Teras Kasi Archive

Thread: Teräs Käsi FAQ, Version 2 (BETA)

Ryutek
Fri Apr 09, 2004 1:01 pm
#1

Teräs Käsi FAQ, Version 2 (BETA)



Note: This guide is intended to help new and old Warriors alike with any questions they may have about our great profession. This is not designed to give any roleplaying tips at this time, although if possible I may add those in later. Please note that I have not completed updating this, and it will take me some time. The document is rather long also, so please point out anything I miss. This is a work in progress





1. Who is the Teräs Käsi Artist Correspondent?




Ryutek



2. What race should I choose?



This is one of the most frequently asked questions on the forums. The answer really comes down to personal choice (especially if you are a role-player). All of the races have positive and negative aspects, and you will find on these forums that there are TK Masters in every possible race. If you want to play as a Twi'lek, don't let the starting racial bonuses force you into playing a Trandoshan. Also keep in mind that if you plan on joining the Imperial side of the Galactic Civil War, that all non-human races suffer faction point penalties. Here are some details on the races (note that I only list bonuses that apply to TKA directly):


Trandoshan

+10 Unarmed Accuracy

+5 Unarmed Speed

+15 Unarmed Damage

+10 Melee Defense

+1 Regeneration

This is one of the most popular races for a Teräs Käsi Artist because of the easy to understand unarmed bonuses and the natural regeneration. Trandoshans cannot wear gloves or boots.


Wookiee

+10 Warcry

+1 Wookiee Roar

Wookiees have large bonuses in each of the possible attributes. The bonus to Warcry means that the delay has a greater chance or sticking/working on the target. Wookiee roar is a move unique to Wooks. It is a cone version of the Intimidate special move that also boosts Mind by 20 points. Wookiees can use this move every 5 minutes. For more on these moves see the special moves section below.


Human

As with most RPGs the human is the average joe of the group. No special bonuses, but the ability to be anything. If you plan on following the holocron trail, a human would be a good choice since it is the most balanced. Also humans are the only race that don't suffer faction penalties as a member of the Empire. Currently you can migrate all of a human's stats so that they have a max of 1100 on Mind/Focus/Willpower (although not at the same time). This can be a big advantage.


Zabrak

+10 Defense vs Dizzy (keeps you from falling again when you try to stand after being knocked down)

+10 Defense vs Stun (when you are stunned you do less damage)

+10 Defense vs Intimidate (when you are intimidated you do less damage)

+1 Equilibrium

+1 Vitalize

Lots of good stuff here. Equilibrium and Vitalize are both special moves that can be used once per hour. Equilibrium averages out damage to all your HAM bars (so if you have 300 damage to health, it adjusts it so you instead have 100 damage to each of the 3 stats). Vitalize is a power boost that gives you +50 to Health Action and Mind for a short period.


Rodian

+15 Defense vs Blind (when you are blind your accuracy is reduced)


Mon Calamari, Bothan, and Twi'lek


No special bonuses for TKA here, but they each have bonuses that my apply to whatever other profession you will be taking. Each race also has attribute bonuses that can help if used correctly. Bothans and Twi'lek have higher action pools, Mon Calamari have high mind pools. Check the FAQs for the companion professions you are considering to help you decide.



3. What are the differences between the attribute points? Does having more Strength mean I do more damage?



Attribute points are one of the most commonly misunderstood parts of the game. There are 9 attribute points: 3 primary vitality related stats, 3 move-cost related stats, and 3 regeneration related stats.


Health, Action and Mind (frequently abbreviated HAM)

These are the primary stats used to reflect your overall health. When one of these attributes is reduced to zero, you will become incapacitated. Whenever you perform a special move, each of these attributes is reduced based on a formula (see special moves discussion below). Therefore it is very important to keep these stats in a useable range.


