Jedi Archive
Thread: Assuming there is going to be another Jedi revamp.
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BukuJohnson
Thu Sep 08, 2005 7:23 am
#1
All current Jedi skills that are not mentioned in this post would remain the same.
General:
Execution and Cool Down timers are now using the modified speed of weapons.
Improved the effect of States (Dizzy, Stun, Blind, and Intimidate)
Removed the SEA Max Force Power.
Force Ranged Speed attachments have been added to the loot tables.
Force Wielder damage attacks and Saber Damage attacks will be on similar cool down timers to prevent chaining damage.
Increased the Max Force Pool points gained by 50% per box.
Increased Force Regeneration by 100%. +70 force regen will now grant +140 force regained every 10s instead of +70 force regained.
Lightsaber:
Lightsabers will no longer be simple containers. Sabers will now use a crystal/pearl in the crafting process. The generation of the saber will determine the number of pearls required to craft each saber. 1st gen = 1 pearl/crystal, 4th gen = 4 pearls/crystals. As with all current crafting there will be no chance of a critical failure during the final combine.
The values of these saber components will stack and count toward the final stats of the weapon. The resources used to craft a saber will now play a larger role in the sabers over all stats. Likewise having more experimentation points available to spend on crafting your saber will show a substantial increase in performance. Hence a master Saberist using a saber crafting suit will have a substantially better saber than a person with just one line of sabers, assuming the resources and pearls used were the same.
The quality of crafted saber components will now impact the overall quality of your saber.
All pearls and crystals will have their values reset and require a new tuning in order for them to be used in the crafting process. Components will have the following ratings Poor, Fair, Good. Performance ranges for all pearls/crystals will range from +20 damage to +100 damage, -.05 speed to -.30 speed, -0 SAC to -6 SAC, and -0fc to -9fc. The higher the rating of the component the more likely it is to tune in the upper ranges. Poor will have a 1% chance to tune in the upper range of each stat, Fair will have a 3% chance, and Good will have a 5% chance. All current components will be reset to a rating of Select which would fall between the Fair and Good ratings with a 4% chance of tuning into the upper ranges.
Rare quested and looted components in the Premium and Flawless ratings are possible. These components will have a much higher likelyhood of tuning in the higher ranges.
Crafted Sabers will have diferrent values based on their styles. Pole Arm Sabers will have the highest damage range but will have the lowest speed range. One Handed Sabers will have the highest speed ranges, but will have the lowest damage ranges. Two Handed Sabers will be a balance of both speed and damage but unable to surpass either the speed or damage potential of the other two saber styles.
All Lightsaber specials can still be performed with any style of Lightsaber.
Saber Dervish Increased the damage of this attack by 20%. Force and action costs remain the same.
Added an Intimidate State to Saber Spin Attack. Low damage potential, medium force and action costs.
Added Saber Hamstring to 4000 line of sabers. This skill will have a chance to snare your target for 15 seconds. Low damage potential, medium force and action costs.
Added Saber Crippling Blow to 0040 line of sabers. This skill will have a chance to root your target for 15 seconds. Low damage potential, medium force and action costs.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Powers discipline and +3 at Master LS. Allowing a total of +15 Jedi Innate Armor to be gained from the Light Saber Discipline. (Total +35 with Novice Jedi box)
Force Healer:
Total Heal and Advanced Heal are now on seperate cool down timers.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Healer Discipline and +3 at Master Healer. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Healer Discipline.(Total +35 with Novice Jedi box)
Added Force heal Debuff in the Master Box Force Healer. This skill will have a chance to remove the negative effects of mezzes, dazzes, roots, snares, and comabt/action speed debuffs on other players and roots, snares, and comabt/action speed debuffs on themselves. High mind and force cost.
Healing States skills in 0004 line will have a chance to remove negative states (dizzy, blind, stun, intimidate, bleed) from any targeted player. Medium force and mind costs.
Force Shock now has a Debuff to ranged/melee attack speed, the effect will be a 10% reduction for the regular version, and a 20% reduction for the Improved version. Durations are 15s and 30s. Medium force and mind costs.
