Teras Kasi Archive

Thread: Official changes to Power Boost.

Thunderwulf
Thu Sep 25, 2003 1:16 pm
#1

Ok, folks. I got permission to post the changes to Power Boost that hit the test server. Hope you like as much as I do.



Changes to Power Boost:


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


Ramp up/down time: 60sec


Boost Value: 1/2 current max mind pool value


Effects:



  • Your MIND pool will suffer an instantaneous decrease in size (temporary max change, not a wound) equivalent to the boost value for 60s.

  • HEALTH and ACTION will ramp up over 60s to the boosted value as MIND returns to its pre-command execution value.

note: execution from a meditative state is still required





Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
StrychnineRictus
Thu Sep 25, 2003 1:22 pm
#2

  • HEALTH and ACTION will ramp up over 60s to the boosted value as MIND returns to its pre-command execution value.

  • ___________________________________________________________________________________

  • Does this mean that by the time Health and Action are boosted completely, Mind is back to normal (or close)?




    ______________________________
    Jabrakk
    Creature Handling Teras Kasi Medic
    ______________________________
    Vorlin
    Thu Sep 25, 2003 1:22 pm
    #3

    Very nice change! That makes it very feasible and usable. I'll be using it a lot more as soon as it goes in! Thanks Thunderwulf!
    Ehogack
    Thu Sep 25, 2003 1:41 pm
    #4

    Ok. Just to make sure I read this right. TKM with 1000/1000/1000 HAMs(hypothetical -_-).


    Meditate, then boost... HAMs: 1000/1000/500


    60 seconds later.. HAMs: 1500/1500/1000


    8 minutes(9 minutes afterusing boost)after that?.. HAMs start returning to normal.


    10th minute after I pressed boost hotkey.. HAMs: 1000/1000/1000


    Right? Or am I an idiot and didn't read that correctly?

    Patina
    Thu Sep 25, 2003 2:00 pm
    #5

    That's how I read it... I LOVE the change.. hope it goes in.



    -Patina Novice Squad Leader, Novice Forum Poster
    Rafed
    Thu Sep 25, 2003 2:05 pm
    #6

    Sounds far more useful than it is now, But a few questions that you may not know the answer to ..


    I take it that it still only will boost the primary hams, not the secondary stats as well ?


    I also take it that it will not be possible to stack the boosts, in that case is there a timer in how often you can use it, or as soon as it has expired you can re use it?


    I don't have a char on Test centre would take to long to get one to a reasonable level, so hopefully someone will be able to answer. If not will just wait till it goes live and test it myself.


    But either way it will be way more useful. May save me a fortune in StimPacks.



    /me waits for entertainers asking for powerboost be returned to original state as they are losing business now.

    -Krystan-
    Thu Sep 25, 2003 2:13 pm
    #7

    With the current state of MIND being the most important stat in a fight, I don't really feel this is a useful skill.


    If the dependance of MIND is removed, then maybe that will change, but as it stands, this would provide only 600 extra points.


    We are still going to see TKA's running around with maxed out mind =p




    _________________________________________________________________

    Krystan - Sunrunner : Also known as "the target" by some jerk in a Bronco
    ( currently looking for a signature to steal )
    Mister_Heavy
    Thu Sep 25, 2003 2:15 pm
    #8

    Thanks for the news Thunder!



    BTW, here's a link to a smuggler post on how to create a macro timer for yourself. They were using it for a spice timer, but it'll work as a power boost timer just as well.


    http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=24544


    You'd have to change a couple values, but the idea is solid. I'd think something like:



    /sit (to avoid the stupid "you cannot meditate while running message")


    /meditate


    /powerBoost


    /pause 240; pauses4 minutes


    /tell "yournamehere" Power boost has 1 minute remaining; tell to yourself


    /pause 30; pauses 30 seconds


    /tell "yourname here" Power boost has30 seconds remaining; tell to yourself


    /pause 20; pauses 20 seconds


    /tell "yourname here" Power boost has 10 seconds remaining; tell to yourself




    Heavy
    Kazlok Sizrith
    -Teras Kasi Master-
    -Novice Heavy Swordsman-
    -Master Armorsmith: ret'd-
    -Blademaster: ret'd-
    -Master Commando: ret'd-
    ShotgunSteven
    Thu Sep 25, 2003 2:19 pm
    #9

    My wish would be to have it sap a bit of health and boost my mind instead. Oh well, at least this does not leave us with massive mind wounds to take care of afterwards.




    -ShotgunSteven

    "Let's make biscuits! Let's make biscuiiiiiits." -GIR
    ()_()
    ( ._.)
    ((")(")
    Mister_Heavy
    Thu Sep 25, 2003 2:20 pm
    #10






    -Krystan- wrote:

    With the current state of MIND being the most important stat in a fight, I don't really feel this is a useful skill.


    If the dependance of MIND is removed, then maybe that will change, but as it stands, this would provide only 600 extra points.


    We are still going to see TKA's running around with maxed out mind =p






    Actually, you'll probably see more TKAs with maxed mind now. If you take 50 from health and 50 from action and put those values into mind, you'll be able to power boost and get those points back with a bigger mind pool.



    Heavy
    Kazlok Sizrith
    -Teras Kasi Master-
    -Novice Heavy Swordsman-
    -Master Armorsmith: ret'd-
    -Blademaster: ret'd-
    -Master Commando: ret'd-
    Vopn
    Thu Sep 25, 2003 2:31 pm
    #11

    There is a much easier way to do the timer in a macro:



    /alarmAddin 0 01 Boost ready


    /alarmAddin 0 08 1min warning



    and so on. the numbers are hours and minutes the text after is the message you get with the alarm. Hope this helps.




    ------------------------------------------------------

    Vopn Hermadur
    Master Rifleman - Teras Kasi Master

    "The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
    Kassu
    Thu Sep 25, 2003 2:42 pm
    #12

    TKA master is becomming so powerful. Especially if you have any medical skills. I fear they will realize it and something bad will happen to us



    __________________________________________
    Elder Jedi - Corbantis
    Elder Bounty Hunter - Corbantis
    Elder Doctor - Starsider

    Kassu aka Oravn aka Ozma
    Patina
    Thu Sep 25, 2003 2:43 pm
    #13

    Couple additional questions after further thought.


    1. I assume this increase will be additive with other buffs.... is it?


    2. Currently a Master Dancer can increase mind by 50% of it's original value for upto 30 minutes. Would power boost use the buffed mind attribute to determine the amount that action and health would be buffed?


    Example: Bob the TKA has 1000 mind. On a normal power boost his stats would buff +500 Health and Action with a 60 second -500 Mind. Well, Bob goes to the cantina and watches his favorite dancer for 10 minutes. Bobs mind is now temporarily boosted to a whopping 1500. Now when Bob uses power boost, does he get a +750 Health and Action boost with a -750 mind for 60 sec? Hmmmm.... if so... good news for dancers!




    -Patina Novice Squad Leader, Novice Forum Poster
    Page 1 of 8
    Previous Next