Strength, Quickness and Focus

These are the move-cost stats. Contrary to any RPG training you may have had in other games, Strength does not affect the amount of damage you do. This is the #1 misconception by people playing Wookiee characters. These stats affect the HAM costs of your special moves. The general consensus is that for each 100 points available in one of these stats (in other words not used by armor or wounds) that the base HAM cost of a weapon is reduced by 1-2 points. This number is just based on perception (doing a stat migration and checking average damage) and is more likely to be a dynamic value. If anyone wants to point to some real data, I'd be happy to include it. Since wearing armor reduces these attributes (based on the encumbrance costs), most TKA quickly discover that wearing armor increases the costs of special moves (see the explanation of armor below).


Constitution, Stamina and Willpower

These are the regeneration stats. Having higher numbers here means that you will regenerate the primary Health, Action and Mind stats faster. Since wearing armor reduces these attributes (based on the encumbrance costs), you will notice that you do not regenerate as quickly while wearing armor (see the explanation of armor below).



4. How should I distribute my attribute points?



This is another common question. This really depends on your play style as well as what other profession you have besides TKA (specifically if you will have any medic). When using a base set of Vibro-knucklers, you will find that your HAM costs are roughly 1 health / 1.6 action / 1 mind. So if you didn't take healing into account, you would want more action than either mind or health.


If you plan on having any medic (definitely recommended) you must take healing into account. First of all you should know that you cannot heal the Mind attribute (aside from using the Zabrak equalize). The only way to increase Mind is to regenerate it. Additionally you can heal Health and Action using stimpacks, but doing so drains your Mind attribute.


Additionally you should take the powerboost special move into account. Powerboost is a meditate move you get at level 2 Meditate (Advanced Meditative Techniques). Basically it will allow you to boost your Health and Action by 50% of your Mind. For example if you had 1000/1000/1000 and you did powerboost, you eventually ramp-up to 1500/1500/1500.


Considering healing and powerboost, most TKMs migrate their stats over to the Mind column (Mind, Focus & Willpower). The exact amount of the migration would depend on your play style, so experiment with it. Migration is at the rate of 1 per 10 minutes (or 144 per day).


Message Edited by Ryutek on 09-17-2004 02:49 PM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Fri Apr 09, 2004 1:02 pm
#2

5. I just got Novice Brawler, what is the best way to get to Novice TKA?



The unarmed skill tree in Novice Brawler is known for being one of the worst grinds in the game. However there are some tricks to help you get through it.


First of all, go purchase the fastest Vibro-knuckler you can find. Next get it sliced for speed. If it slices for damage, hold on to it, but go purchase another one. Ideally you want to get a VK with a speed of around 1.6. Now I hear you saying, "but I won't be certified for the VK until I reach Novice TKA." True, but by using the VK, you will notice that the speed of your
attacks doubles or triples. You won't hit for as much damage, but you'll hit a whole lot more.


Method 1

Do it the normal way. Go to the newbie mob spawns and kill everything you see. Run destroy missions from mission terminals. Run hunting missions for the newbie mobs (great way to make money when starting out). If you want to take on heavy duty mobs, find a medic that needs healing XP and get him to come along and heal you.


Method 2

Go to any advanced planet with buffs. Use the Unarmed Spin Attack on the lair until it is destroyed, also killing all of the creatures around you. Make certain that you only attack creatures you know you can solo, such as Plains Tusk Cats, Pikets, Quenkers, Various Gurrecks, etc.


Method 3

Use a macro. Using the in game macros is not cheating and will not get you banned from the game, however many people still think it is lame. It is listed here as a full disclosure of what others are doing.


