Jedi Archive
Thread: SAC Cost Issues (added Force Cost)
Slayer-Titan wrote:
does seem like all my regen's died
This is in the Pub 24 notes:
Profession: Jedi
- Jedi Force Regeneration should be working correctly in conjunction with enhancement items.
Message Edited by S-cry-ed on 09-02-2005 05:03 PM
Message Edited by myjedi on 09-02-2005 05:31 PM
sionide wrote:
Tribones wrote:
LintonLisa wrote:
I think I am attacking much quicker.
The auto attack is even generating red boxes as well as yellow ones. (round the speicals).
I am sure aura and infusion cost no force (i.e. force regens totally before macro fires again). People have posted numbers about speicals being the same cost as well.
So we have two choices:
One: What I suggest, that speed has increased (bug/fix)
Two: That mystically Force is being drained, but only in combat, because its not showing up on peoples speical tests.
uhh many people have tested an aura macro sitting in a house doing nothing, and seeing thier pool drain to 0 within 20 minutes.
this was NEVER the case before. im not even full template but this was simply not the case for me before this publish.
something is wrong.
as for the 'combat speed increase causing red boxes blah blah' yes i have noticed this as well. HOWEVER. its not attacking any faster, its just firing the special (when for instance your default attack is set to improved spin) and using the force/action/mind, but not executing the attack. let me try to demonstrate, and when the servers come back up ill try to take a fraps video.
You set imp. Spin as your default and approach a lair
You begin your attack with a saber hit just to start it out, then let auto attack take over.
What immediately happens, if there are not mobs about to defend this lair, is you drop out of combat after the first auto attack fires. Its not keeping you in combat, another bug.
If there ARE mobs about to keep you in combat, what you will notice is the command executes, and then cycles as normal, the round timer cycles on all your other attacks, and you can watch the cool down on the spin cycle, and then it fires again. well as you know if you continue to spin attack SOMETHING is going to die, so, lets say one of the mobs dies.
Remember the bug pre-cu wher eyou could cue up a ton of attacks in the combat cue (RIP) and when one mob died it dumped the cue and you had to re-cue? (thats a lot of cues in one sentance...) It does the same thing
You will instantly see the button go RED as it attempts to fire the attack AGAIN. HOWEVER, SOME TIMES, it attempts to fire, triggers the cool down and round timers on all the other attacks, uses the force, the action, and the mind, BUT DOES NOT ATTACK, you will see no damage fly text, no attack spam in the combat chat, NOTHING.
What happens next? The auto attack begins to cue up attacks, without you doing anything, you see the yellow box form around the spin attack (the one you set to auto and have not even pushed with the mouse or keyboard). It then executes, and another yellow box appears. What happens when you try to execute a heal, or secondary attack, is it will finish the current spin, then spin AGAIN (because there was one cued) and THEN it will execute the secondary attack/heal you were trying to execute to save your life.
I grinded about 5 hours a while ago, and saw this reproduced on every, single, piket/bol/monkey/giraffe/jacklalope/dantari/janta/insertmobnamehere lair.
How does that bit about cueing up attacks affect the previous statements about attack costs firing with no actual attack? Guess what, It cues up MORE dud attacks and continues to exectute the cost modifiers without executing the actual attack, and it does it VERY VERY FAST, i noticed many many times that my 104 sac saber on imp. spin auto attack could keep my action bar EMPTY yes EMPTY, while doing less DPS overall than before this patch.
Something is broken. And dont get me started on the pikets that try to run away after thier little 'AI' upgrade....
i am going to post this in its own topic, as i have just laid out everything i've been waiting to lay out,and i wantto hear similar stories centered around this data.
wow you hit the nail right on the head...I was wondering if that's some kind of bug with my char or im actually hitting but it just flashes the icon red as if i didnt....that could explain the problem im having with needing to stop for force after every 2-3 piket lairs now (dont have channel). very nice observation.
This definite could be part of the problem. One thing I have always hated in CU is that you are locked in combat for 5 - 10 seconds after you stop attacking a lair or mob that has not died. It should go back to pre-cu that once you untarget and put your saber away, combat shoult terminate unless the mob hits you again, then you go back into combat. But when your in a group and someone else is hitting the mob and you've been engaged with it as well, when you stop attacking it you stay in combat for 5 - 10 seconds or until it dies, but the thing is it's attacking one of your group memebers and not you....so why should you stay in combat? Devs should change that.
