Teras Kasi Archive

Thread: Teräs Käsi Bugs

Tarak-Cala
Sat Jul 16, 2005 8:46 pm
#144

1.Force of will-- if it doesnt work nearly triples your incap time. only one time it worked and the other times it almost tripled my incap time, I am seriously puzzled.


2. As I am sure you know the combat report logs for our damage are incorrect. It does not accuratly represent the true damage we are doing. I have tried a few things like equiping and unequiping several different weapons with no success.


3. Innate armor for me works fine, COB works fine, KD works fine, although would be nice if it was a tab bit more effective, Dizzy works fine.


4. Compared to other elite proffs It does seem like the TKM action cost is a bit high, bug or issue you make the call.


Thats really all I can find, for the most part I am happy with TKM, no major gripes except the combat log dmg, and FOW.


Good luck and talk to you soon


Tarak-Cala Master TKM-Doc eclipse always on dantooine.






Colonel Tarak Zola
Master Doctor
Storm Squadron Pilot
RedeyeWV
Tue Jul 19, 2005 6:13 am
#145

Equiping TK weapons is still broke on Kettemoor. I do twice as much damage without a TK weapon equip'd. VKs and the Blaster Fist do only 134 damage, and I do 365 or more bare handed. There is something very wrong with this configuration



Darklight

Elder Jedi
Ten-96
Tue Jul 19, 2005 1:56 pm
#146

Is the unarmed damage higher for all TK? I'm currently a CL18 TK Novice working on Swordsman and trying to become a Doctor. Should I surrender all of my Scout skills (only have the tree needed for BH)? Should I also rid myself of my Pistol, Carbine and Ranged Support skills ( I have all four trees in those - I already dropped Rifle tree)?



Furchtlos Blutjager - Wanderhome
Ten-Ninety Six - Wanderhome
Ten-Ninety-Six - Wanderhome
Vendor Location: Corellia -4866 2148

Ocidry
Wed Jul 20, 2005 12:32 am
#147






RedeyeWV wrote:
Equiping TK weapons is still broke on Kettemoor. I do twice as much damage without a TK weapon equip'd. VKs and the Blaster Fist do only 134 damage, and I do 365 or more bare handed. There is something very wrong with this configuration






THIS IS NOT A BUG!111!1!!!!1!!!!!!111!@


It iswokring as intended


That was a "bug" pre-cu that the unarmed damage and speed mods attack with a weapon, now it is corrected and the unarmed speed and damage mods will onlp apply if you are unarmed

Message Edited by Ocidry on 07-19-2005 12:33 PM



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Dandon Char

Server: Interpid

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noobofthenight
Wed Jul 20, 2005 10:11 am
#148

Tusken Helm blocks out the TK armour benefit, which is particuarly annoying for a tusken roleplayer such as myself, i know there are quite alot of them, and it appears others are annoyed helms count as armour when they dont actually prevent damage.



Back after a long break!
JenTara
Wed Jul 20, 2005 3:11 pm
#149



Ocidry wrote:


RedeyeWV wrote:
Equiping TK weapons is still broke on Kettemoor. I do twice as much damage without a TK weapon equip'd. VKs and the Blaster Fist do only 134 damage, and I do 365 or more bare handed. There is something very wrong with this configuration



THIS IS NOT A BUG!111!1!!!!1!!!!!!111!@

It is wokring as intended

That was a "bug" pre-cu that the unarmed damage and speed mods attack with a weapon, now it is corrected and the unarmed speed and damage mods will onlp apply if you are unarmed

Message Edited by Ocidry on 07-19-2005 12:33 PM





Well, then it needs to be fixed anyway because the BEST TK weapon in the game still doesn't do very much damage. Also, as one person noted, the damage mods SHOULD stack, because a VK is like brass knuckles... They cause MORE damage not "instead of" like a gun does.



Jen'tara Rhee - Force-sensitive Twi'lek - Elder Teras Kasi/ Elder Pikewoman / Jedi / Imperial Pilot (Imperial Inquisition)- Intrepid

Racquel Babylon - Force-sensitive Human - Teras Kasi Elder / Elder Dancer / Master Entertainer / Alliance Pilot (Vortex) - Bria

Teavai Ynai - Force-sensitive Zabrak - Elder Bounty Hunter / Elder Creature Handler / Bounty Hunter / Freelance Pilot (Smuggler's Alliance) - Kettemoor


-
themester
Sat Jul 23, 2005 11:34 am
#150






FormlessOne wrote:


Here's my list so far:



  • Innate armor is useless, and TKA isn't certified for other forms of armor. I'm a TKM (level 56) and Meatlumps (level 1) can hit me. Everything does damage, without exception. I can't disable innate armor, so I don't know how much damage is mitigated (and the combat messages don't tell me, either).

  • Force of Will is useless. I've been incapped 4 times today - in all four instances, I was killed immediately after being incapped, rendering /forceofwill a useless skill.

  • I missed more often than the Meatlumps I attacked.

  • I do 33-50% more damage unarmed than I do with my previously good vibroknucklers equipped, even though the "estimated DPS" figure for them indicates that I should be able to do the reverse.

