Jedi Archive

Thread: [Jedi FAQ Pub19 Edition] ---------- A resource for all Jedi ---------- (Updated: 7/5/05)

Zabrekk
Fri Jun 03, 2005 6:01 am
#40

nice work



Zabrekk
Wookiee Knight of TRGA
Volcanus
Fri Jun 03, 2005 7:09 am
#41

yeah just fr2 + cloak until i'm unnerfed

no but seriously I hope dps gets upped considerably on powers.

or its ok to have a cooldown or even a little warmup on lightning and it being slow IF it gave something like 2-3k dmg

but when it does 400-600 vs ppl in armor or with high defences it becomes silly.


personally i enjoyed jedi pace of fighting more pre-pub.

I dont get it they said cu would make combat more fast paced but so far i have seen nothing but longer battles or drain wars
Mailo
Sat Jun 04, 2005 2:09 am
#42







Qubitt wrote:



SECTION 10 - EARNING/LOSING JEDI XP



How XP loss is calculated:


Payout for Jedi Missions is now 1000 times the number of skill points the Jedi has devoted to Jedi and Force Sensitive skills. The minimum payout is 25,000 and the maximum (for a Padawan) is 226,000.


Jedi experience loss for dying from a BH with a mission is twice the payout of the mission, or rather 2000 times the number of skill points the Jedi has spent on Jedi + FS skills (unless they've been killed by a BH recently, then it's the minimum loss - BUGGED?).


Minimum XP loss: -50,000 XP (Jedi Initiate with no Jedi skills)
Maximum XP loss: -452,000 XP (Jedi Padawan with all skill points spent on Jedi skills)






This I really don't understand.

A fresh Padawan has 0 SP spent on Jedi and 24 on FS ... why is his payout 25k?

A fully templated Padawan has 226 SP spent on Jedi and 24 on FS ... why is his payout 226k?

Which payout does someone who only has Novice Lightsaber have? 8k (8 Jedi SP)? 32k (8 Jedi + 24 FS SP)? 33k (25k + 8k for the 8 Jedi SP)?


Great FAQ, by the way

Message Edited by Mailo on 06-04-2005 02:10 AM

Combat_Medic_to_be
Sun Jun 05, 2005 11:50 am
#43

To be honest, defenders coupled with the ridiculous force cost on infusion are completely out of whack. If they sort out the force costs in healer that will help the situation however I still think defender needs at least some of it's defenses against powers removed. I have allways felt defender should be the counter to lightsabers and normal proffesions and enhancers the counter to wielders with their offensive and force control moves to beef them up a bit as they would only have effective defense against a very specific oponent.



Jendi Akasce - Nevaeh
A carebear tumbleweed

MsNiL
Thu Jun 09, 2005 4:08 am
#44


Force Healer


Some collected info for the list.


Force Cure Disease 75fc target
Type of power: Heal
Heal Disease instantly


Force Cure Poison 75fc target
Type of power: Heal
Heal Poison instantly


Force Extinguish (+imp) 50fc target
Type of power: Heal
Heal Fire instantly
Note: Why is there a "improved" version of this power?


Force Heal (+imp/adv) 10fc* target
Type of power: Heal
Heal up to 1500 damage on the target (for advanced level)
* Base Force Cost: 10
Force Cost: +1 per 10 damage healed.


Force Heal States 50fc target
Type of power: Heal
Heal blind/dizzy/stun/intimidate on target
Issue: Do not heals the new states.


Force Infusion (+imp) 10fc target
Type of power: Buff
If the power is re-used: "You already have a similar Force enhancement active."
"You use the Force to infuse yourself with health."
Heal 250 damage on the target, each 4 sec for 48sec.
ISSUE: This is a Buff. Buff's should renew the timer if reapplied.
ISSUE: If I should be serious, the forcecost on this power is not consistent with other heals.


Force Sap (+imp) 175fc 4min target
Type of power: Debuff
If the power is re-used: Force is taken, timer is extended.
"You feel sluggish as the Force saps away your energy.
Modify Mind regeneration by -50.00%
Modify Action regeneration by -50.00%
ISSUE: Have no effect in PvE.


Force Shock (+imp) 125fc 2min target
Type of power: Debuff
If the power is re-used: Force is taken, timer is extended
"The power of the Force enters your mind, leaving you vulnerable."
Modify State Resistance by -40.00 points
Note: Anything beyond Defenders who have any State resistance at all now?


Force Wound Heal (+imp) 25fc* target
Type of power: Heal
Heal wounds upon the target.
* Base Force Cost: 25
Force Cost: ? per 10 wounds healed.


Stop Bleeding 75fc target
Type of power: Heal
Heal Bleed instantly


Total Heal 325fc* target
Type of power: Heal
Heal all damage, wounds, battlefatigue, states and dots upon target.
* Base Force Cost: 325
Force Cost: +1 per 10 damage/wound/battlefatigue healed. +50 for states, +50 for bleed, +50 for disease, +50 for poison
Issue: This power have too much base cost to be viable.



I am sorry if I cant provide you with the non improved versions.

Left to try:
* Test ranges (how could I forget)
* Test strength of Force Wound Heal
* Test if Extinguish completely whipes the firedot or just reduce the effect.




--- 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.
MsNiL
Thu Jun 09, 2005 4:11 am
#45

Force Defender


Some collected info for the list.


Avoid Incapacitation 750fc 30sec
Type of power: Buff
If the power is re-used: Takes force. Timer is extended
"You are using the power of the Force to remain concious at all costs."
Modify Avoid Incapacitation by 1.00 points.