Jedi Defender:
Improved the effectiveness of Dominate Mind. Dominate mind will now create an unbreakable agro of all creatures within the area of effect (15m) allowing the player to completely hold agro for 20 seconds for all affected entities. High force and medium mind costs.
Added "Force Wall" to the Master Defender Box. This skill will have a 25% chance of protecting the player versus "Armor Break" attacks while the skill is active. Duration 30s. Medium force and action costs.
Removed Force Defense from the 0040 line and master box. (There is no longer a "Force Damage" modifier in the game)
Defender Innate Armor values have been changed to +3 in the Novice Defender box, and +8 at Master Defender. Allowing a total of +35 Jedi Innate Armor to be gained from the Force Defender Discipline. (Total +55 with Novice Jedi box)
Force Enhancer:
Improved the effectiveness of Force State Resists.
Lower versions of Force Run may now be selected even if a higher version is known. Each use of a diferrent version will have their normal activation and usage costs. FR2 and FR3 will still cause a 95% reduction in damage output when in use.
Force Armor has been removed from the Force Enhancer Discipline.
Force Cloak has been added to the 0400 line of the Force Enhancer Discipline. (Players will no longer be able to interact with the game world in any way while cloak is active)
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Enhancer Discipline and +3 at Master Enhancer. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Enhancer Discipline.(Total +35 with Novice Jedi box)
Force Meditate has been removed from the discipline.
Force Throw and Improved Force throw have been added to the 0004 line of Enhancer. Area stun effect, low damage potential, medium force and action costs.
Removed Force Shield, and Force Feedback from the Force Enhancer Discipline. (Force damage is no longer a part of the game)
Force Knockdown, Improved Force Knockdown, and Advanced Force Knockdown have been added to the 0040 line and Master box of Enhancer. Low damage potential, medium force and action costs.
Force Wielder:
Pearls and crystals can be crafted by the Wielder into player worn Jewelry. The damage/SAC/Force cost/Speed ranges of the Jewelry shall be the same as stated above for Saber Pearls/Crystals. Each piece of Jewelry will use from zero to four crystals/pearls based on which generation the crafted item is to be. The item is not sliceable or tradable. Each Player may wear only one Ring, Amulet, or Bracelet at a time.
Added a minor Weapon Hinderance to players when Force Powers Enhancing items are equiped.
Removed Force Damage Bonus from the Wielder Discipline.
There is no longer a "Pass Thru" effect for Force Attack Damage. (All crafted and innate armor will now have mitigation as shown versus their respective damage types, ie kinetic, lightning, and energy).
Added Crafting experimentation points to the 0400 line, and master box of Force Wielder. As with crafting a saber the resource quality and experimentation will play a larger role in the final weapon stats.
Reduced the animation time for all Force Wielder Attacks.
Force Ranged Speed has been added to the Force Wielder Discipline in each tier 4 box.
General Ranged Speed will now effect Force Wielder attack speed.
General Ranged Speed has been added to the Force Wielder Discipline in the Master Box.
Removed Warm ups on Force Strike, Force Lightning Single, Improved Force Lightning Single, Force Area Lightning, and Improved Force Area Lightning.
Force Breach has been removed from the Force Wielder Discipline.
Force Cloak has been removed from the Force Wielder Discipline.
Force Throw has been removed from the Force Wielder Discipline.
Force Knockdown has been removed from the Force Wielder Discipline.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Powers discipline and +3 at Master Force Wielder. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Wielder Discipline.(Total +35 with Novice Jedi box)
Added a Blind Sate effect to all forms of Force Lightning. Force costs remain the same.
Added a snare effect to Force Choke. Force costs remain the same.
Added Advanced Force Lightning Area to the Master Box. This skill will have a Warm-up timer and a 20% damage increase over the Improveded version. High damage potential, High force and action costs.
Force Intimidate is now a single target attack. Low damage potential, medium force and action costs.
Force Weaken will cause a reduction in the melee/ranged defenses of a single target by 35% for 15s for the regular version, and 75% for 30s for the Improved version. Low damage potential, medium force and action costs.
Force Strike will now have a Stun effect. Increased the damage multiplier. Medium damage potential, medium force and action costs.
Mindblast will now have a Dizzy effect only. Increased the damage multiplier. Medium damage potential, medium force and action costs.