Put a CDEF weapon of your choice in slot F5

Put your speed-sliced VK in slot F6


Create 2 macros:


UnattendedAttack


/ui action targetSelf;

/ui action cycleTargetOutward;

/ui action toolbarSlot04;

/attack;

/pause 3;

/ui action toolbarSlot05;




UnattendedAttackParent


/ui action toolbarSlot06;

/pause 20;

/harvest meat;

/pause 1;

/ui action toolbarSlot07;


Put UnattendedAttack in F7 and UnattendedAttackParent in F8. Now find one of the newbie mob static spawn points. These are the places where the mobs just keep respawning over and over. There should not be a lair nearby. To get the most unarmed XP possible, you should not have a certification in the ranged weapon that you use. Basically you want your ranged attack to miss, since obviously if you kill the mob with your ranged weapon you get no unarmed xp. The mob will still charge you, even if you miss.


Now change your Field of View in your display settings to the maximum and zoom your camera all the way out. Press CTRL-SHIFT-S to make your camera go in a 360 degree spin. Go into your AFK options and make sure that auto-AFK is turned off. Press F8 and leave your computer running.


Here is an explanation of this macro if you are having trouble:


The UnattendedAttackParent macro is the outer loop. It calls the attack macro, waits 20 seconds (which should be enough time for you to kill the mob), harvests and calls itself again. The UnattendedMacro does the actual attacking. If you are having trouble getting the attack to work, just try hitting F7 instead of F8. You can also try typing each command manually one at a time to see what it does.


There are 2 important things to remember with the macros: 1. the slot numbers begin counting at zero (for example toolbarSlot00 corresponds to F1) and 2. macros are case sensitive, so if you type it wrong it won't work.


/ui action targetSelf; /ui action cycleTarget; These commands target you, then target the closest enemy.


/ui action toolbarSlot04; This is the same as hitting F5. If you have your CDEF weapon in F5, this command will equip it (or unequip it....which is why you need to start the macro while holding your VK).


/attack; This commands will cause you to attack the selected mob with the CDEF weapon.


/pause 3;/ui action toolbarSlot05; This command tells the computer to wait 3 seconds (to give you a chance to hit the mob with your CDEF), and then switch to your VK.


Here's what should happen.


1. You start the macro.

2. The macro targets the closest mob.

3. The macro equips the CDEF weapon.

4. The macro fires 1 or 2 shots with the CDEF (depending on the weapon's speed).

5. The mob charges at you.

6. The macro switches so that you are holding your VK

7. Since you are already in attack mode, you finish off the mob with your VK.

8. The macro harvests the corpse and begins again at #2.


Some other notes on this macro:


1. This macro is only intended to be used against the easiest newbie mobs (like Minor Worts and Lesser Womp Rats outside Mos Entha, Mos Eisley and Mos Espa on Tatooine). These mobs are not social, and will not aggro you, making it fairly easy for the macro to work. If you try to use this macro unattended against an aggro NPC spawn, it is likely that you will come back to find your character dead.


2. If you plan on leaving your PC totally unattended, it would be a good idea to have some fairly decent kinetic armor. Since you won't be using any specials, the armor will help protect you from most of the damage.


3. Some people recommend adding a /follow into the macro. This macro can work fine without this command. Additionally, you may find that your toon has run off to god knows where by the time you get back.


4. Use the /dump command to end the macro.


5. If you have problems with all the mobs running out of range, try adding a separate loop macro for your pet to attack your current target every 5 minutes or so. Create 2 macros:


MobCleanup (put in F9)


/ui action targetSelf;

/ui action cycleTargetOutward;

/tellpet attack;


MobCleanupParent (put in F10)


/ui action toolbarSlot10;

/pause 300;

/ui action targetSelf;

/tellpet follow;

/pause 5;

/ui action toolbarSlot11;


Since your toon is standing on top of the mob spawn, by having your pet kill any mobs out of range, you will cause them to respawn within range.



6. Where are the Teräs Käsi Trainers?



Tatooine: Mos Espa (-2812, 1973) Wayfar (-5054,-6632)

Corellia: Kor Vella (-3570, 3146)

Talus: Daeric (418, -2906)

Naboo: Theed (-5649, +4205)

Rori: Narmle (5287, -2508)



7. Ok, I've made TKA Novice, now what should I hunt?



Try out the Tusken Fort on Tatooine (-4000 +6250). The highest level Tuskens only have 15% kinetic armor, and the ability to knock them down for long periods of time using a dizzy makes them a piece of cake. Make sure you get a full set of buffs before going, and try not to fight them at long range (Warlords have a Surprise Shot that easily tops 2000 dmg). Catch them at close
range and force them to change to melee to avoid this.


