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Thread: A little help please
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Joker9125
Tue Jun 07, 2005 1:24 am
#79
Joker9125 wrote:
read the stickes
again QFE...........I already answered that in my sticky
Lenil
Sun Jun 12, 2005 11:08 pm
#80
Hello, I am recently returned from a rather lengthy break. I am just shy of master swordsman and I am now finding that I am being slaughtered by creatures that I used to laugh at. On a side note my old stim packs barely heal anything. Now my question is, with what seems to be almost no damage mitigation and pretty miserable healing abilities, how is one to fight now? I have spent some time parusing the forums but I havent found much information on it. Even if someone could provide a link to some info about how to fight now it would be appreciated. Thank you
D4rthReven
Tue Jun 14, 2005 11:58 pm
#81
Group and get some new stims hehe play arround some more. You pick up what your char is capable of pretty fast. Nothing really more to say
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sciguyCO
Wed Jun 15, 2005 1:52 am
#82
Tip #1: Con levels are much more accurate post-CU. A yellow marker really does mean "difficult fight" (although do-able if you aren't badly outnumbered), red means "almost impossible", and purple (new) means "run away very fast". The con level is an indication of the difference between your "Combat Level" (CL) and the mob's. You gain CL (up to a max of 80) with every skill box you learn from a combat profession (which includes medic and doctor). Your healthalso increases along with your CL, up to a max of 3000 (+/- species adjustment) at CL 80.
Wild spawns of creatures have a fairly fixed CL, however spawns from mission terminals (whatever the creature)scale to the CL of whoever took the mission. So on Dant you might see CL 30 Pikets (I think that's their "natural" CL) next to a lair of CL 80 ones. Respect the Con.
Tip #2: Stim packs are no longer certed by the "medicine use" skill. They can be used by anyone of the appropriate combat level, no medic required. Stim A's (usable by anyone)and B's (requires CL 15) can no longer be made with advanced components, so have been scaled down a lot in power. Stim C's (requires CL 35) and D's (CL 60) give a pretty good health boost. They're not quite up to the level of pre-CU stims, but you're also not draining your health executing your special attacks, so it kind of balances out.
Stims have a 60s timer on them. If you have medic skills, you can also hit yourself with some of those abilities (which have separate timers) for additional healing. These skills do not require any supplies, although there are consumable "medical enhancers" crafted by BEs that can improve the results.
Tip #3: No more combat queue. Well, it's sort of still there, but there's only the "current" attack (including it's warm-up and execution time) and the "next" attack (marked with a yellow border around the hotkey).
Tip #4: You no longer auto-attack. When starting out, set a "default attack" by putting your attacks into your toolbar and ctrl + left click one. This will put a checkmark on it, so it'll execute whenever that attack's cooldown has completed and you don't have any other attacked queued up.
Tip #5: Every attack has an "execution time" (usually pretty short, a second or less) when the attack actually occurs and a "cooldown time" which is a delay before you can execute that attack again. Some attacks also have a "warmup time" which is shown by a progress bar on your screen. Moving (and sometimes using a stim, although that may be a bug) will cancel the warmup, and your attack won't go off. I'm not entirely sure how much these different timers are affected by your +speed skill, that may not effect the execution time (but does definitely help the cooldown, and maybe warmup).
Cooldown timers only apply to that particular attack. You can, however, queue up a different attack (once the execution time is finished) to get off more attacks in a given period of time. The simplest method is just a two-special cycle: first A, then B, then back to A. Personally, I cycle Head Hit (which has a relatively short cooldown) and Critical Strike.
Tip #6: Along with attacking more often, mixing up specials also lets you manage your action bar (which is now used solely for fueling specials). If your actionstarts getting low, throw in some lower damage (but lower cost) specials like melee strike or melee hit. For me, once I started to get the hang of this the "auto attack" became more trouble than it was worth and I haven't used it for a few days.
Tip #7: Center of Being is a meleer's best friend. It gives you around +200 defense (+500 with the improved version in TK, which also lasts longer), which in the new system equates to less damage received along with more misses by your enemy. {note: I may have those +defense numbers wrong} I'm currently TKM + swords, and the improved CoB gives me around a 20-30% reduction in damage taken when it's active. Since TK requires the swords line in brawler as a pre-req, getting brawler unarmed IV + TK 0100 seems to be a popular choice for swordsmen.
sidlicious
Tue Jul 19, 2005 3:10 pm
#83
Been away from the game a while, was surprised to see my advanced combo attack do way less damage then the basic melee
strike. Anyone know if this is supposed to be this way or what?
GalacticBulge
Tue Jul 19, 2005 3:38 pm
#84
It's a bug in the combat log reporting. YOu are actually hitting the opponent 3 times and the log is reporting only one hit. Turn on verbose logging and you can see the total damage you do with that special. Look at the line that says "so-and-so's armor absorbed 123 points out of 750 points of damage." That says you're hitting for 750pts, with 123pts absorbed by the mob's armor = 627 total pts of damage dealt. Obviously the numbers probably won't be what you see, but i'ts just an example.
You can set verbose logging in the options. It's a checkbox under "Misc" I think.
You can set verbose logging in the options. It's a checkbox under "Misc" I think.
Emouh
Sat Sep 24, 2005 6:16 am
#85
Not sure of their level, but have you tried around the npc town such as Mos Eisley, Coronet and so on ? Lots of static spawn there, dunno about CL though...
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