Reduced action costs to be inline with other professions combat specials of comparable damage.
Buku
Naritus
General:
Execution and Cool Down timers are now using the modified speed of weapons.
Improved the effect of States (Dizzy, Stun, Blind, and Intimidate)
Removed the SEA Max Force Power.
Force Ranged Speed attachments have been added to the loot tables.
Force Wielder damage attacks and Saber Damage attacks will be on similar cool down timers to prevent chaining damage.
Increased the Max Force Pool points gained by 50% per box.
Increased Force Regeneration by 100%. +70 force regen will now grant +140 force regained every 10s instead of +70 force regained.
Lightsaber:
Lightsabers will no longer be simple containers. Sabers will now use a crystal/pearl in the crafting process. The generation of the saber will determine the number of pearls required to craft each saber. 1st gen = 1 pearl/crystal, 4th gen = 4 pearls/crystals. As with all current crafting there will be no chance of a critical failure during the final combine.
The values of these saber components will stack and count toward the final stats of the weapon. The resources used to craft a saber will now play a larger role in the sabers over all stats. Likewise having more experimentation points available to spend on crafting your saber will show a substantial increase in performance. Hence a master Saberist using a saber crafting suit will have a substantially better saber than a person with just one line of sabers, assuming the resources and pearls used were the same.
The quality of crafted saber components will now impact the overall quality of your saber.
All pearls and crystals will have their values reset and require a new tuning in order for them to be used in the crafting process. Components will have the following ratings Poor, Fair, Good. Performance ranges for all pearls/crystals will range from +20 damage to +100 damage, -.05 speed to -.30 speed, -0 SAC to -6 SAC, and -0fc to -9fc. The higher the rating of the component the more likely it is to tune in the upper ranges. Poor will have a 1% chance to tune in the upper range of each stat, Fair will have a 3% chance, and Good will have a 5% chance. All current components will be reset to a rating of Select which would fall between the Fair and Good ratings with a 4% chance of tuning into the upper ranges.
Rare quested and looted components in the Premium and Flawless ratings are possible. These components will have a much higher likelyhood of tuning in the higher ranges.
Crafted Sabers will have diferrent values based on their styles. Pole Arm Sabers will have the highest damage range but will have the lowest speed range. One Handed Sabers will have the highest speed ranges, but will have the lowest damage ranges. Two Handed Sabers will be a balance of both speed and damage but unable to surpass either the speed or damage potential of the other two saber styles.
All Lightsaber specials can still be performed with any style of Lightsaber.
Saber Dervish Increased the damage of this attack by 20%. Force and action costs remain the same.
Added an Intimidate State to Saber Spin Attack. Low damage potential, medium force and action costs.
Added Saber Hamstring to 4000 line of sabers. This skill will have a chance to snare your target for 15 seconds. Low damage potential, medium force and action costs.
Added Saber Crippling Blow to 0040 line of sabers. This skill will have a chance to root your target for 15 seconds. Low damage potential, medium force and action costs.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Powers discipline and +3 at Master LS. Allowing a total of +15 Jedi Innate Armor to be gained from the Light Saber Discipline. (Total +35 with Novice Jedi box)
Force Healer:
Total Heal and Advanced Heal are now on seperate cool down timers.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Healer Discipline and +3 at Master Healer. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Healer Discipline.(Total +35 with Novice Jedi box)
Added Force heal Debuff in the Master Box Force Healer. This skill will have a chance to remove the negative effects of mezzes, dazzes, roots, snares, and comabt/action speed debuffs on other players and roots, snares, and comabt/action speed debuffs on themselves. High mind and force cost.
Healing States skills in 0004 line will have a chance to remove negative states (dizzy, blind, stun, intimidate, bleed) from any targeted player. Medium force and mind costs.
Force Shock now has a Debuff to ranged/melee attack speed, the effect will be a 10% reduction for the regular version, and a 20% reduction for the Improved version. Durations are 15s and 30s. Medium force and mind costs.
Jedi Defender:
Improved the effectiveness of Dominate Mind. Dominate mind will now create an unbreakable agro of all creatures within the area of effect (15m) allowing the player to completely hold agro for 20 seconds for all affected entities. High force and medium mind costs.