Another frequent suggestion is to run Huurton (Hurrton Stalker, Hurrton Huntress) missions on Dantooine or kamurith defiler missions on Dathomir, because they both have infrequent spawns, or randomly spawn babies instead of full grown adults. If you want to solo these creatures, read below.



8. I'd like to solo, but I'm not a Creature Handler. What should I do?



Make sure you get a doctor to buff you before going hunting. A master doctor can buff each of your primaries and secondaries 2-3000 points for around 8-10000 credits, so that you barely notice the HAM costs for your special attacks. You can also get entertainers to buff your mind-related attributes. Master Dancers can double your Mind pool and Master Musicians can double your Focus/Willpower pools if you watch them for 6-8 minutes. You should note that these buffs can stack with food/spice buffs, but double-buffing in this way can lead to attribute issues because of some current bugs. If you are affected by one of these stat bugs, simply log off the game for 20 minutes and it will fix itself.


The trick here is to use your non-CH pet to pull mobs one at a time. Obviously its much easier to kill any mob when you can take on just one at a time and use dizzy-knockdown-warcry. Works best if you have a cowardly gurreck (since they don't have a ranged attack). Find a group of mobs (this works best if there are only 2). Stand as far away as you can and tell your pet to attack one of the targets. Immediately tell your pet to come back (/ui action targetSelf;/follow). You will notice that the mob you attacked stayed still, but the other mob is now charging your pet. Take out the mob once it reaches you, then use your pet to pull the other mob. Experiment with different creature types to find out what you can easily kill. Note this is probably going to be fixed soon in the next patch when they fix social mobs.



9. How does Armor work? Does wearing armor increase the HAM costs of special moves?



I covered this above in some minor detail. When armor decreases the values of your Strength, Quickness and Focus attributes, the result is an increase in the costs of special moves. Additionally because of the decreases in Constitution, Stamina and Willpower, you will find that you do not regenerate your main stats as quickly.


Lets say you take a basic human brawler: 1100,600,500 / 900,450,450 / 600,400,400


If this person put on a composite armor chestplate with encumbrance costs of 250/100/100, the resulting attributes would be: 1100,350,250 / 800,350,350 / 500,300,300


Notice that the encumbrance cost of the armor is subtracted from each secondary. You can see how if you were to add a couple more pieces of armor, you could eventually end up with attributes of: 1100,0,0 / 800,0,0 / 500,0,0


Since you never actually take any damage to your secondaries (other than wounds) this setup would be perfectly acceptable. This human would be able to go out and fight. However, because all of the secondary attributes have been reduced, the human will find that they regenerate very slowly (if at all), and that the HAM costs for special moves would be higher.


Some common fallacies about armor:

Armor reduces your quickness, which makes you slower and easier to hit. (UNTRUE)

Armor reduces your strength, which makes you hit for less damage. (UNTRUE)

Armor makes you run slower. (UNTRUE)


Message Edited by Ryutek on 04-12-2004 10:45 AM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Fri Apr 09, 2004 1:03 pm
#3



Warcry1 and Warcry2

Warcry is a special move you get as a Novice Brawler. When it sticks, your target's next action (i.e. attack, stand, etc.) will be delayed for 10 seconds, or until damaged again. It is frequently combined with a knockdown move in order to keep the target on the ground for an extended period of time. If you decide to pick up Master Brawler, you will get Warcry2 which has a duration of 20 seconds.




