Jedi Archive
Thread: [Jedi FAQ Pub19 Edition] ---------- A resource for all Jedi ---------- (Updated: 7/5/05)
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
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)
Message Edited by Mailo on 06-04-2005 02:10 AM
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.
Force Defender
Some collected info for the list.
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)
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.
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
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
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.
EXCEPTION: The Master Enhancer skill Regain Consciousness revives a Jedi from death, but causes the Jedi to lose 50k Jedi XP.