Jedi Archive

Thread: [Jedi Upgrade]: Force Armor changes in Publish 19, in detail

Sidalo
Wed Jun 22, 2005 8:43 am
#40

I thought they had written thet it would add +40 (4000)and not +45 (4500)


At least that is what I saw written down. Not sure which one will actually happen.


I will be very interested to know where the correlation between the cap and the Armor Break exists.


If anything above 10000 is ignored then it is obvious, but if it stores the value at 11000 and then calculates from there it will be a great benefit from FA2 and MDef to keep your Armor higher than someone else after an Armor Break.



Sidalo Yalew - Sith Apprentice
Renamed - Master Merchant

All Accounts Cancelled by NGE
MsNiL
Wed Jun 22, 2005 8:48 am
#41





Llazarus wrote:
MsNil, pre-CU foods did not come before Force Armor as you state. Force Armor damage reduction allways came before food damage reduction was applied. So if you ate synthsteak it mitgated the damage after force armor...



Ok. Good to know.




--- 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
Wed Jun 22, 2005 8:54 am
#42





Barb-Wire wrote:

weapons damage is a fixed amount. whether it is a bug or not dunno but a weapon using the most basic attack will ALWAYS deal the average of the min and max values.


go get your favorite target-boy and start plinking away with any weapon using the most basic attack and you will never see a fluctuation in damage. a weapon that has a damage range of 450-900 will always hit for 675... dunno if it is intended or something is not working but damage for all specials with a given weapon are static amounts.



Yeah... It's based on a weaponrange-(accuracy-defense) formula.

The greater the range, the greater the defense, the lower damage you deal.


The result is then multiplied by specials.



--- 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.
Sidalo
Wed Jun 22, 2005 9:02 am
#43






Barb-Wire wrote:

weapons damage is a fixed amount. whether it is a bug or not dunno but a weapon using the most basic attack will ALWAYS deal the average of the min and max values.


go get your favorite target-boy and start plinking away with any weapon using the most basic attack and you will never see a fluctuation in damage. a weapon that has a damage range of 450-900 will always hit for 675... dunno if it is intended or something is not working but damage for all specials with a given weapon are static amounts.





Intended



Sidalo Yalew - Sith Apprentice
Renamed - Master Merchant

All Accounts Cancelled by NGE
-Fade-
Wed Jun 22, 2005 9:06 am
#44

Good post MsNil


Astounds me how you didn't get the corr position, with your effort and dedication.






Fade [Bounty Hunter FoTM]

-Rain- [Dark Force Wielder]

SpunkyKuma
Wed Jun 22, 2005 9:13 am
#45

"its force armour it shouldnt be able to be used all the time. hence why defender armour is innate and is used all the time"

Believe me, with these changes in pub 19, people will have them running in a looping macro like force aura. If you had played pre-CU you'd know that every Jedi and their mother had FA2 turned on ALL the time, if it is true that it is going to cost 5%+ per damage taken after pub 19, I definately would have it up all the time, but not if I go to places like the Trandosian Avatar platform or Shadowed Lands- but for PVP, definately.



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
MsNiL
Wed Jun 22, 2005 9:15 am
#46





-Fade- wrote:
Good post MsNil
Astounds me how you didn't get the corr position, with your effort and dedication.


No worries ^_- I am now unleashed and can post whatever I want to without people insulting me for trying to help.




--- 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.
AtamPolaris
Wed Jun 22, 2005 9:17 am
#47

nice info
RIP101
Wed Jun 22, 2005 9:19 am
#48

MsNiL wrote:


RIP101 wrote:
Ok if I have no defender and use improved FA how much will that reduce (in percent). Does improved FA add 40 innate armor then you add the +20 innate armor at initiate? I have not had ANY armor since i became jedi and im not really good with armor numbers now... if only they stuck to how much it reduced rather then 4000 armor...






It's all in the initial post.







My question is with improved FA and the +20 innate armor at initiate is that 4000 armor or 6000 armor... I can calculate the damage and how much force I take but i need to know how much im reducing.





Competition isn't about winning, it's about causing your opponent as much pain as possible.

+Stealth+
Zakafein Scimitar -- Rebel Strategist of Starsider

MsNiL
Wed Jun 22, 2005 9:23 am
#49





RIP101 wrote:

My question is with improved FA and the +20 innate armor at initiate is that 4000 armor or 6000 armor... I can calculate the damage and how much force I take but i need to know how much im reducing.



Armor is converted like this:
10 = 10.5%
20 = 20.0% <- Here we start as Jedi Initiate
30 = 28.5%
40 = 36.0%
45 = 39,25% <- Here are the 0200 Enhancer without Defender
50 = 42.5%
60 = 48.0%
65 = 50.25% <- Here are the 0400 Enhancer without Defender
70 = 52.5% <- Here are the Master Defenders
80 = 56.0%
90 = 58.5%
100 = 60%

Note that we will probably not pay force for the damage we reduce through our Jedi Initiate armor, so we only pay for 30,25%, I think.



--- 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.
gera
Wed Jun 22, 2005 9:25 am
#50

For TC info about FA,


FA grants 100% mitigation, you get absolutely zero damage.







Armor removed from Jedi so they can be kited 'as designed' - Blixtev

Chawncy
Wed Jun 22, 2005 9:34 am
#51






gera wrote:

For TC info about FA,


FA grants 100% mitigation, you get absolutely zero damage.










Lol, Nice, I gotta get me some!





" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Aerathi
Wed Jun 22, 2005 9:34 am
#52






Sidalo wrote:

At least that is what I saw written down. Not sure which one will actually happen.



I will be very interested to know where the correlation between the cap and the Armor Break exists.


If anything above 10000 is ignored then it is obvious, but if it stores the value at 11000 and then calculates from there it will be a great benefit from FA2 and MDef to keep your Armor higher than someone else after an Armor Break.





This is *exactly* what I have been asking myself for 2 days now


I wish I had a tc toon.



ARVIN LORN
I are ninja!
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