  • Even /meleeHit at TKM takes 2+ seconds to go through cooldown, yet I was hit up to once per second by everything I attacked, even Meatlumps.

  • /meditate does not appear to appreciably accelerate Health regeneration.

  • Missions are useless. If I take a mission that matches my difficulty level, even with what now passes for buffs, I'm dead.

  • Leveling is useless. If the creature you fight is five levels or more lower than you are, you get 1 XP. I'm level 56, so level 51 or less means 1 XP. However, a single level 56 Hidden Daggers extremist can kill me - it always hit, it was faster than I was, and my innate armor was useless at a distance, so I suffered 40% of my Health in damage before I could close to melee range. The only way you're going to solo anything is if you're a TKM/Doctor, apparently.

  • Knockdown and dizzy attacks are useless. Using lunge, even the advanced leg sweep attack, is useless - you have time to execute one, possibly even two, attacks after recovering from the lunge before the creature stands back up.

IfTKA issupposed to be the "tank" class, we're all in big trouble.


Message Edited by FormlessOne on 04-28-2005 02:45 PM





not a bug, when your leg sweep is cooling down, try useing combo attack

this was put in by the devs to prevent combat spamming.



Runawayace- TK 0404, Novice Bounty Hunter, medic 4040

Pilot of the USS Guppy(JSF) and captain of the Rustbucket of DOOM

Click here to support this great Vision of a better FRS to save SWG by Glzmo!
thebestpageintheuniverse.net, truely the best page in the universe, GO TO IT OR DIE A MADDOXY DEATH!!!!!!!!!!!!!!!!!!!!1111111111111111
themester
Sat Jul 23, 2005 11:41 am
#151






FormlessOne wrote:


Here's my list so far:



  • Innate armor is useless, and TKA isn't certified for other forms of armor. I'm a TKM (level 56) and Meatlumps (level 1) can hit me. Everything does damage, without exception. I can't disable innate armor, so I don't know how much damage is mitigated (and the combat messages don't tell me, either).

  • Force of Will is useless. I've been incapped 4 times today - in all four instances, I was killed immediately after being incapped, rendering /forceofwill a useless skill.

  • I missed more often than the Meatlumps I attacked.

  • I do 33-50% more damage unarmed than I do with my previously good vibroknucklers equipped, even though the "estimated DPS" figure for them indicates that I should be able to do the reverse.

  • Even /meleeHit at TKM takes 2+ seconds to go through cooldown, yet I was hit up to once per second by everything I attacked, even Meatlumps.

  • /meditate does not appear to appreciably accelerate Health regeneration.

  • Missions are useless. If I take a mission that matches my difficulty level, even with what now passes for buffs, I'm dead.

  • Leveling is useless. If the creature you fight is five levels or more lower than you are, you get 1 XP. I'm level 56, so level 51 or less means 1 XP. However, a single level 56 Hidden Daggers extremist can kill me - it always hit, it was faster than I was, and my innate armor was useless at a distance, so I suffered 40% of my Health in damage before I could close to melee range. The only way you're going to solo anything is if you're a TKM/Doctor, apparently.

  • Knockdown and dizzy attacks are useless. Using lunge, even the advanced leg sweep attack, is useless - you have time to execute one, possibly even two, attacks after recovering from the lunge before the creature stands back up.

IfTKA issupposed to be the "tank" class, we're all in big trouble.


Message Edited by FormlessOne on 04-28-2005 02:45 PM





lol, i read the rest of your post, and you sound like NCFreedomNC(forumside) and all that you posted were fixes, not bugs.


firstly, everything will hit you, there are no 100% migrations, tanks arent supposed to use weapons, meditate dosen't modefy heath regen, it slows bleed/poison/disease and heals wounds, missions and equal lvl stuff are for groups, it's not a con to YOU its a con to an 8 man group of your lvl, this is overlooked severely. you also need to DIZZY STRIKE an enemy before you KD IT, it does not do these together anymore, and that spiral above their head is showing that they have been KDed once and can't be KDed again for a while. SWG is much more different now, LIVE WITH IT YOU DIRTY REBEL!!!!!





Runawayace- TK 0404, Novice Bounty Hunter, medic 4040

Pilot of the USS Guppy(JSF) and captain of the Rustbucket of DOOM

Click here to support this great Vision of a better FRS to save SWG by Glzmo!
thebestpageintheuniverse.net, truely the best page in the universe, GO TO IT OR DIE A MADDOXY DEATH!!!!!!!!!!!!!!!!!!!!1111111111111111
MsNiL
Sat Jul 30, 2005 6:43 am
#152

Ok, theese are not bugs... but I could not find your "issues" thread.


1. Dizzy
In our master box we earn the ability 'Dizzy'. Dizzy is told to reduce defenses, however, I can barely note any effect at all when I hit someone with it. I barely never miss (dizzy or not) and Dizzy improves my damage with just a few points (like 4-8 points). All in all, Dizzy do not give me an effect compared to what I can see from other post-cu state attacks such as ArmorBreak, BindingStrike and IntimidateShot.


