Smuggler Archive
Thread: Debate on template (I haven't found info on anyone specced this way)
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Azylm
Tue Jun 21, 2005 6:46 am
#1
Currently I am TKM/MSmug with the rest in pistol. I was wondering if anyone has tried MS/MP and the rest in tk I am speculating that the +40 is 4000 armor if you take that line. I'd like some input as to if you all think this is enough or if it works that way. I am looking to up pistol capabilites or even maybe taking carbs but I dont want to wear armor if i can get away with it. I mostly PVE btw. Any help would be appreciated.
mrbleepbleep
Tue Jun 21, 2005 7:07 am
#2
I'd considered that same template too, for the same reasons - I wanted TK "armour" for looks, but wanted to stay ranged (it seemed like about the most "Star-Warsy" of smuggler templates). It really comes down to whether 4000 armour is enough. The chart converting armour ratings to % damage absorbed is:
Armour Stats
1000 = 10.5%
2000 = 20.0%
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0%
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60%
Because of the diminishing returns of the new numerical system, the 36% you'd get is not all that far behind your 48% at TKM (it's exactly three-quarters, in fact).
I would say that this template is viable - you'll have enough protection to stay alive in most cases, especially grouped (you won't usually do enough damage as smuggler/pistoleer to draw aggro). However, it's not a strong template - you won't be good enough at TK to play a tank role, so those TK skill points would be more "efficiently" spent on ranged combat, especially since 4000 armour is easy to beat withphysical armour, and the cash saving from buying armour isn't that high.
SwenLaransa
Tue Jun 21, 2005 8:54 am
#3
mrbleepbleep wrote:
Because of the diminishing returns of the new numerical system, the 36% you'd get is not all that far behind your 48% at TKM (it's exactly three-quarters, in fact).I would say that this template is viable - you'll have enough protection to stay alive in most cases, especially grouped (you won't usually do enough damage as smuggler/pistoleer to draw aggro). However, it's not a strong template - you won't be good enough at TK to play a tank role, so those TK skill points would be more "efficiently" spent on ranged combat, especially since 4000 armour is easy to beat withphysical armour, and the cash saving from buying armour isn't that high.
TK's tanking ability comes mostly from improved center of being. +500 defense is huge. You'll have to unequip your pistol, stand still, hit CoB, wait 2 seconds, then it'll be good to go for nearly a minute. Throw the pistol back on and and have almost the same defenses as a jedi defender with no force cost.
I'm thinking about trying to work out the corelation between defense/accuracy/min-max damage to see how it factors in. As a guesstimate, if accuracy = defense then the damage done is smack in the middle of the min-max range for the weapon hitting. The more biased in favor of defense you go the lower on the min/max scale you go. So to take out a tka or jedi defender you want a weapon with an insanely high min damage. But that line of thinking requires more thought and testing than I can give it at work at the moment.
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