Teras Kasi Archive
Thread: New player not understanding why TKM is so Uber...Comechat
lol, when I made TKM in Julyour uadamage modwas only + 98, would have been great to have +125 then.
=)
_Flash_ wrote:
well if we had +125 unarmed damage, then we would be doing way way way less damage than master rifleman and other professions.. VK's have very low damage compared to other weapons in the game, that's why we have the damage bonus.
Well why not make some new weapons? Give em brass knucks, that are equivelant to the VK and make the VK way stronger. Wouldnt that make more sense than having them break the +125 cap most( if not all ) proffessions are capped at?
Nonetheless, it makes no sense to me that someone attacking with their hands, deals over 4k damage with a weap that does 40 - 140 damage. My Laser carb does 90-400, and the max i do is 1k maybe 1.2k. Thats doesnt make sense. I mean it does if you look at the fact that i get no carbine damage bonus, but lets face it, it doesnt make sense. I shoot a laser beam, and teh TKM hits with his fist and VK.
I've also heard others talking about the SWG stories, that include the TK, and list it as equivelent to a jedi. Is this why they give them that advantage?
Other combat professions do not get "damage" mods anymore. There are skill tapes still out there for them, but they are leftover remnants that need to be removed from the game because they don't do anything. All other professions damage is based solely off of the damage range of their weapons and the damage multiplier of the special attack they use.
The best way to think about it is to think of your fists as a weapon. Without any brawler skills, go fight something without a weapon equipped and see how much damage you do. What happens is you will do very very little damage at all, this is because "Fists"(and this includes punches and kicks, I'm just calling it a Fist weapon
) have a built in internal damage range and speed just like any other weapon in the game. It is just that the default speed and damage is very very very low for Fist weapons.
As such, we need a large damage increase mod(in this case +250) in order to bring Fists, at master, in line with the damage other professions can do with their weapons and specials. Now some might argue that we get too much of a damage boost, but thats the subject of a completely different arguement. I'm just explaining why we have such a large number in the first place ![]()
But then you go, ah ha, what about VKs? Well VKs are different from other weapons in the game, they give us a small increase in the damage we can do, and light armor piercing, at the cost of additional ham costs and potentially speed for extreme high level damage boosts. In all cases, however, VKs do not add a significant amount of damage to what we get naturally. The best way to think about VKs is they are more like a long lasting Weapon Power Up that has both negative and positive side effects instead of a "weapon" like other professions.
Anyway, that is why we have such a large damage mod(or a damage mod at all when other combat professions don't have one at all anymore). It is because the "fist" weapon naturally has extremely low damage and is very slow so we need large boosts to compensate for that.
By the way, I read your follow up and you seem to be making a mistake here hon. The only things that are capped at +125 are Ranged Defense, Melee Defense, Dodge, Block, and Counter Attack. The only other cap for mods is that you can't have more than +25 in bonuses on top of what you already get from your skill boxes(ie bonuses on loot, clothes, etc).
Combat professions, also, do not have damage mods anymore. None of them do. Only unarmed for the reason I explained in my above post.
Also, if you are thinking well my melee defense caps at +125 but your damage caps at +250, you have an unfair advantage. That is incorrect. Melee defense determines the chance a melee attack has at missing you. The best way to think of melee defense and ranged defense is that they are "anti-accuracy". When someone goes to attack you it compares your attackers chance to hit and accuracy bonuses to your melee/ranged defense bonuses, determines the change your attacker has at hitting you, then rolls to decide if you get hit or outright missed.
At TKM, our "accuracy" bonus is only around +150, which is more in line with what other combat professions get although again, some would argue, it needs to be a little less, but that is a different arguement.
That i understand, but instead of giving TKM's that huge bonus, why not make amore damagingweapon that is equippable at a higher level of training. Correct me if im wrong, but TK's also get damage multipliers by using their specials. It seems like they have all the same things as other proffessions, except to make up for lack of weapons, the give them a huge damage boost. That doesnt seem fair in my opinion seeing as it would cost the same amount of skill points to master teras kasi, as it does to master carbineer, however the teras kasi is more deadly.
Utess wrote:
Other combat professions do not get "damage" mods anymore. There are skill tapes still out there for them, but they are leftover remnants that need to be removed from the game because they don't do anything. All other professions damage is based solely off of the damage range of their weapons and the damage multiplier of the special attack they use.
The best way to think about it is to think of your fists as a weapon. Without any brawler skills, go fight something without a weapon equipped and see how much damage you do. What happens is you will do very very little damage at all, this is because "Fists"(and this includes punches and kicks, I'm just calling it a Fist weapon
) have a built in internal damage range and speed just like any other weapon in the game. It is just that the default speed and damage is very very very low for Fist weapons.
