Jedi Archive

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

Greywulf0
Tue Jul 05, 2005 11:18 am
#92








5) SBDs on Corvette not CURB-balanced: SBD’s on the corvette are not balanced for the CURB. Their level is still around lvl 194. Their level is too high resulting in instant incaps for anyone who don't have Defender'sability Avoid Incapacitation.






SBDs and NPCs on the Corvette have finally been adjusted. The NPCs are all CL 80+ and the SBDs are CL 86. It is tough, especially the rooms with multiple SBDs, but it is doable without needing avoid incap. I noticed this on Friday, July 1.




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Qubitt
Tue Jul 05, 2005 3:26 pm
#93

Thanks Greywulf, I personally confirmed this just after Pub19 but didn't realise this hadn't been updated in the FAQ. Nice catch.



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BountyZallonHunter
Thu Jul 07, 2005 10:37 pm
#94

what about clear lightsaber crystals?



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Sat Jul 09, 2005 5:06 pm
#95

great post!



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ParnellOfBria
Sun Jul 10, 2005 11:17 am
#96






MrDoppa wrote:
I will tell you this much. I have a respec MBH. Ive never hunted a jedi for a kill (friends for fun with no db). But whenever a group of us go out with a Jedi(s) and I start in with my 800 max damage krayt scatter, I always aggro the mob. Why, because Im doing the highest amount of damage. I would imagine that lightsabers don't damage, they separate limbs. The differences between a jedi that doesn't do as much damage as my BH and said BH, is that I cannot heal like a Jedi. I have no armor skills. No buffing or debuffing skills etc. I am a jedi so I hate saying this. But if you made the damage output higher for the ls, then you would have the same problems again that the cu sought to resolve. I think SOE is asking us to learn to depend on strategies of using our skills. As opposed to just using the skills. Root, snare, knockdown, dizzy, stun, conceal shot, critical shot. These are outstanding and add so much more depth to combat. By taking away triple masters, SOE sought to keep one player from having too many of these powerful skills. Therefore, you need to learn to work in groups of others who have these skills.






CU sought to balance the norm profs with eachother, not change jedi. Everything the CU brought you was to bring all norm profs in line with eachother (which you can see was a complete failure... ala combat medic+rifleman or cm+swordsman....) But anyhow, thats besides the point. Jedi are something special, they're suppose to be powerful and above everything else... otherwise they would just let us be jedi right from the start... (though i almost wish they would just nerf jedi down to completely cheese and make everything the same exp requirements... everyone could try jedi then be like "you know what, this sucks".... and then everything would be back to normal.



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Iawalein
Mon Jul 11, 2005 5:03 pm
#97



Qubitt wrote:
"differences between a jedi that doesn't do as much damage as my BH and said BH, is that I cannot heal like a Jedi. I have no armor skills."
That is the current situation but it was never stated as the intended goal of the devs. The devs wanted every profession (counting Jedi as 5 seperate "professions") to be balanced so that no one prof is inherently better than any other. The only exception being that a full Jedi-template (2.5x Jedi Profs)is intended to be 1.5x as powerful as a non-Jedi char.
However, this FAQ calls for BALANCE, not nerfs/improvements in isolation. Master Healers SHOULD have the advantage over BH in healing, but Master Lightsabers/Powers SHOULD equally have the advantage in damage dealing. One particular skill or skill-set should not be required for being more powerful or able to defeat BHs.




If "equally have the advantage in damage dealing" means that they should both be better than a standard prof, then I agree.

If it means that they should be equal in damage dealing, then I'd have to disagree. MLS is really ONLY about damage dealing. There are NO powers such as cloak that allow a MLS a chance to heal without much danger, or attacks that can bypass ALL armor and defenses such as choke. (it has been mentioned that saber requires pearls and some powers users have suggested rare drops of power enhancing items that require random tunes, so I won't mention this difference)

There is no way to give powers the same damage as lightsaber without meaning that MLS will be inferior to powers. MLS would have to be given an "equal" power like cloak and an attack to bypass all defenses/armor to balance them again.



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KyridIce
Mon Jul 18, 2005 3:06 pm
#98

I would like to see a section stating the postitive XP caps that you are granted at each tier.


I have just hit the cap for tier 3 and it is 2 mil jedi XP. From what I understand, the cap for tier 4 is 4 mil jedi XP.





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Staveeno
Fri Aug 12, 2005 11:45 am
#99





Defense vs Accuracy reduces Damage Range:


Every weapon has a damage range, which is the minimum-maximum amount of damage the weapon can deal (before any modifiers from special abilities).


The higher an attacker's accuracy vs the defender's defense, the closer the actual damage is to maximum damage.


The lower an attacker's accuracy vs the defender's defense, the closer the actual damage is to the minimum damage.


egA lightsaber has482-578 damage range:


In a case when the defense vs accuracy is very close (eg 200 melee accuracy and 200 melee defense), the saber will do "578" damage.


But the further defense is above the attacking Jedi's accuracy, the further that value will be moved towards 482.


The shorter the range between min and max, the less effect defense will have on reducing the damage. The longer the range between min and max, the more defense will reduce the damage.






This needs to be updated a bit.


If your Light saber is min 482, max 578 and attacker's accuracy = defender's defense then there is no mitigation and you would do the average damage of the weapon: (482+578)/2 = 530. Then the rest is correct. As your Accuracy grows higher than opponents defense, your damage will move toward 578 and cap at 578. If your accuracy is lower than their defense, Especially if they have improved Aura or COB then your damage output moves toward 482, capping at 482. Caps are before Specialsare applied.

Message Edited by Staveeno on 08-12-2005 01:55 PM




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pitrik
Tue Sep 27, 2005 8:57 am
#100



/forcebump



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JagoKien
Thu Oct 27, 2005 9:30 pm
#101

visability notes need updated I think...any word on a more current FAQ??



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_Cicero_
Thu Oct 27, 2005 10:17 pm
#102


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