Jedi Archive
Thread: Enhancer/Powers abilities on TC
Page 1 of 11
Maxil
Fri Jun 10, 2005 11:38 pm
#1
Whoa whoa, 0 mind now when using infusion? I take it those were just activation costs tho.... it ticks off mind when it actually heals?..........
And good job on the numbers bac.
And good job on the numbers bac.
Message Edited by Maxil on 10-14-2005 01:40 AM
Baciacca
Thu Oct 13, 2005 3:06 pm
#2
Testing done against a Lvl 78 single silver elite
Force Enhancer:
Force Shield- This ability does NOT work against NPCs that use Powers against a player.
Force Feedback- This ability does work against NPCs that use Powers. Damage was reflected against them. (314 damage done to me, 314 damage reflected at NPC)
Force Absorb- This ability does work against NPCs that use Powers. Force was absorbed in to my force bar each attack when force powers were used. (32 per attack)
Force Resists- These abilities do NOT work to protect us still. Still get Dotted by CMs on first throw. Stun, Blind, Dizzy all land on first strike. (Tested with PC not a NPC)
Force Powers:
Force Cloak- Snare not yet applied to it. CM abilities still can be done to Cloaked Jedi. /Exam, /Follow, and emotes still work as well.
Force Breach- This abilitydoes remove NPC Force abilities such as Aura and Speed.
Force Defender:
Avoid Incapacitation-
- When grouped and AI is turned on, agro on the defender shifts to anyother group member.
- When ungrouped and AI is turned on, agro will not shift away but he will not attack either. Combat will break, but NPC will act as if he still has agro on you, also his regen will go through the roof like when on -retreat-.
Action and Mind Costs from TC:
Here... since last restart of the server:
Blue = Old cost,Green = New Cost
Force Cure Disease----5% Mind, 75 Force 15% Action, 5% Mind, 75 Force
Force Cure Poison----- 5%Mind, 75 Force 15% Action, 5% Mind, 75 Force
Force Extinguish------ 5% Mind, 50 Force 15% Action, 5% Mind, 50 Force
Force Heal------------ 9% Mind, 10* Force 15% Action, 10% Mind, 10* Force
Force Heal States ----- 5% Mind, 75* Force 10% Action, 5% Mind, 75* Force
Force Infusion ------- 12%Mind, 10 Force 15% Action, 10% Mind, 10 Force
Force Sap-- 1% Action, 8% Mind,150 Force 0% Action, 8% Mind, 150 Force
Force Shock 1% Action, 8% Mind, 100 Force 0% Action, 8% Mind, 100 Force
Force Wound Heal------ 3% Mind, 25* Force 15% Action, 5% Mind, 25* Force
Stop Bleeding---------5% Mind, 75 Force 15% Action, 5% Mind, 75 Force
Total Heal ----------- 14% Mind, 150* Force 15% Action, 15% Mind, 150* Force
Force Cure Poison----- 5%Mind, 75 Force 15% Action, 5% Mind, 75 Force
Force Extinguish------ 5% Mind, 50 Force 15% Action, 5% Mind, 50 Force
Force Heal------------ 9% Mind, 10* Force 15% Action, 10% Mind, 10* Force
Force Heal States ----- 5% Mind, 75* Force 10% Action, 5% Mind, 75* Force
Force Infusion ------- 12%Mind, 10 Force 15% Action, 10% Mind, 10 Force
Force Sap-- 1% Action, 8% Mind,150 Force 0% Action, 8% Mind, 150 Force
Force Shock 1% Action, 8% Mind, 100 Force 0% Action, 8% Mind, 100 Force
Force Wound Heal------ 3% Mind, 25* Force 15% Action, 5% Mind, 25* Force
Stop Bleeding---------5% Mind, 75 Force 15% Action, 5% Mind, 75 Force
Total Heal ----------- 14% Mind, 150* Force 15% Action, 15% Mind, 150* Force
* = Forcecost added depending on the amount healed:
+1 per 10 damage
+1 per 10 wounds
+50 for dizzy/blind/stun/intimidate (Total Heal only)
+25 for dizzy/blind/stun/intimidate (Force Heal Statesonly)
+0 for bleed/disease/poison/fire (Total Heal only)
+1 per 10 wounds
+50 for dizzy/blind/stun/intimidate (Total Heal only)
+25 for dizzy/blind/stun/intimidate (Force Heal Statesonly)
+0 for bleed/disease/poison/fire (Total Heal only)
Bacta Shot 4% Action, 10% Mind 15% Action, 10% Mind
Bacta Jab-2% Action, 5% Mind 13% Action, 5% Mind
Bacta Spray 8% Action, 12% Mind 20% Action, 12% Mind
Bacta Toss 5% Action, 10% Mind 17% Action, 10% Mind
Bacta Inf. 9% Action, 15% Mind 18% Action,15% Mind
Bacta Jab-2% Action, 5% Mind 13% Action, 5% Mind
Bacta Spray 8% Action, 12% Mind 20% Action, 12% Mind
Bacta Toss 5% Action, 10% Mind 17% Action, 10% Mind
Bacta Inf. 9% Action, 15% Mind 18% Action,15% Mind
Message Edited by Baciacca on 10-16-2005 01:15 PM
MsNiL
Thu Oct 13, 2005 3:12 pm
#4
Baciacca wrote:
Testing done against a Lvl 78 single silver elite
Force Enhancer:
Force Shield- This ability does NOT work against NPCs that use Powers against a player.
