4:51 am
#50

Why is it so hard to understand that if a MCM keeps using his MCM healing abilities his mind will be drained in notime!!


Its the combination of stimms, ruby bliel and spice that allows MCM to keep their mind up in the initial minutes of the fight. Once they run out of stomach fill for the ruby bliel and have to start using their MCM heals...thats when their mind is goin and thats their weakness cause when the mind is gone its bye bye.


Trust me...MCM do have weaknesses. I should know cause i'm MBH/MCM myself. And every know and then there is jedi that understands all this and thats when i loose.


But like i said before...it all comes down to temp, gear and skill in the end !!!





BlackDeath
Hell's Elite Legions
Jedi Slayer
Farscape0ne
Tue Oct 04, 2005 4:57 am
#51

LOL wait till they nerf your 750 dmg saber you will change your story and besides, how many people out there have a saber that high? lol and let me guess your master ls have u tried only laying without master ls



SpaceLana
Tue Oct 04, 2005 4:57 am
#52

So much of jedi is ans will remain broken for ever and ever.


Sadly I have a lot better fun and help 8 person groups a lot more and a lot faster on a cm the a jedi I get no vis can do any quests in the game never can i be forced into pvp.


Their is really no reason to play jedi now days at all.


Worse for the new jedis even more so.





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