As such, we need a large damage increase mod(in this case +250) in order to bring Fists, at master, in line with the damage other professions can do with their weapons and specials. Now some might argue that we get too much of a damage boost, but thats the subject of a completely different arguement. I'm just explaining why we have such a large number in the first place
But then you go, ah ha, what about VKs? Well VKs are different from other weapons in the game, they give us a small increase in the damage we can do, and light armor piercing, at the cost of additional ham costs and potentially speed for extreme high level damage boosts. In all cases, however, VKs do not add a significant amount of damage to what we get naturally. The best way to think about VKs is they are more like a long lasting Weapon Power Up that has both negative and positive side effects instead of a "weapon" like other professions.
Anyway, that is why we have such a large damage mod(or a damage mod at all when other combat professions don't have one at all anymore). It is because the "fist" weapon naturally has extremely low damage and is very slow so we need large boosts to compensate for that.
Well the problem is this, TKAs are supposed to be the masters of Unarmed combat. That means masters of dealing damage without weapons. In fact, TKAs have been asking for other weapon types for a long time now, especially since we are only limited to Kinetic damage(which, by the way, is another weakness in our profession. All other combat professions have at least 2 types of damage they can do).
However, the devs, and many in this community who are tkas, have decided that we are supposed to be masters of unarmed combat so we should be restricted in the types of weapons we can use.
Now, I understand your underlying arguement, and that is that you feel that TKAs do damage out of proportion to other professions and feel that our damage numbers need to be lowered. There are many who would argue with you on your side, and many who would argue against you. I'm not saying you are right or wrong in your core arguement. I'm just saying that the basis of your arguement, that we get +250 damage when its capped at +125 for other professions, was incorrect because that is not how the system works.
Your arguement that we do too much damage overall, is a valid opinion though. But I also ask you to consider the following:
1) We only do one damage type(kinetic) which, in addition to energy, is the easiest to protect against and the most commonly found form of protection in the game, thus our damage is almost always defended against.
2) Because our profession does potentially more damage or possibly may be more effective in combat than "x" profession does not necessarily mean the problem is with our profession, it *may* (and that is a big may) be due to your profession needing improvements in your specials, skill mods, etc.
Now, I will agree 100% with you on this, things are not balanced right now, professions have broken or unusable specials(we have broken/unvaluable things in tka too in fact) and Carbines, Pikes, and a bunch of others either need boosts in power/ability or other professions need to have their power lessened. Hopefully, its boosts in power to you and not lessening to others, because no one wants nerfs.
In the end though, this is why we need the "combat balance" the devs have been promising and delayed yet again. Things are out of whack and out of balance. In fact, the devs have recently made things even more out of balance in preparation for these changes they are supposed to be implementing to "bring all professions in line with each other". The problem is we are stuck in limbo right now and until the devs reveal what their actual changes are going to be, and implement them, we are stuck in a limbo right now and we don't know who or what is over-powered vs who or what is just too weak right now.
So, your arguement stands, and is a valid opinion hon, the reasoning behind your arguement was incorrect(the +250 damage thing when its capped for others at +125) and you most definitely have a valid opinion as to what needs to be changed. The problem is that the devs already have changes for everyone in the works...except those changes keep being delayed and we don't know what exactly they are...so we have no clue what to honestly argue for or against until we actually get some real hard information and a chance to test things out.
Although i am not sure about a power hammer, because ive never seen or had a conversation about one, i do not agree with you about holding my distance. Were talking about a difference of 40 or less meters between a VK and a carbine of any type. It is not possible to hold that much distance. A battle between two people that are buffed and have high resist armor will take several minutes. What would i do after i burst away the first time? I can still only go to 50 or so meters before im out of range. I am not aware of a way to slay a TKM in the amount of time it takes for a burst to wear off.
Jenky wrote:
Cyper - Teras kasi is a martial art after all.
There is a reason why it is called Unarmed XP.
"Deadly".... It's a pretty bold statement to use.
And I find it amusing when your talking about Carbineer with quite a big selection of damage types and fixed specials...
We are the kintic guys.. The damage reduction by many many players or mobs does more than make up for Teras kasi damage.
if you look at master pikeman, swordsman and such you will see that they dont have 125+ pikeman damage... Its only TKA who has damage skill mods!
look at some of the other weapons... a 1,1K power hammer is much much more powerful than any tkas damage...
And btw.. Do not compare ranged to melee(?). If a carbineer holds his distance = the meleers are doomed nomatter what... And then what will any high damage output matter if they cannot hit anything?
Just my two cents
-Jenky