Also the lastest pub introduced an old bug where if you attack a lair, you automatically drop out of combat after the attack, then reenter combat on the next attack.
I've also noticed that sometimes you can target a factory or any other static targetable object and if you have a auto-attack on after dropping out of combat, you will continue to get the error sound and target out of range, or object is not a pvp target, but your specials will continue to fire (this has been around for a couple of patches but wasn't actually firing any specials before).
Now as far as force draining with aura and such on when out of combat. I haven't seen any signs of losing extra force with any toggle ability other than basic force run. I now lose 5 force every 10 seconds while force run is on, previously I did not lose force. I don't know which one was supposed to be the intended one, but there definitely was a change. It possible the devs wanted some toggle abilities to slowly drain force while active and they may have stealth fixed it but in the process caused a conflict with other abilities, so now we are losing force much faster than we should.
Other than this, I have no other problems. I dont' have action problems, but my mind bar does seem to regen 50% slower now, but nothing a little food won't help.
DustusNavar wrote:
QFE
jason67 wrote:
Pistols/fencer =65sac roughly 950 max
Carbines/pikeman = 72sac roughly 1050max
Rifles/swordsman = 82sac roughly 1184max
Lightsabers =95sac roughly 730max, also 2 mind cost, and9 force cost
I would almost agree here, but problem is that your comparing a melee weapon with ranged weapons. If you compare a saber with pikes, VK's, one hand weapons and two hand weapons, you will see they are very similar. I believe allmelee weapons can't go any lower on SAC than 95. I can't be totally sure on that though (except for two handed) because I haven't crafted many one hand weapons and have only done cryo lances, VL and LVA's and never tried to cap SAC on them.
I think what people seem to want for jedi is to have the high damage of ranged and also the low SAC off them as well. I can't disagree with that....but I do know that logically speaking, it would cost you less movement to use a ranged weapon than it would a melee weapon. The logic in using a melee weapon is that you have to use 50% - 100% of your body to swing it, thrust it and such.....but a ranged weapon, you just aim and pull the trigger (not much of body movement to use a ranged weapon is it).
Honestly though, if the devs really wanted to create fairness and balance, then all weapons should have the same sac and damage ranges because there are no other skill mods that make any profession different than the others. For example, we use to have it where one profession was faster, one had better defense, one had better specials another had better accuracy, one had higher HAM cost than others (Pike, carbs). Now they are all the same and the weapon is the only difference maker. So we have melee weapons paying more action and mind to do the same damage as ranged, while ranged get the same or higher damage, but a lot less SAC cost.
I think generally melee professions (including jedi) simply want our weapons to be just as good as ranged especially because we are limited to 5m range (with the occasional saber throw or melee lunge which is easily countered by 65m range).
even now, which the SAC drain, a 95 SAC lightsaber is like having a 65 SAC pistol.
Jedi don't use as much SAC as other profs.
LintonLisa wrote:
even now, which the SAC drain, a 95 SAC lightsaber is like having a 65 SAC pistol.
Jedi don't use as much SAC as other profs.
ok, for this poster and to all the other slef-proclaimed experts out there on why sabers are fine, don't cost to much force, action, or mind.
tell me why this is true:
How many people with 65 SAC pistols doing ranged hit as their default attack deplete theirMIND in 5 to 10 minutes?
Any of you with jedi, go out there and find something that is low level and spawns pretty fast. no buffs. no foods. no jedi heals, just use ruby adn stims. saber hit as your default attack. how long until your mind is drained? take my full template human jedi btwn 5 and 10 minutes. aside from the fact that about 1/4 to 1/3rd of my force will be gone. my action however will be nice and full at 100%. Either i am bugged and all the jedi i know on my server are as well, or something is truly messed up.
This happens to me, alwayswith my 30fc, 505/603 saber. Yet my alt with mpistols and using a 85 sac pistol can ranged hit all night long nonstopuntil i logout. no loss to mind or action. just decay on the pistol.
Slash_DPC wrote:
For the love of all that is holy, PLEASE get rid of the mind cost on saber attacks. Normal toons don't have this hinderance (when shooting a pistol, for example), why should jedi?
Message Edited by Slash_DPC on 08-30-2005 02:02 PM
QFE