Smuggler Archive

Thread: Numbers on some CU Smuggler/Pistoleer Templates

Jaguarrr
Mon Apr 04, 2005 6:55 am
#14






DragonSnack wrote:



Also it may be that all armor mitigation can stack between profs.


BTW Does armor accuracy mitigation mean that the armor is harder to target and hit?



Message Edited by DragonSnack on 04-04-2005 09:52 AM





It reduces the penalitys as far is I understand it. Meaning, wearing armour makes it harder to aim.



We couldn't play SWG without Tiggs. Now we can =)
Dragon942
Mon Apr 04, 2005 7:15 am
#15






zazo wrote:

holy crap i can go master smuggler/master pistoleer and 4/4/4/0 in commando???




hmmm losing tkm won't be so bad then I suppose






Hehe...shhh, don't tell too many people. I think having 3 out of 4 trees of a offense:5 profession will suit me just fine



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ChaoKuang
Mon Apr 04, 2005 7:43 am
#16






HOTDOG wrote:





Asiche wrote:
i belive that specials and abilites like say stopping shot will work with a smuggler pistol, that i have little doubt of. Its my assumption that weapon speed, accuractly etc will not stack like they do now.

Prime example is Teras Kasi, if you look at that line the defenses are amazing, but if you have a pistol in your hand you most likely not get the benifits of the teras kasi defence. Perhaps it won't even work with a pike or a sword in your hand.




Is that true!?


I REALLY need to know an answer to that very question!!!








No, it's not true. You'll lose the benefits of TK defense only if you put on armor.



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SpinningCloud
Mon Apr 04, 2005 7:46 am
#17

Dragon; "Personally, I think I'll be doing the commando one. It has the best Accuracy and Defenses, plus its has 18 skill points left over (because we already have the pre-reqs after smug/pistol) for a bit of medic or scout. "


Think you made a mistake here...


Master Smuggler & Master Pistoleer need 198 skill points, leaving 52 for Commando.

Commando 4440 needs 48 which leaves you 4 points...not enough to do anything with.




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

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Seogae
Mon Apr 04, 2005 7:54 am
#18

I think I will be going MS/MP/Commando 0440 to leave room for force boxes. But the only reason I want commando is for Rebel Assault Armor..

Ohh and if you don't have the link, http://www.standen.id.au/swgcb/swg-cb.php, that is a great CU character builder.

--Seogae



________________________________________
Colonel Seogae Ilae (RGU)
Elder Jedi / Master Pilot
"The trouble ain't that there is too many fools,
but that the lightning ain't distributed right." - Mark Twain

Seogae's Loot N Stuff 420 -5727, South-East Coronet
________________________________________
Sengis
Mon Apr 04, 2005 8:01 am
#19

after looking through, I dont see a de10 weapon cert, any ideas? It didnt appear int he master pistoleer, box. im getting alittle worried... Andim thnking, Pistoleer, Smuggler, commando 0-4-3-0 Rest in fs.



ex Colonel Sengis Ghean NVA
Founder, Arroyo, Dantooine and NVA - I²D²
Master Smuggler since 01/04 | | Spice for sale PST
"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres
Jaguarrr
Mon Apr 04, 2005 8:03 am
#20






Sengis wrote:
after looking through, I dont see a de10 weapon cert, any ideas? It didnt appear int he master pistoleer, box. im getting alittle worried... Andim thnking, Pistoleer, Smuggler, commando 0-4-3-0 Rest in fs.





*sigh*


examine a DE-10



We couldn't play SWG without Tiggs. Now we can =)
Seogae
Mon Apr 04, 2005 8:04 am
#21



Sengis wrote:
after looking through, I dont see a de10 weapon cert, any ideas? It didnt appear int he master pistoleer, box. im getting alittle worried... Andim thnking, Pistoleer, Smuggler, commando 0-4-3-0 Rest in fs.



I don't think you see it in your certs right now, nor do you see the geo in your skills. I belive that weapons that are crafted from looted schem's only show what they require when you examine it. The de10 is still at master pistoleer though.

--Seogae



________________________________________
Colonel Seogae Ilae (RGU)
Elder Jedi / Master Pilot
"The trouble ain't that there is too many fools,
but that the lightning ain't distributed right." - Mark Twain

Seogae's Loot N Stuff 420 -5727, South-East Coronet
________________________________________
HOTDOG
Mon Apr 04, 2005 8:18 am
#22






SpinningCloud wrote:

Dragon; "Personally, I think I'll be doing the commando one. It has the best Accuracy and Defenses, plus its has 18 skill points left over (because we already have the pre-reqs after smug/pistol) for a bit of medic or scout. "


Think you made a mistake here...