Force Feedback- This ability does work against NPCs that use Powers. Damage was reflected against them. (314 damage done to me, 314 damage reflected at NPC)
Force Absorb- This ability does work against NPCs that use Powers. Force was absorbed in to my force bar each attack when force powers were used. (32 per attack)
Force Resists- These abilities do NOT work to protect us still. Still get Dotted by CMs on first throw. Stun, Blind, Dizzy all land on first strike. (Tested with PC not a NPC)
Force Powers:
Force Cloak- Snare not yet applied to it. CM abilities still can be done to Cloaked Jedi. /Exam, /Follow, and emotes still work as well.
Force Breach- This abilitydoes remove NPC Force abilities such as Aura and Speed.
Force Defender:
Avoid Incapacitation-
- When grouped and AI is turned on, agro on the defender shifts to anyother group member.
- When ungrouped and AI is turned on, agro will not shift away but he will not attack either. Combat will break, but NPC will act as if he still has agro on you, also his regen will go through the roof like when on -retreat-.
Thanks for the help Bac.
Our guild just lost our primary tank... Seems to be no purpose left with A.I. now.
I trust you report Force Shield and Force Resists.
Xyrus_D_Virus
Thu Oct 13, 2005 3:14 pm
#8
Master defender is still a good mastery to have, just be extremely careful when you use AI. I guess it's still the same in PvP.
DianaPrince
Thu Oct 13, 2005 3:14 pm
#9
Why don't we ask them to just remove AI. It is about as worthless as any ability. I would rather have 'area dominate mind' like the area taunt other 'regular' professions get.
This is so feked up it isn't even funny...
I have used AI like 3 times in the last few months, and it has been worthless anyway, only once when wasn't paying attention on a krayt spawn did it ever help.
I would rather trade it off for a real ability, one that works, doesn't get nerfed because other players 'don't have it' and whine about it.
/sigh
This is so feked up it isn't even funny...
I have used AI like 3 times in the last few months, and it has been worthless anyway, only once when wasn't paying attention on a krayt spawn did it ever help.
I would rather trade it off for a real ability, one that works, doesn't get nerfed because other players 'don't have it' and whine about it.
/sigh
Dekka1
Thu Oct 13, 2005 3:15 pm
#10
Baciacca wrote:
When ungrouped and AI is turned on, agro will not shift away but he will not attack either. Combat will break, but NPC will act as if he still has agro on you, also his regen will go through the roof like when on -retreat-.
Nice "fix."
/boohiss
Lade
Thu Oct 13, 2005 3:15 pm
#11
Heh, why they don't just take AI away is beyond me now. Not like I use it all that much as is but now what's the point? A holo emote would be more useful than AI =/
valblood
Thu Oct 13, 2005 3:17 pm
#12
Tsumi wrote:
Maybe if they keep breaking the game it will fix itself.
Hehe, so true though.
Xyrus_D_Virus
Thu Oct 13, 2005 3:17 pm
#13
Sad, I hate to say it, but this game is on a serious decline. I just hope something happens soon, otherwise SOE is going to have a lot of cancelled accounts on their hands.
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