Teras Kasi Archive
Thread: TKM needs one thing .....
I don't mind KD being our "hole". In fact, our defenses are all natively low, which is fine. We are high offense, sucky defense. Holes = +15 or under (bolded below)
Defenses vs Status Changes (at Master level for each class)
Teras Kasi Master:
Defense vs Blind +10
Defense vs Dizzy +5
Defense vs Intimidate +0
Defense vs Knockdown +20
Defense vs Posture Change +30
Defense vs Stun +15
Others melee classes appear to have less holes in their defenses:
Fencer:
Defense vs Blind +40
Defense vs Dizzy +40
Defense vs Intimidate +20
Defense vs Knockdown +50
Defense vs Posture Change +50
Defense vs Stun +0
Swordsmen:
Defense vs Blind +10
Defense vs Dizzy +20
Defense vs Intimidate +20
Defense vs Knockdown +25
Defense vs Posture Change +10
Defense vs Stun +50
Pikemen:
Defense vs Blind +20
Defense vs Dizzy +40
Defense vs Initimdate +0
Defense vs Knockdown +20
Defense vs Posture Change +30
Defense vs Stun +30
The ranged classes, it seems, really suffer, except for Pistoleer.
Pistoleer:
Defense vs Blind +40
Defense vs Dizzy +40
Defense vs Intimidate +0
Defense vs Knockdown +50
Defense vs Posture Change +20
Defense vs Stun +40
Riflemen:
Defense vs Blind +10
Defense vs Dizzy +10
Defense vs Initimdate +0
Defense vs Knockdown +0
Defense vs Posture Change +30
Defense vs Stun +10
Carbineers:
Defense vs Blind +0
Defense vs Dizzy +0
Defense vs Intimidate +25
Defense vs Knockdown +15
Defense vs Posture Change +0
Defense vs Stun +0
Commando:
Defense vs Blind +0
Defense vs Dizzy +0
Defense vs Intimidate +0
Defense vs Knockdown +5
Defense vs Posture Change +0
Defense vs Stun +0
Bounty Hunter:
No status defenses
Smuggler:
No status defenses
The last time I checked it only required 92 skill points to reach TKM. That leaves a whole 158 skill points left for other things, such as picking up fencer for the additional KD defense.
Learn the limitations of your template, adapt, and overcome.
DarthMyers wrote:
It's called Combat Equilibriam.
/agree
Doesn't this help us out alot? Or am I missing something?
DrewXV wrote:Basically more KD defense u dont see a karate master laying on the groud hed do some flip to get back up TKM only has 20KD def which is lame.
So... You want to be able to put everyone else on their backs, while being immune to it your self? That's not what I would call "fair".
I seriously don't know if combat equilibrium helps that much. We got quite much of it so it seems there should be an obivous effect. It would be nice if the implemented a message saying "your good balance keeps you on your feet" or something similar, so we'd know.
As I've understood it, combat equilibrium don't prevent the state knockdown as such but rather makes you automatically get back up again. I'm not sure but is this supposed to give you a chance of getting up even though KD/dizzied for example?