Intimidate1 and Intimidate 2

This move is an absolute must when facing any opponent that you can't knockdown. When it sticks, your target will only do 33% of their normal damage against you. So if they normally hit you for 300 points of damage, after you intimidate them, they will only hit you for 100 points of damage. Generally if my knockdown doesn't work, this will be the next attack in my queue. Intimidate is a novice brawler skill, Intimidate 2 is a master brawler skill. The only difference is the length of time that the target is intimidated. Note that intimidates stack timewise. Each time you intimidate the target, it will add on the the total length of time that the state lasts.



Berserk1 and Berserk2

Berserk will be your friend while you are grinding unarmed 1-4 in the brawler tree. While you are Berserk, you basically do +75 damage. The main problem with Berserk as a TKA is that you can't do any special moves while in the Berserk state. Watch for the icon next to your HAM bars. You get Berserk2 at master brawler, which lasts much much longer (which means you will be locked out of doing specials for minutes instead of just seconds).


Unarmed Lunge 1 and Unarmed Lunge 2

Unarmed Lunge 1 is a novice brawler skill that does little damage other than the fact that it has an extended range (15m?). It can force the target to kneeling. Some people use this in PvP to try to slow down someone that is kiting them (a ranged person that shoots at you while running away just out of your range). Unarmed Lunge 2 is a master brawler skill that has similar range but provides a knockdown. Note that the knockdown skill is on a timer so that it can only knock the target down every 30 seconds (at the most).


Unarmed Knockdown 1 and Knockdown 2

Unarmed Knockdown 1 is similar to Unarmed Lunge 2. Lunge 2 does more damage and has greater range (with a moderate increase in HAM costs), so if you have Master Brawler and can choose between these 2, choose Lunge 2. Unarmed Knockdown 2 provides a knockdown and dizzy state. While the knockdown lasts for 5 seconds, the dizzy state means that if the target tries to stand, they may fall down again. Very useful move. Note that you can also get this by separately doing unarmedknockdown1 and unarmeddizzy1, and in fact it is often useful in PvE to make sure that the target is dizzy before issuing the knockdown. Knockdown skills are on a 30 second time so that it can only knock down the target every 30 seconds (at the most). Knockdown2 also has a cool attack animation.


UnarmedSpinAttack1 and UnarmedSpinAttack2

These are area attacks. They are not very useful unless you are being attacked by multiple mobs, and they are all within our limited range. UnarmedHit2 does more damage for the same HAM cost.


UnarmedLegHit1, UnarmedBodyHit1, and UnarmedHeadHit1

Each of these allows you to target one specific HAM attribute. While damage from other special moves will be randomly selected from either Health, Action or Mind, these special moves allow you to pick which attribute to attack. These are really finishing moves due to the HAM costs, since you are better off using unarmedHit3 for twice the damage at .25 more HAM cost (This is a
nice way of saying that these moves suck).


UnarmedDizzy1

When it sticks, this move will give the target the Dizzy state. When combined with a knockdown, a dizzy state will make sure that the target does not get up, even after the 5 second knockdown has worn off. Dizzy stacks with itself, so each time you can keep using /unarmeddizzy1 to add on to the total length of time that the target is dizzy. Note that the dizzy + knockdown only works on creatures with 2 legs. Animals with 4 legs will not fall down when trying to stand while dizzy.


UnarmedBlind1

When it sticks, this move will give the target a blind state that lasts for 50 seconds. During this time the target's accuracy is reduced. This move is fine, but you are pressed for time, you are better off going with Intimidate+unarmedStun1.


UnarmedStun1

When it sticks, this move will give the target a stunned state that lasts for 50 seconds. While stunned, the target makes fewer attacks per round. The end result of this is an overall reduced damage output. Usually UnarmedStun is a great first shot since in general it is much more successful than an Intimidate attack (although the damage reduction by Intimidate is more
significant). Combining Stun + Intimidate is the key to surviving encounters with high HAM mobs.