Dominate Mind (+imp) 125fc
Type of power: Attack
Increases aggrevation on PvE target.


Force Aura (+imp) 150fc 45sec
Type of power: Buff
If the power is re-used: Takes force. Timer is extended
"The power of the Force surrounds you, giving you a defensive advantage."
Modify defense by 500.00 points.


Force Defense skillmod
"This skill mod affects your ability to defend yourself from Force attacks."


Force Valor (+imp) 150fc 60sec
Type of power: Buff
If the power is re-used: Takes force. Timer is extended
"The power of the Force emboldens your spirit and guides your arm to block incoming fire."
Modify Saber Block by 25.00 points.


Innate Jedi Armor skillmod
"This mod will decrease the amount of damage you take when fighting. Wearing physical armor will remove all benifits gained from this skill. This skill does not provide cummulative benefits with Innate Teras Kasi armor."


Jedi State Defense skillmod
"This skill mod increases a Jedi's natural resistance to all states."


Melee Defense skillmod
"This mod improves your defense against melee attacks."


Ranged Defense skillmod
"This mod will make you harder to hit with ranged weapons."


I am sorry if I cant provide you with the non improved versions.

Left to try:
* Test range on dominate(how could I forget)




--- 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.
lazyax
Thu Jun 09, 2005 4:43 am
#46


Qubitt wrote:
(Players who were Jedi Knights pre-CURB still retained their "Jedi Knight" title)




...and jedi knight robes in inventory, but cannot equip them.

excellent guide though.



ign:: madhatter-spy | bobbooty-elder jedi

::Bria::
CoReb::
(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
Taryc
Thu Jun 09, 2005 5:07 am
#47

*****



-----------------------
"An elegant weapon for a more civilized age"
Wolf24601
Thu Jun 09, 2005 5:35 am
#48

Awesome post. I hope we aren't the only ones reading the 'bugs' you listed.


Great job beta testing...I nominate you for the "In-Live Beta Tester" badge.


Wolf


VelRahn
Thu Jun 09, 2005 6:17 am
#49




Qubitt wrote:


How XP loss is calculated:


Payout for Jedi Missions is now 1000 times the number of skill points the Jedi has devoted to Jedi -----> and Force Sensitive skills <-----. The minimum payout is 25,000 and the maximum (for a Padawan) is 226,000.


Jedi experience loss for dying from a BH with a mission is twice the payout of the mission, or rather 2000 times the number of skill points the Jedi has spent on Jedi + FS skills (unless they've been killed by a BH recently, then it's the minimum loss - BUGGED?).


Minimum XP loss: -50,000 XP (Jedi Initiate with no Jedi skills) Maximum XP loss: -452,000 XP (Jedi Padawan with all skill points spent on Jedi skills)


This penalty is incurred at the moment the BH deathblows the Jedi, so Regain Consciousness penalties still apply as well if used.


If a Jedi is defeated by a BH their payout will default to the minimum (25K) for a3 days.[BUGGED]


NOTE: As a "reward" to players, there have been temporary periods of "Double XP", where the XP granted by each kill is double that of the normal amount. This also applies to XP loss, so you will LOSE DOUBLE the normal XP if DBd by a BH during a "Double XP" period. Be careful!



Negative XP:


Unlike any other type of XP, Jedi XP can "fall below 0", such that the Jedi has "negative Jedi XP". This negative XP debt, or "hole" must be reduced to 0 by earning Jedi XP normally before the Jedi starts earning "positive" Jedi XP.


eg if you're Jedi XP = -100,000 then you must earn 100,000 Jedi XP before you will start earning "positive" Jedi XP (towards spending on skills)


The cap for negative XP is -10 million and it will not 'decay', so be careful!








Message Edited by Qubitt on 06-03-2005 10:25 PM




QFE, with the arrows. This is incorrect. Both payout and XP loss is only calculated on the number of Jedi skill points spent. FS skills do NOT affect mission payout or XP loss.


Great guide!!! * * * * *





(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)

Saeria Isipai, Jedi Knight

Ceena Isipai, Master Shipwright - Proprietor, TransGal Industries
Virtutis Civitas, Naboo, Sunrunner

(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)
Ebiawo
Thu Jun 09, 2005 6:47 am
#50







EXCEPTION: The Master Enhancer skill Regain Consciousness revives a Jedi from death, but causes the Jedi to lose 50k Jedi XP.





is this supposed to be ? makes no sense now that cloning costs no xp .. or am i wrong ? ... i mean the regen. penatly is fair enough.



000000000000000000   Ebiawe

000000000000000000
Pre-CU Jedi Knight

000000000000000000
000000000000000000
-Mordred-

000000000000000000
Commando

000000000000000000
000000000000000000
Rotznase

000000000000000000
Trader

000000000000000000
000000000000000000
OwNeD Member

000000000000000000
Major of OwNeD City, Dantooine


Qubitt
Fri Jun 10, 2005 3:22 am
#51

Thanks everyone for your input, it's really useful! When I get a chance (been busy with exams) I'll update the FAQ with all the suggestions, new info and upcoming fixes.



Qubit
CoV - Justice Server
Lvl35 Fire/Psi Dominator
Global: @Qubit

JediJamie
Fri Jun 10, 2005 4:27 am
#52

nice post.... thanks







(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
Xeon, Jedi Knight of Chilastra
and Founder of The Light of Ossus
"My ally is the Force, and a powerful ally it is"
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