Teras Kasi Archive

Thread: Why should we get an additional damage type? Dev's want to know.

ShrissOfTheSands
Sun Jan 04, 2004 5:44 am
#131

rofl

grapple!+spittingRawl4tehwin!



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"What we see now is like a dim image in a mirror...then we shall see face to face."

Sephrin Kai
Bounty Hunter
3/4/4/4

The Honored Maidens, Council Member
Oleck
Sun Jan 04, 2004 7:30 pm
#132

restraint would do the trick, but to me any type of damage would work
Nikolai_Xavierov
Mon Jan 05, 2004 1:54 am
#133

We should by default be doing Stun Damage, and Kinetic with Knucklers. In SW RPGS thats usually how it is. Stun in regards to the capability to knock something out but not kill it, Stun with bare fists applies more often than not. I mean you dont expect to be able to kill someone through composite armor with bare fists but maytbe with enough hits you can knock them out. Then you can use VK's for Kinetic damage. <shrug> Whatcha think?



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Over and Out,
Xavierov
Heltain
Mon Jan 05, 2004 8:14 am
#134

The question why we need a 2nd damage type is pretty dumb especially comeing from the Devs . How about the guys take a look at the resists they have put on the different mobs and then ask the question again, if they haven't found the answer by then.
Most MOBs have high resists to kinetic and we have no chance to adapt to the situation, because we can't use a 2nd damage type as the other combat professions can.
In addition to crappy defense acuity and no bleeds i feel thats one disadvantage too much.
Stealthshadow
Mon Jan 05, 2004 11:21 am
#135

Defense Acuity has'nt worked yet for TKA's, because it's broken & they have'nt fixed it yet.
SoonToBeBountyHunter
Mon Jan 05, 2004 5:15 pm
#136

in my opinion, the DEVs have boosted our profession a great deal,asking for this is pushing it.



Don't Ask Why I Chose The Name.
I decided Not To Go BH...lol...
-Theterminator
Dantahhhhh
Mon Jan 05, 2004 10:07 pm
#137

really we could get that i might like geting a skill hiting blind sight em and get um in a head lock or SNAP THE FRICKING IMP HEADS OFF!!! lol just the reb talking lol


Dantahhhhh
Mon Jan 05, 2004 10:08 pm
#138

really we could get that i might like geting a skill hiting blind sight em and get um in a head lock or SNAP THE FRICKING IMP HEADS OFF!!! lol just the reb talking lol well tackels would work to but back to the damage type we need more ranged pro im tired of geting hit by a sniper i cant see because hes hiding on a gay hill



Dantahhhhh
Mon Jan 05, 2004 10:12 pm
#139

like some carbines fire and so on well we need llc style gloves as far as lightning bolts implobing when u hit somthing or a posin afect
gozarian
Tue Jan 06, 2004 12:45 pm
#140

Well simply put. We should get a new damage type if the rebalance of weapons puts forth a disparity in combat damage output for our profession due to the kinetic limitation. If we are the only profession limited to kinetic, and all other professions have multiple types of damage. Then we better be doing some serious DPS vs kinetic resistant mobs/armortypes. This is onlya good balance idea if adding the extra damage type keeps us viable. Not put us over the top. Currently ranged users have several damage types to choose from.


Melee weapon users have 2. Either kinetic or 1 special type. Stun, Blast or Electrical. In theory, this is "balanced" according to the dev team. So if the melee weapon users gain a broader spectrum of damage options. Then we should be allowed to gain at least 1 new damage type. My vote is stun. The weapons damage could be 1-5, or 5-10 plus unarmed damage. Meaning that the weapon will be 250-260. This would be lower than our current kinetic damage fists which do 10-20 plus damage mod. This would be significantly less than vibroknucklers.


It would be nice if they came in a sort of handwrap look or mitten type(so all races could wear it). That is my 2 creds on it.

Toknight
Tue Jan 06, 2004 10:36 pm
#141

I just posted my thoughts on the other thread about answers to our top 5.


Basically, I don't think we should push for more damage types because that will mean we need something to counter-balance it, which will mean a reduction in our overall damage relative to other classes. I like doing more melee damage overall at the cost of damage types and DoT's.


To read my full post click here.




Parasite (Tarquinas)
- Teras Kasi Master / Creature Handler / Fencer -
Toknight
Tue Jan 06, 2004 11:03 pm
#142

Ack, for some reason the link didn't work. *shrug* it worked in the preview.


http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=43428


Try

Parasite (Tarquinas)
- Teras Kasi Master / Creature Handler / Fencer -

Toknight
Tue Jan 06, 2004 11:05 pm
#143

Pffft..... forget it, just copy the url into your address bar.



Parasite (Tarquinas)
- Teras Kasi Master / Creature Handler / Fencer -
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