Master Smuggler & Master Pistoleer need 198 skill points, leaving 52 for Commando.

Commando 4440 needs 48 which leaves you 4 points...not enough to do anything with.





Spin is right.


BUT have you guys checked out the WEAPONS that commandos have?!?



The Particle Beam hits the main target and blows through them THEN it hits all other targets in a straight line. Idunno how that works but it sounds AWESOME.


Then they get this grenade at master that sets off like a small nuke explosion- putting a DOT on Everyone it hits.



Crazy.










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Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
DragonSnack
Mon Apr 04, 2005 8:19 am
#23






SpinningCloud wrote:

Dragon; "Personally, I think I'll be doing the commando one. It has the best Accuracy and Defenses, plus its has 18 skill points left over (because we already have the pre-reqs after smug/pistol) for a bit of medic or scout. "


Think you made a mistake here...


Master Smuggler & Master Pistoleer need 198 skill points, leaving 52 for Commando.

Commando 4440 needs 48 which leaves you 4 points...not enough to do anything with.


YOu might want to check the Commando trees again.


the grenades are supposed to rock in on the test center and the Flamer certhas been moved to Flame III.


I figure I can alsoassume this holds true for all Mastersbutas with Commandosupposedly gets some significant bounuses in the Master box so it might not be"economical" to get just 4/4/4.



I'm looking at a tempalte to supplemant my MC/MS with defenes because I do not plan on being the first one jump into the Jaws of death during any battle. I plan on letting the tanmks do the dirty wotrk whle I stand behind them(<- note operative word of BEHIND here) and reak havoc and mayhem on those in front of the tanks


If I were afte an offensive templete I'd probably Master Pistoleer and less TK skills.


I plan on taking the offensive skills as they are granted by the MC/MS boxes and supplementing the melee defensive skills by adding the melee boxes from Pistoller and TK. Rifles and Carbines do not add that much melee defense.


I'll use the Commando weaponsfrom 64 to medium range and then use my Smuggler weapons skills from medium to close range if necessary.


I wonder if I will be able to do concussion or overwhelm shots with my LP?






Lixosskzzo
Mon Apr 04, 2005 8:57 am
#24







ChaoKuang wrote:





HOTDOG wrote:





Asiche wrote:
i belive that specials and abilites like say stopping shot will work with a smuggler pistol, that i have little doubt of. Its my assumption that weapon speed, accuractly etc will not stack like they do now.

Prime example is Teras Kasi, if you look at that line the defenses are amazing, but if you have a pistol in your hand you most likely not get the benifits of the teras kasi defence. Perhaps it won't even work with a pike or a sword in your hand.




Is that true!?


I REALLY need to know an answer to that very question!!!








No, it's not true. You'll lose the benefits of TK defense only if you put on armor.




I remember seeing the description of CoB saying it would only with a melee weapon. So it's either wrong, changed, or you were simply referring to the defensive stats, and not the defensive skill.

Message Edited by Lixosskzzo on 04-04-2005 10:58 AM



------------------

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maxtheusher
Mon Apr 04, 2005 9:13 am
#25


Okay, FIRST off, there is a character builder, I can't find the link right now, that uses numbers DIRECTLY from the .TRE files, and MODs do seem to stack , while mitigations (armor, etc.) don't seem to.


And defenses work like speed and accuracy now. They are either General (works with anything.) Or weapon specific (only works with the specific weapon equipped)


skills work with ANY weapon of the same type unless specifically indicated in the specials' description, so, a rifle move works with pistols etc.


Skills do NOT work across the melee/ranged barrier.


Also for a specific instance, pistol mods and general ranged mods should also stack together, though I wouldn't add their numbers directly to each other yet.

Message Edited by maxtheusher on 04-04-2005 12:24 PM



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Dragon942
Mon Apr 04, 2005 9:19 am
#26




SpinningCloud wrote:

Dragon; "Personally, I think I'll be doing the commando one. It has the best Accuracy and Defenses, plus its has 18 skill points left over (because we already have the pre-reqs after smug/pistol) for a bit of medic or scout. "


Think you made a mistake here...


Master Smuggler & Master Pistoleer need 198 skill points, leaving 52 for Commando.

Commando 4440 needs 48 which leaves you 4 points...not enough to do anything with.







Yeah, my bad. I was referring to Commando 4400 actually (since the xx4x tree doesn't give you any 'general' mods). So you could do this for your all pistols template and add scout or medic, or go 4440 if you want to do some heavy weapons stuff


Oh, and here is the CU character builder.




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