Jedi Archive

Thread: Action cost for Saber Hit, vs Melee Hit and Ranged Shot ?

Staveeno
Wed Sep 28, 2005 10:24 am
#1


Any particular reason why melee hit and ranged shot use 2% action, 2% mind but saber hit uses 5% action 2% mind? I kept wondering why my action kept going down so fast even with saber hit yet with my rifleman, when I was low on action, I could just do ranged shot for a bit and regen it back to use specials again. Can't seem to do that with Jedi very well, you can blow threw specials and once action gets too low and you have to use saber hit, it takes forever to regen to use specials again. Is it supposed to be this way?


Test equipment:

Saber SAC: 100

Laser Rifle SAC: 106

I just used no weapon in hand for Melee Hit, Not sure of the SAC but I assume around 100 or so.

Message Edited by Staveeno on 09-28-2005 03:02 PM




Bloodfin: Staveeno's Museum and Shop 884 -4788
1k Outside Coronet Correlia

Staveeno - Jedi
Lelei - Spy
Ekita - Salesperson, Architect, Shipright

S-cry-ed
Wed Sep 28, 2005 10:54 am
#2


Blob candy ftw


Also, if you haven't already, use all exp points in eff to lower SAC


Message Edited by S-cry-ed on 09-28-2005 10:55 AM





Vendor "Looted Items and Resources": Red Dawn, Lok -2085 4017
IGNs: Bunji, Bunki, Psy'cho

Staveeno
Wed Sep 28, 2005 1:02 pm
#3






S-cry-ed wrote:


Blob candy ftw


Also, if you haven't already, use all exp points in eff to lower SAC



Message Edited by S-cry-ed on 09-28-2005 10:55 AM




That's not the point, I know what blob candy does, I know about experimenting lower SAC cost on the saber, my point is, and I should have put the numbers in the first post is that my rifle is 106 SAC, saber is 100 SAC, Ranged shot used 2% action, Saber hit uses 5% action. Both are default base attacks and should use the same SAC in relation to your weapons SAC of course, if saber and rifle are both exactly the same, Action cost should also be exactly the same




Bloodfin: Staveeno's Museum and Shop 884 -4788
1k Outside Coronet Correlia

Staveeno - Jedi
Lelei - Spy
Ekita - Salesperson, Architect, Shipright

captiansarcasmo
Wed Sep 28, 2005 1:03 pm
#4

its part of the price you pay for being a swg god.



jailyn

Pday
Wed Sep 28, 2005 1:04 pm
#5






captiansarcasmo wrote:
its part of the price you pay for being a swg god. the most nerfed prof in swg








Iadao

4-4-4-4 Sick inhumane S.O.B

GCW forum motto : Lets all go beat some more DEAD HORSES

yeah it's only a game, but the time and money I invested in it are certainly F'ing REAL.

Anyaredee
Wed Sep 28, 2005 1:07 pm
#6

The fact that the default jedi saber attack has such a higher action cost is pretty lame if you ask me. I have run into the exact same problem with my jedi and rifleman. Even with food/drink/spice mitigating it your still going to run out of action pretty quickly if you in an extended fight. My solution has been to NOT use the auto-repeating feature on saber attack and basically avoid using it in many extended fight situations opting to spend more action on higher damage specials and AB thus extending my action pool and getting more damage out of it.
HarlequinMK19
Wed Sep 28, 2005 1:10 pm
#7

The fact that carrying a weilding a gun causes a movement hinderance is equally stupid, but thems the breaks.



-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
Sidalo
Wed Sep 28, 2005 1:15 pm
#8






HarlequinMK19 wrote:
The fact that carrying a weilding a gun causes a movement hinderance is equally stupid, but thems the breaks.




Pistol, yes

Rifle, no


I know for a fact that when carrying my M16 or a 240 Machine gun I could not run as fast as if I just had a pistol or a knife in my hand.


Seeing as how pistol is not as much hinderance as a rifle I think they got this done ok.


Of course I think a gigantic Power Hammer would slow me down to, but need some balance in there somewhere i guess.



Sidalo Yalew - Sith Apprentice
Renamed - Master Merchant

All Accounts Cancelled by NGE
HarlequinMK19
Wed Sep 28, 2005 1:21 pm
#9






Sidalo wrote:





HarlequinMK19 wrote:
The fact that carrying a weilding a gun causes a movement hinderance is equally stupid, but thems the breaks.




Pistol, yes

Rifle, no


I know for a fact that when carrying my M16 or a 240 Machine gun I could not run as fast as if I just had a pistol or a knife in my hand.


