Jedi Archive
Thread: Some suggested changes for Certain Jedi Disciplines
Ok I know I will probably get flamed by the Jedi who have near perfect sabers; however this fix really wouldn't change the power of the pre-cu sabers that much.
This idea is taken from the concept of unarmed combat and unarmed damage pre-cu (not sure if it still works like this as I have not been tka post cu)
First a slight background on lightsabers. Lightsabers have been established as powerful weapons in the star wars universe. However while the blade of a lightsaber is strong and powerful no matter who wields it, the effectiveness of the blade depends solely on the skill of the wielder. Lightsabers are therefore only as powerful as the wielders ability to wield it.
Translation into SWG: The more effective a weapon is relates directly to the amount of damage it does and the speed at which it does this damage. Therefore the more proficient one is in the discipline of lightsaber the more damage one does with the weapon. The amount of force and action directly correlates with the player’s skill with the blade as well, the more you wield the weapon the less taxing it is on you.
Example: a novice lightsaber crafts a saber with A damage and swings and hits for damage. That same Jedi reaches master Lightsaber and swings the A damage lightsaber and hits for 250+A damage 250 of the damage being gained from the skill tree of lightsaber symbolizing his mastery of the weapon. It may cost the padawan 9 percent action and 3 percent force to do an attack but the master will only use 3 percent action and 1 percent force because he has the modifier of efficiency .33 or 1/3 cost of attacks
Utilizing an innate damage modifier however would call for a change in the crafting process of a lightsaber. When crafting a lightsaber one would need 2 things, the first resources the second a focusing crystal, these focusing crystals would indicate the color of the weapon with the basic colors of blue green and red being craftable. Lightsabers would have no experimentation and would do a basic damage of 650 min 700 max. The basic weapon would look like this to a non lightsaber wielder:
A lightsaber
Speed 3.00
Min 650
max 700
force cost 30
SAC 100
at master
Speed 3.00 (modified 1.00)
min 650 (modified 800)
max 700 (modified 950)
Force cost 30 (modified 10)
SAC 100 (modified 33.3)
Pearls and damage crystals will take a different function and no longer need to be tuned for the Jedi to use them. Pearls and Crystals now act as powerups and can be placed on the weapon one time following the rules of powerups. Pearls have a chance to drop with random stat modifiers that parallel non Jedi powerups such as speed but lower accuracy modifier, damage but higher speed sac but lower damage) these percentage bonuses would be random with a cap of 30 percent however the negative bonus would be mirrored by the positive and all percentages apply to base stats not modded.
The lightsaber damage and special cost modifiers would be sprinkled throughout the tree rewarding masters and those who obtain more of the discipline however due to the base stats of the lightsaber those who do not master are not severely crippled and can use pearls and crystals to powerup their lightsaber to be more even.
Now for the other Jedi damage dealing profession that already uses this concept Powers. Powers retains its damage modifiers sprinkled throughout the tree but also has action and force cost reduction placed throughout the tree as well as cast time. Lightning attack has the warm up term removed and the cool down lessened making it the stable attack and powers is instead given lightning attacks designated toward body locations. with a power attack equivalent at master, weaken becomes an armor break of sorts but not as powerful as saber and only affects innate Jedi defense vs. force and force shield. as most powers attacks bypass armor anyway. Amulets can be looted that when worn allow for the channeling of dark power in the manner of powerups like pearls and those available to non Jedi professions. Force hit and strike would have no cool down or warm-up. These changes would make powers a viable alternative to sabers and with the changes to saber mentioned earlier provide a great choice for Jedi.
now one cannot discuss changing damage dealing professions without discussing healer
Healers would get like skills placed throughout the tree that increase heal speed and decrease cost. The heal speed timer would be 3 seconds at master and the cost of healing would be 1/3 that of a novice healer. thus making a master healer a true healing class. Master healer would also be given an area heal and Jedi rez only usable on others unlike the enhancer self res. This changes should fix healer
Enhancer nothing really needs fixing except the removal of force run damage reduction from force run 3 as it can be countered by snare. However force run 2 would maintain the reduction making the master box worthwhile. The state resist line would change to a mez line where force wave and suppression would be placed as to diversify the tree. Cost reduction modifiers would be placed throughout the tree.
Defender would stay as is for the most part with one exception, valor would negate innate Jedi lightsaber damage and dominate mind would become a target debuff that prohibits an npc form attracting anyone but the defender for a duration of 2 min. Avoid incap would also negate Jedi innate saber damage as the Jedi has now focused solely on defending himself to stay alive.
well I think that covers it, this minor revamp to some of these profession and with the case of lightsaber major overhaul would balance the Jedi profession and make a Jedi’s template choice more meaningful.
Typos are destroyed
Message Edited by Jaxin_Riens on 09-17-200510:59 PM
Message Edited by Jaxin_Riens on 09-17-2005 11:00 PM
Message Edited by Jaxin_Riens on 09-17-2005 11:01 PM
Message Edited by Jaxin_Riens on 09-17-2005 11:07 PM
Message Edited by Jaxin_Riens on 09-17-2005 11:01 PM
I would suggest the following additions as well.
Instead of just one saber with fixed stats there should be fixed stats for each of the different generations of light saber and the different types (1h , 2h and double blade).
The techniques box should be required to wield a lightsaber of appropriate level. Tech 1 for 1st gen, Tech 4 for 4th gen
Pearls/crystals should provide skill mods and or state effects (but not add to damage or speed directly)