Pikeman Archive

Thread: News from TC

StGabriel
Tue Oct 21, 2003 3:34 am
#53

I haven't seen any changes on accuracy mods for weapons. But then I haven't made too many new weapons since the patch. We had 2 days of downtime and then some bugs/issues that made me devote my playtime for the whole day to harvesters.


I will definitely try to get a power hammer and some polearms made to see if they are in to positive accuracy mod range tomorrow.


I added some TKA data to my tables. I'll try to update it even more if I get some time tomorrow.


--- Flynn and Gaffyn--- The Brothers McDonnell ---




--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

haun
Tue Oct 21, 2003 4:22 am
#54

expert finesse is still blank?



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"Everything seems calm here..."
raider7734
Tue Oct 21, 2003 10:44 am
#55

Thanks for posting this!

Looks like center of being is pretty similar for swordsman / fencer / tk (don't know about pike yet):



  • Swordsman: 18 duration, 70 effect

  • Fencer: 18 duration, 65 effect

  • TK: 17 duration, 60 effect

An observation: the center of being mods are specific to the weapon type, so they don't stack between different professions.However, melee and ranged defensesappear tostack like they presently do, which may be of interest tothose of us who have skills in othermelee professions.


Now my big question is, what's Defensive Acuity and how does it work? If it has something to do with TKs resisting force powers, I'm going to throw up.





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IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
Hypatian
Tue Oct 21, 2003 11:16 am
#56

Defensive Acuity is a sort of combined dodge/block/counterattack skill. Note, however, that it's currently *way* too high on test. One of the skill boxes in precision has +110, and the other three have +15. One presumes that the broken box should have +10, which results in a much less insane level of defense.



Hypatia Fegi - Fegi & Fegi Enterprises - Elektra Fegi
Mayor of Reunion Radioactive Power Broker


Destination
Tue Oct 21, 2003 12:40 pm
#57



Phomeister wrote:
Ran a quick timetrial with a dewback earlier tonight.. They run at the same speed as kaadu's.. 2x normal foot speed.




I'll definitely be going with a dewback, then. Only thing are those annoying sounds they make...



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Destination - Swordsman/Brawler/TKA
Option - Doctor/Merchant
XyberViri
Tue Oct 21, 2003 12:52 pm
#58

you should hear a carrion spat.


Btw if you can stop growth does it also stop there CL incress, Ie if you stop a CL 20 dewback at 60% growth woudl it be CL 12? would a bol be Cl 18?




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Xyberviri Bounty Hunter
CorporateDan
Tue Oct 21, 2003 5:08 pm
#59

Hmm it seems the devs are trying to make the swordsmen best at passive defense. I know we do nice damage, but it seems the lack of different specials, and the lack of a boost to non passive defenses may bring us a little lower then fencers and far lower than tkas.



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
Grainy62
Tue Oct 21, 2003 5:23 pm
#60

i dont see why tkas need this new defence acuity its stupid they are already uber evenough that they dont need the counterattack or dodge kind of things the other melees get, and also how come every other class gets more melee defence and ranged defence and we get squat for that.


i also think we need a lil more speed and toughness and i want whine anymore,




Grainy Kai- Master Swordsman, former Novice CH 3/2/2/3, master medic-1st holo-, novice carbineer-2nd holo-
Wanderhome Galaxy
StGabriel
Tue Oct 21, 2003 7:49 pm
#61

I made a new batch of schematics for each useful melee weapon.



No changes. Power hammers still have -30 or so range mods. Hmph.



--- Gaffyn and Flynn --- The Brothers McDonnell ---



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

StGabriel
Mon Mar 01, 2004 7:59 am
#62

Hey, I haven't been able to post much this weekend, although there's lot to say. Right now I'm just sneaking in a quick note before I get back to work, however I'll try to get in some more forum time later today or tomorrow.

I wanted to get out word on some of the things I've been noticing on TC though.

*** I must preface this by saying that all these things are only on TC and a lot of things can change while on TC ***

-- Warcry --

Warcry is not nearly as good now, as we assumed it would be. It's fairly hard to use against multiple targets, which is really its only use now. I will be asking if it can be made AE instead of cone effect as this would be much more reasonable for use in group crowd control. Also it has a higher resist rate. Mobs seem to be able to resist it more directly and against higher level mobs it is very hard or impossible to land.

-- Intimidate --

Ugh, intimidate is nerfed too. Resist rates on it have sky-rocketed (as with Warcry). On both now I am seeing mssages to the affect of, "The effect fails to hold." I spammed about 50 intimidates at a Peko Peko Albatross the other day and not a single one landed (I had +22 warcry mods and master brawler). This coupled with warcry changes really hurts. I'm going to be asking about this as I think that it's particularly harsh that two big brawler abilities that allowed us to tank higher-end stuff are now nerfed as to be unusable in that arena.

-- Weaponcrafting --

Well the crafting system is changed, for good and bad. The short end of the deal is that crafters tend to have less experimentation points to spread around, particularly on items that require resources that always spawn with poor stats. However, on the other end of things, currently the system is allowing us to break prior limits on certain stats for weapons. This has allowed me to make a nearly perfect damage experimentation Power Hammer. The result was 144-481 damage with a 5.1s delay. I have had similar boosts to a lot of my weapons. This has come at a loss of HAM efficiency however.

Ok, just a few notes. Lemme know how you feel about all this and I'll let you know if I get any further feedback on all of these issues.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Knocky
Mon Mar 01, 2004 8:14 am
#63

Already took warcry off my toolbar, guess intimidate will be removed as well.


First bleed gets nerfed....well lets be honest, bleed is entirely useless now. Now Warcry and Intimidate are gone too?


Maybe the Devs have decided that the haters are right and there is no place for Brawler-types in Star Wars after all?


haun
Mon Mar 01, 2004 8:20 am
#64

omg they nerfed intimidate too???????????????????????????????????????????????????????????



what in the hell are wookiees suppose to do???????????????/



i'm pretty mad about this and i would like to curse now.


excuse me.






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"Everything seems calm here..."
hothype
Mon Mar 01, 2004 8:25 am
#65

Well whats the point of being a wookiee now? Already gimped species that has to rely on the only skill that will effectivally reduce damage now gone. Guess I will have to go kill durnis now



Synir'
Fear Baby Wookiee
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