Smuggler Archive
Thread: Numbers on some CU Smuggler/Pistoleer Templates
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AldaronTavish
Mon Apr 04, 2005 9:38 am
#27
maxtheusher wrote: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
This is true.
Imagine using Last Ditch with a pupped T21
HOTDOG
Mon Apr 04, 2005 10:01 am
#28
Seriously,
Does anyone know if CoB will stop working as soon as I pick up my Renegade and start blasting people?
I'm not even sure if it makes a difference NOW to be quite honest with you.
This is a BIG issue as it would mean TKM would ONLY be benificial as part of a all melee template.
Asoa
Mon Apr 04, 2005 10:46 am
#29
Now, you can't go into Center of Being with a ranged weapon in your hands. If you switches from a melee weapon to a ranged one during CoB, when CoB will stop (around 20 sec later) you will not be able to go into CoB again. Before the CURB, the interest of TKM is the high ranged and melee defenses, which stack with the ranged skills.
Looking at the number and skills names, this doesn't seem to change in the CURB. But testing must be done.
On a side note, i'm puzzled by the armor mitigation. I tried a Master Smuggler/ Master Carabineer/ 0404Pistoleer, and only get 40% of movement mitigation for the recon armor, while i get 90% of movement mitigation for the battle. For the other mitigations, the percents are equivalent , 90 everywhere (except rate of fire for the recon, 160% :smileytongue
. Seems like 50% of movement is lacking somewhere (i watched the boxes i don't use in Pistoleer, and they're not there).
HOTDOG
Mon Apr 04, 2005 10:48 am
#30
Hmmmm
Using this calculator, I'm starting to see that people that go straight Melee or straight Ranged really get a payoff for it. Especially BHs.
DragonSnack
Mon Apr 04, 2005 10:49 am
#31
HOTDOG wrote:
Seriously,
Does anyone know if CoB will stop working as soon as I pick up my Renegade and start blasting people?
I'm not even sure if it makes a difference NOW to be quite honest with you.
This is a BIG issue as it would mean TKM would ONLY be benificial as part of a all melee template.
Hotdog;
We really need a TK expert to answer this one.
I read the description for CoB on TC to see if it had anything important to say. If i recall correctly then Cob can only be used when you are unarmed.
With my current live server defenses I haven't lived long enough to decide if CoB was worth it (MC/MS) this might change on TC though.
Message Edited by DragonSnack on 04-04-2005 01:50 PM
maxtheusher
Mon Apr 04, 2005 11:08 am
#32
Asoa wrote:
Now, you can't go into Center of Being with a ranged weapon in your hands. If you switches from a melee weapon to a ranged one during CoB, when CoB will stop (around 20 sec later) you will not be able to go into CoB again. Before the CURB, the interest of TKM is the high ranged and melee defenses, which stack with the ranged skills.
Looking at the number and skills names, this doesn't seem to change in the CURB. But testing must be done.
On a side note, i'm puzzled by the armor mitigation. I tried a Master Smuggler/ Master Carabineer/ 0404Pistoleer, and only get 40% of movement mitigation for the recon armor, while i get 90% of movement mitigation for the battle. For the other mitigations, the percents are equivalent , 90 everywhere (except rate of fire for the recon, 160% :smileytongue. Seems like 50% of movement is lacking somewhere (i watched the boxes i don't use in Pistoleer, and they're not there).
don't ADD the percentages like that. The highest single percentage for any given mitigation is all you get, AFAIK
Dragon942
Mon Apr 04, 2005 11:34 am
#33
Yeah, that's what I am hearing too. Treat it as an ability, not a skill mod. Just like ranged and melee mitigation now...if you have two professions with ranged mitigation 3 you don't have ranged mitigation 6.
maxtheusher wrote:
don't ADD the percentages like that. The highest single percentage for any given mitigation is all you get, AFAIK
BigZak
Mon Apr 04, 2005 11:45 am
#34
Yes you can use special with all your ranged weapons. I was using a pistol knockdown with rifle and carbine, as I see it the specials apply to all weapons of same type (ie ranged, melee) they do advance and get more variety as you get into master (we can't do master yet) but from what I have read in the skill boxes, that seems to be what is going on.
R'ed Corvette, Test Center
R'ed Corvette, Test Center
SpinningCloud
Mon Apr 04, 2005 2:23 pm
#35
Unfortunate that the armor mitigation doesn't stack. That means if you take two masters with recon mitigation you're wasting part of one of those masters.
That may make me reconsider things.
I really hate the idea of doing MBH with MS but the alternate armor type mitigation along with the ability to see if I'm on a BH term when the time comes may make it worthwhile. Drat, I really didn't want to even consider that option. Too bad there isn't a way to kill yourself then you could take bounties on yourself...
cpz
Mon Apr 04, 2005 2:27 pm
#36
Feign Death, surely!
SpinningCloud wrote:
Unfortunate that the armor mitigation doesn't stack. That means if you take two masters with recon mitigation you're wasting part of one of those masters.
That may make me reconsider things.
I really hate the idea of doing MBH with MS but the alternate armor type mitigation along with the ability to see if I'm on a BH term when the time comes may make it worthwhile. Drat, I really didn't want to even consider that option. Too bad there isn't a way to kill yourself then you could take bounties on yourself...
SpinningCloud
Mon Apr 04, 2005 3:06 pm
#37
I'm actually thinking of going MS/MP and putting the rest into BH Pistol Spec 4. That gets me movement speed from Scout, the BH Confusion special (hope it's decent), defense and ranged accuracy, and the Scatter Pistol which I've always liked.
DRWolfe
Tue Apr 05, 2005 8:38 am
#38
SpinningCloud wrote:I'm actually thinking of going MS/MP and putting the rest into BH Pistol Spec 4. That gets me movement speed from Scout, the BH Confusion special (hope it's decent), defense and ranged accuracy, and the Scatter Pistol which I've always liked.
I'm seriously considering this myself. Since I'm rebuilding my Smuggler on a different server, I'm working towards this as much as I can now. I have Pistoleer with the new pre-reqs and the Exploration line of Scout. All I'll really have to do is train the BH part (and any Pistoleer I have left to get, I'll be a Master Smuggler by CU for sure).
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