UnarmedHit1, UnarmedHit2, and UnarmedHit3

These moves are the bread and butter of a TKA, and you will usually want to have both setup for use. UH2 is more efficient as far as HAM costs go, but UH3 does more damage in a shorter amount of time. UnarmedHit3 also has a chance to inflict the blind state on the target. A good TKA will know when they need to go for the heavy hit, and when they should conserve their HAM.



12. How does Power Boost work?



PowerBoost is a special action that Teräs Käsi can take once they get to Advanced Meditative Techniques (level 2). Basically the TKA while meditating will do the action. The Mind attribute will immediately be cut in half (although it will begin regenerating). The Health and Action will begin ramping up over the next 60 seconds, each getting a bonus equal to the amount that was cut from mind. After the first 60 seconds, the Mind attribute should return to normal and begin the ramp up itself to the boosted state. Meditation skill affects the length of time that the bonus lasts. Here is the exact formula used:


Duration: 5 min + (meditation skill mod/100 * 5min) give or take 5%


For example, if your stats are 1000/1000/1000 and you do Power Boost, your mind immediately drops to 500. After 60 seconds you will be at 1500/1500/1000. After another 60 seconds you will be at 1500/1500/1500. The bonus is stacked with spice, so if you take muon gold to boost your mind to 1500 before you power boost, the boost would be 750 instead of 500.


POWERBOOST ONLY TAKES THE BASE MIND STATS INTO CONSIDERATION.


Some people have seen bugs relating to the stats not returning to normal. Among these, your stats may appear to be 100% when in fact you have been damaged.


Here is a macro that you may find helpful when using PowerBoost. It will add alarms that will go off to indicate the various stages of the boost. Note that you will want to update the times based on your current meditation skill using the formula above.


/meditate;/pause 2;/powerBoost;

/alarmAddIn 0 2 \#ff9900Power Boost Ready\#;

/alarmAddin 0 6 \#ffff00Power Boost Two Minute Warning\#;

/alarmAddIn 0 7 \#ffff00Power Boost One Minute Warning\#;



13. How does Force of Will work?



Force of will is the skill that allows the TKA to recover from being incapacitated faster than they normally would. Currently it gives you a chance to get up instantly from being incapped. It seems to work half the time. When you do successfully use it, all 3 HAM pools are set at 6 points (dmg NOT wounds)


This skill will likely change soon (changes are on TC), so here is how it is working there:


1) Character must be incapacitated - Execute /forceOfWill - Roll d100

a) if the roll is less than 5, automatic failure

b) if the roll is greater than the character's meditation skill mod, failure

c) if roll less than or = character's meditation skill mod, success


note: standard meditation skill mod for a TKA with /forceOfWill is 75


2) If the character fails the skill roll, he/she will remain incapacitated per normal rules and will be unable to use the command for the duration of that incapacitation If the character succeeds, the roll delta (skill mod - original d100 roll) is passed to the function where the following occurs:

a) if delta is less than 10, the character will sustain 100 wounds to each pool and 100 battle fatigue

b) if delta greater than or = 10 & less than 40, temporary reductions of 200pts to all pools will be applied (5min) and 100 battle fatigue

c) if delta greater than or = 40 & less than 70, temporary reductions of 100pts to all pools will be applied (5min)

d) if delta greater than or = 70, no negative effects are applied to the character

e) an effect similar to the zabrak innate "equalize" is applied to the character

f) a 1 hour reuse timer is applied


Currently on TC, this skill is limited to 1 use per hour.



14. How does meditate work?



When you issue the /meditate command, your toon takes a meditation pose. Here's what mediation skill can do for each level of meditation. Note that each additional level increases the speed of the previous levels heals.


Teräs Käsi Novice: cure bleeding

Intermediate Meditative Techniques: cure bleeding + cure poison

Advanced Meditative Techniques: cure bleeding + cure poison + cure disease

Expert Meditative Techniques: cure bleeding + cure poison + cure disease (nothing new)

Master Meditative Techniques:= cure bleeding + cure poison + cure disease + cure wounds


In addition, Meditate will make your HAM regenerate faster than standing. I'm unsure if it is faster than sitting (although I think it is at least as fast). This is just from personal observation.