Added "Force Wall" to the Master Defender Box. This skill will have a 25% chance of protecting the player versus "Armor Break" attacks while the skill is active. Duration 30s. Medium force and action costs.
Removed Force Defense from the 0040 line and master box. (There is no longer a "Force Damage" modifier in the game)
Defender Innate Armor values have been changed to +3 in the Novice Defender box, and +8 at Master Defender. Allowing a total of +35 Jedi Innate Armor to be gained from the Force Defender Discipline. (Total +55 with Novice Jedi box)
Force Enhancer:
Improved the effectiveness of Force State Resists.
Lower versions of Force Run may now be selected even if a higher version is known. Each use of a diferrent version will have their normal activation and usage costs. FR2 and FR3 will still cause a 95% reduction in damage output when in use.
Force Armor has been removed from the Force Enhancer Discipline.
Force Cloak has been added to the 0400 line of the Force Enhancer Discipline. (Players will no longer be able to interact with the game world in any way while cloak is active)
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Enhancer Discipline and +3 at Master Enhancer. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Enhancer Discipline.(Total +35 with Novice Jedi box)
Force Meditate has been removed from the discipline.
Force Throw and Improved Force throw have been added to the 0004 line of Enhancer. Area stun effect, low damage potential, medium force and action costs.
Removed Force Shield, and Force Feedback from the Force Enhancer Discipline. (Force damage is no longer a part of the game)
Force Knockdown, Improved Force Knockdown, and Advanced Force Knockdown have been added to the 0040 line and Master box of Enhancer. Low damage potential, medium force and action costs.
Force Wielder:
Pearls and crystals can be crafted by the Wielder into player worn Jewelry. The damage/SAC/Force cost/Speed ranges of the Jewelry shall be the same as stated above for Saber Pearls/Crystals. Each piece of Jewelry will use from zero to four crystals/pearls based on which generation the crafted item is to be. The item is not sliceable or tradable. Each Player may wear only one Ring, Amulet, or Bracelet at a time.
Added a minor Weapon Hinderance to players when Force Powers Enhancing items are equiped.
Removed Force Damage Bonus from the Wielder Discipline.
There is no longer a "Pass Thru" effect for Force Attack Damage. (All crafted and innate armor will now have mitigation as shown versus their respective damage types, ie kinetic, lightning, and energy).
Added Crafting experimentation points to the 0400 line, and master box of Force Wielder. As with crafting a saber the resource quality and experimentation will play a larger role in the final weapon stats.
Reduced the animation time for all Force Wielder Attacks.
Force Ranged Speed has been added to the Force Wielder Discipline in each tier 4 box.
General Ranged Speed will now effect Force Wielder attack speed.
General Ranged Speed has been added to the Force Wielder Discipline in the Master Box.
Removed Warm ups on Force Strike, Force Lightning Single, Improved Force Lightning Single, Force Area Lightning, and Improved Force Area Lightning.
Force Breach has been removed from the Force Wielder Discipline.
Force Cloak has been removed from the Force Wielder Discipline.
Force Throw has been removed from the Force Wielder Discipline.
Force Knockdown has been removed from the Force Wielder Discipline.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Powers discipline and +3 at Master Force Wielder. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Wielder Discipline.(Total +35 with Novice Jedi box)
Added a Blind Sate effect to all forms of Force Lightning. Force costs remain the same.
Added a snare effect to Force Choke. Force costs remain the same.
Added Advanced Force Lightning Area to the Master Box. This skill will have a Warm-up timer and a 20% damage increase over the Improveded version. High damage potential, High force and action costs.
Force Intimidate is now a single target attack. Low damage potential, medium force and action costs.
Force Weaken will cause a reduction in the melee/ranged defenses of a single target by 35% for 15s for the regular version, and 75% for 30s for the Improved version. Low damage potential, medium force and action costs.
Force Strike will now have a Stun effect. Increased the damage multiplier. Medium damage potential, medium force and action costs.
Mindblast will now have a Dizzy effect only. Increased the damage multiplier. Medium damage potential, medium force and action costs.
Reduced action costs to be inline with other professions combat specials of comparable damage.
Buku
Naritus
Message Edited by BukuJohnson on 09-15-2005 08:50 AM
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