Seeing as how pistol is not as much hinderance as a rifle I think they got this done ok.


Of course I think a gigantic Power Hammer would slow me down to, but need some balance in there somewhere i guess.






I will only accept that a rifle will cause hinderance if that same hinderance is inflicted upon two-handed weapons and polearms, as those types of weapons would absolutely cause a hinderance. Even if a rifle weighs more than a power hammer, the sheer ergonomics of a firearm make it less hindering. Pistols should not have any hinderance whatsoever though, and I'd say the same forcarbines. Rifles...well..not all rifles...as some of them are more more similar to carbines. I don't consider weapon hinderance an issue of balance whatsoever, so much as penalty inflicted upon ranged combatantsby melee'-loving devs.



-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
ocili
Wed Sep 28, 2005 1:21 pm
#10

Simple answer....


Ranged Shot: granted at NOVICE Marksmen
Melee Hit: granted at NOVICE Brawler


Saber Hit: granted at Jedi Padawan (which is in itself, an Elite Proff)


Once again, the Devs are trying to tell you that your 1.5x Power (whether it is or not is not the debate here) allows them to assign a higher cost to basic moves.



|____________________________________________|
|Ocili Bothan Jedi| |Ocile Rodian Bounty Hunter| |Ocily Human Engineer| |Ociley Phish Medic|
|____________________________________________|
|Please Drop off All Winnings to: Oc's Uber Loot and Drop off|
|Regulatores Avamposto . Talus: -136 3454|
|
[DWB] Crafting Service (Jetpacks/Mando Bracers)|
|RRR|



captiansarcasmo
Wed Sep 28, 2005 1:31 pm
#11


1.5 more powerfull ? all that power costs you more strength i.e. ham. its not a very difficult concept.


and i'm sorry any jedi claiming to be "nerfed" is a laughfest. being able to practically solo almost everything in the game, and beat almost any normal template is not nerfed. you might have got nerfed from "god mode" to "semi-god" mode.


i'll give it to ya though, pre cu, a master commando couldn't land a single hit on a jedi and would die instantly. now they last for at least 30 seconds. mustof been a jedi nerf.



jailyn

Sidalo
Wed Sep 28, 2005 1:32 pm
#12






HarlequinMK19 wrote:




I will only accept that a rifle will cause hinderance if that same hinderance is inflicted upon two-handed weapons and polearms, as those types of weapons would absolutely cause a hinderance. Even if a rifle weighs more than a power hammer, the sheer ergonomics of a firearm make it less hindering. Pistols should not have any hinderance whatsoever though, and I'd say the same forcarbines. Rifles...well..not all rifles...as some of them are more more similar to carbines. I don't consider weapon hinderance an issue of balance whatsoever, so much as penalty inflicted upon ranged combatantsby melee'-loving devs.




It is about balance though. A ranged Profession with no hinderance will just kite a melee profession to death.


The melee person would have a very significantly harder time competing with a ranged profession if there was no movement speed hinderance.


I would agree that the current hinderance may be a tad high, but it definitely is needed in some form.


The 2handed weapons and polearms would only cause a hinderance when attacking, as they are held in one hand when running. Opposed to a rifle which is always held in 2 hands, unless you strap it or are Rambo, lol


Pistols should be next to nothing, then carbines and then rifles. without a hinderance melees would not be able to effectively comepete evenly




Sidalo Yalew - Sith Apprentice
Renamed - Master Merchant

All Accounts Cancelled by NGE
Sidalo
Wed Sep 28, 2005 1:35 pm
#13






captiansarcasmo wrote:


1.5 more powerfull ? all that power costs you more strength i.e. ham. its not a very difficult concept.


and i'm sorry any jedi claiming to be "nerfed" is a laughfest. being able to practically solo almost everything in the game, and beat almost any normal template is not nerfed. you might have got nerfed from "god mode" to "semi-god" mode.


i'll give it to ya though, pre cu, a master commando couldn't land a single hit on a jedi and would die instantly. now they last for at least 30 seconds. mustof been a jedi nerf.




Lol, long term Jedi who have the right equipment can do what you say, but not the 2 month Jedi who has not been able to garner good damage pearls.


Top strength Jedi with good experience and 750 damage sabers fear just about nothing. The lower rung of Jedi with the 450 damage sabers fear almost everything.


The debate about whether it should be that way is another topic though.



Sidalo Yalew - Sith Apprentice
Renamed - Master Merchant

All Accounts Cancelled by NGE
Page 1 of 2
Previous Next