Furthermore, Dizzy can easily be countered by almost all templates, while the other abilities mentioned above cannot.

As a Master ability, it's often forgotten since it gives no noticeable effect.


2. ArmorBreak + Innate Armor

Since smugglers now can slice regular armor with up to 75% resistance vs armorbreak, being a Teras Kasi lost it's role. Give me a proper reason why I should not pick up Pikeman instead, using an ArmorBreak-Sliced armor instead. Since Innate Armor is our most iconic ability and we are not given much else, I say we lost our rolenow.


3. Combo Hit = Flurry of Hits?

Ok, we are not supposed to be more than tanks, but why do we have Combo Hit. Seriously. I skipped to use it completely and use Melee Assault instead. The description implies it unleaches a series of attacks, but all I see is 1 single blow that do like 100-300 damage, while my Melee Assault and Impale do like 500-600 damage. Either improve this one to be useful, or give us a good tank ability instead.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
iijin
Wed Aug 03, 2005 10:37 am
#153


Biggest issues for me:



  1. Damage, altogether. so the tapes don't work, even if they did our offense is so pathetic that they hardly could do any help with the +25 cap on mods. Our damage is seriously a problem, you can only make it a little better with swords its still pathetic in comparison to all the other professions.
  2. Attack moves, has anyone noticed that we only get 3 offensive specials with TKM!?! Don't want to make us damage dealers...give us two more specials similar to combo that do several hits for however much damage and make combo report correctly! This will make it seem more like the swift light offense it is supposed to be, while making it a little more viable in combat.
  3. Force of Will, come on guys...take it out or fix it! Just do something with it
  4. Center of Being, can we please make this execute while running....this has to be one of the most aggrivating little pissant things I have experienced.
  5. Armor Break on Innate Armor,....huh, how does that work......I understand the reason behind it, but we should get a natural resistance to it considering we can't slice our Innate Armor.



Iijin Myriiv | DFR
Phantom Wing
|
88th Imperial Fighter Squadron

SkySpear Industries
- Talus, Imperial Outpost, Just off the Corellian Run in the Core Worlds Sector
-1966, 2704, contacts: iijin - venya - bladestorm - cyx
Starson
Mon Aug 08, 2005 6:47 pm
#154

I have found another problem with combo attack. I was out with a few n00b guildies, showing them the ropes, and one mid-range mate. As the tank it was my plan to keep them all safe, as I can pull one critter at a time with Ranger.


The combo attack is calculating damage done, for agro purposes, as the damagethat is reported in the on screen messages, not the combo of all 3 attacks. I hit the mob with combo, my mid-range pistoleer hits it, and it agros my pistoleer. I then hit it with melee attack and it agros back to me. I know the damage reported is not the correct damage, and this seem's to effect what the critter 'thinks' it's being damaged.


This long standing 'report' bug effects us in more ways than the obivous.





Starrwalker, The Barefoot Ranger
MPilot/MRanger/TKM
Awing/Recon "First in, Last out"
Alliance Commander
Eclipse (LOK)
Starson
Wed Aug 17, 2005 1:16 pm
#155

It seems that with this last little publish 22, that I am useing action from my pool as if I had no weapon equiped. This morning I logged on to check harvistors and kill a few Imp's before work. I had my Kartan Knuck.'s equiped with a 'special action' cost of 75. I noticed while I was fighting that it drained action as if I had no weapon equiped. I didn't get any numbers on this, but I did unequip the knucks before I loged off. I will check tonight to see if that 'reset' me, will report back.



Starrwalker, The Barefoot Ranger
MPilot/MRanger/TKM
Awing/Recon "First in, Last out"
Alliance Commander
Eclipse (LOK)
Vander_Legion
Wed Aug 17, 2005 10:29 pm
#156





themester wrote:




lol, i read the rest of your post, and you sound like NCFreedomNC(forumside) and all that you posted were fixes, not bugs.


firstly, everything will hit you, there are no 100% migrations, tanks arent supposed to use weapons, meditate dosen't modefy heath regen, it slows bleed/poison/disease and heals wounds, missions and equal lvl stuff are for groups, it's not a con to YOU its a con to an 8 man group of your lvl, this is overlooked severely. you also need to DIZZY STRIKE an enemy before you KD IT, it does not do these together anymore, and that spiral above their head is showing that they have been KDed once and can't be KDed again for a while. SWG is much more different now, LIVE WITH IT YOU DIRTY REBEL!!!!!








who says tanks aren't supposed to use weapons? If you're a TKM the knuckles of the katarn or necrosis nightblade are MUCH better then going unarmed. as for con...i don't think its true anymore that it cons to an 8 man group of your level. if it does...well theres something wrong, cause i should NOT be able to solo something that cons red or purple to an 8 man group of my level, and I solo reds all the time and purples occasionally. as for dizzy on an enemy before you KD them, the dizzy/knockdown combo doesnt do anything before. You can still get up even when dizzy.




Vander Legion
Teras Kasi Master
Swordsman 0444
Doctor 4004
Whatever pilot squadron I am today.
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