14.1 When I try to meditate I get the message "You cannot meditate while running."



You can get around this by creating a MyMeditate macro:



/sit;/pause 1;/meditate


Message Edited by Ryutek on 04-12-2004 10:47 AM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Fri Apr 09, 2004 1:11 pm
#4

+1 For Room to Expand



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Fri Apr 09, 2004 1:12 pm
#5

+1 For Room to Expand



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Fri Apr 09, 2004 1:14 pm
#6

+1 More for Possible Room to Expand



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
ShannonKnight
Fri Apr 09, 2004 3:34 pm
#7

Great FAQ!
Some things needs to be updated though



PowerBoost can cause an incap when you use it or when it wears off. We recommend that a message be displayed when you try to use PB and don't have enough mind telling you that you don't have enough pool points to do that. We also recommend that the PB downer take you to a minimum of 1 pool point, rather than incapping you.




This doesn't happen any more.




HAM bars do not display properly when using power boost. If you take damage, your HAM bar won't go down until you dip below your pre-boost levels. Wearing armor may exacerbate this problem.




This is outdated too.



If you apply buffs after you have Powerboosted when the Powerboost wears off, your Health and Action return to their pre-buffed values. They do regen back up to their maximum it's only the current value that drops.




This should be fixed too. (it is with me at least)

And it would be quite interesting if someone has some update for unarmed combo 1&2. I never used the 2 moves so far and did some testing. The combat window is still bugged for unarmedcombo 2 ( says 1 damage) but it does more.

And again: Great work there, let's get this monster updated so let's all work together



_______________________________
Colonel Elalk Obesa
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes. That way I wouldn't have to have any goddamn stupid useless conversations with anybody. If anybody wanted to tell me something they'd have to write it on a piece of paper and shove it over to me. They'd get bored as hell doing that after a while, and then I'd be through with having conversations for the rest of my life."


"I don't suffer from insanity, I am enjoying it."


Smuggler_Caylin
Fri Apr 09, 2004 4:44 pm
#8

NIce work, the wookie armor part can be updated though too



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

eXodus2
Fri Apr 09, 2004 5:08 pm
#9

also headhit is not a useless move in my opnion i use headhit more than ua 3 and i will take down a player target much faster



eXodus - Teras Kasi Master For Life BABY !
TKM/MSwords/4000 Doc
Imperial Tour of Duty
Joined Empire 26th November 03
Retired from the empire 15th Sept 05
Ryutek
Fri Apr 09, 2004 5:51 pm
#10

Thanks for the quick replies


I have not had a chance to really sift through it to update everything yet, it took a little bit just to get it into postable form. Thanks for pointing me to those though, it makes it a lot easier to get things cleared up quickly





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Tarak_Rexus
Fri Apr 09, 2004 10:08 pm
#11

Wow, I'm a TKM and I was whining on how I regret picking Zabrak, but now I see... and now I know that I can use equilibrium to balance the damage in my HAM, I am tired of my Mind pool running out so fast... this is great, I learned good stuff, thanks man.



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"The Sith grew past the use of lightsabers. But we continue to use them, if only to humiliate the Jedi." - Darth Sidious


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Grable22
Fri Apr 09, 2004 11:29 pm
#12

Excellent job. It's good we finally have an updated one.



Mathos Tekura- TKM
CH
Smuggler

Chilastra- home of the unbearable, inexorable macroists.
Skankin
Sat Apr 10, 2004 3:33 am
#13

Nice work, one question though where do you get advanced cores from?



Vorath: Euro-Pimp
"Excitement, adventure... A Jedi craves not these things."
"Only the meek get pinched. The bold survive."
"Hell hath no fury like a woman scorned for Sega."
"I'm a firm believer in the philosophy of a ruling class. Especially since I rule."

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