Teras Kasi Archive

Thread: Question: Intimidate, how does it work?

Leomi
Thu Oct 23, 2003 6:08 pm
#1

First thing. I am 1/1/2/2 in TKA and I have never used it. Wonderin what it is because I have never heard about it. Can anyone help me?



Leomi
Community Leader
Playing since Launch Day.
TrekDude
Thu Oct 23, 2003 6:19 pm
#2

OMG


USE IT!!!


It cuts all dmg from mob by i think half? Or is it 2/3s, i cant remember but it helps ALOT.


Also, warcry, use it on EVERYTHING. If it works, which is usually about evryother time I use it, the mob CANNOT attack at all for a whole ten seconds.


Enjoy...




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Leomi
Thu Oct 23, 2003 6:45 pm
#3

Thanks man. Those are goin on my bar lol.



Leomi
Community Leader
Playing since Launch Day.
deadnewbie
Thu Oct 23, 2003 6:55 pm
#4

Intimidate cuts damage in half.


Bio-engineers can make +intimidate/+warcry tissues that you can make into shirts. I'm getting a +16 intimidate/warcry shirt. They will rule!




Imperial Minister of Information
Steegee
Fri Oct 24, 2003 2:27 am
#5

yes, the normal "debuffing" proceedure in tka is blind/stun/intimidate


Youtake ALOT less damage if you bebuff your target. IE while i did baz nitches they would hit for around 200-250. Fully debuff they hit for 30-40.




Linse D'aja (Annoying Spy) - D'aja (Elder Jedi)


All right, but apart from the sanitation droids, bionic limbs, hyper-drive, moisture vaporators, galactic order, abolisment of slavery, star charts, the compact and efficient central government and interplanetary free trade, what has the Empire ever done?"

shhhh, don't scare the coyote
Clest
Fri Oct 24, 2003 5:40 am
#6






Steegee wrote:

oh, and intimidate stacks... meaning if you intimidate once it'll last maybe 30 seconds, do it 2 times it'll last 60, etc etc.







Dang, I never realised that. Thanks.





Clest Al'Tere
Steegee
Fri Oct 24, 2003 7:03 am
#7

yes, it's the main reason why i would love a change to intimidate2 and berserk2.


At the moment the only thing these skills has over the originals is the length of time, not the effectiveness. I think it should be the other way around. Inimidate2 should reduce the damage more, and berserk2 should add more damage. At the moment berserk2 is not worth using as you can't stop combat or sit while it going, and it goes along time. Would rather it add more damage, make it more viable for a master profession skill.




Linse D'aja (Annoying Spy) - D'aja (Elder Jedi)


All right, but apart from the sanitation droids, bionic limbs, hyper-drive, moisture vaporators, galactic order, abolisment of slavery, star charts, the compact and efficient central government and interplanetary free trade, what has the Empire ever done?"

shhhh, don't scare the coyote
Cielago
Fri Oct 24, 2003 7:14 am
#8

Quick note about the BioE intimidate/wacry enhancer :it seems to be really effective. I have a pants made with this tissue and my intimidation skill appears to stick more often.


I also tried the 16 defense vs bleed tissue, I have an outfit with two tissues ( one on pants, on on the jacket ) so 36 defense vs bleed but I'm quite disapointed in practice.




Captain Cielago
_______________________________
"Hope clouds judgement"
"Each experience carries its own lesson"
Frank Herbert's Dune.



JinxKurai
Fri Oct 24, 2003 9:39 am
#9

There is a problem with wearing +intimidate clothing:


The armor hole.


If I am wearing, say, a ubese jacket with a +intimidate shirt underneath,roughly half the time Iget hit in the chest the attack will ignore my armor and hit my shirt instead.


This has been tested A LOT, there is a ton of info on it on the weaponsmith forums.


Basically, if you wear *anything* except armor, you have an armor-hole and will, from time to time, take completely unblocked shots. My personal experience shows this to be true and thus I don't even wear a backpack or belt or anything that does not have an armor rating when I am fighting.


Either way, if you are properly armored, spamming a few intimidates shouldn't be a problem without clothing- I have a macro that sends out 10 of them at the beginning of any long fight.




Haley Kurai

3 Kurais, no waiting.
Intergalactic Outfitters (I/O)
Riverlands(RL)
http://www.intergalactic-outfitters.com
Cielago
Fri Oct 24, 2003 9:49 am
#10

Thanks for the input Jinx, I was aware of the "armor hole" but I didn't take time to investigate this issue.


Well...it's not that I'm reluctant to drop the shirt and lose some melee resist or intimidated bonus.. but it's part of one of my armor look setup ..of course it's only important for me.




Captain Cielago
_______________________________
"Hope clouds judgement"
"Each experience carries its own lesson"
Frank Herbert's Dune.



NJ_Ragman
Fri Oct 24, 2003 2:33 pm
#11

You have 10 intimidates in a row????

I'd hate to have your health bar after 10 tries at that.



--
Sau'Rai Luess
"Smile" They said. "It could be worse"
So I did, and it was.

Steegee
Fri Oct 24, 2003 3:04 pm
#12

sure, as a novice tka working on xp in dathomir, and using a rock beetle i'd use int1 10 times, accually use it till my ham is gone then use a stim then start fighting again. Was easy having a pet take the hits while i debuffed.



Linse D'aja (Annoying Spy) - D'aja (Elder Jedi)


All right, but apart from the sanitation droids, bionic limbs, hyper-drive, moisture vaporators, galactic order, abolisment of slavery, star charts, the compact and efficient central government and interplanetary free trade, what has the Empire ever done?"

shhhh, don't scare the coyote
BigBabyBoba
Fri Oct 24, 2003 3:12 pm
#13

I have had Intimidate miss 8 times in a row (yeah instant incap) but I would say 80% of the time I get it in 1-2 tries. And it is the single most useful thing for grinding out the Unarmed tree that I've found, more important than Berserk even. Definitely a must-use. I think it lasts a good 15 seconds (haven't explicitly timed it but it's really close to that.) Basically it's the one of the only things Brawlers have left that approaches a tanking ability.



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Flurry

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