Teras Kasi Archive
Thread: Teräs Käsi Bugs
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.
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
Message Edited by Ocidry on 07-19-2005 12:33 PM
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 unarmedMessage 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.
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
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!!!!!
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.
Biggest issues for me:
- 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.
- 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.
- Force of Will, come on guys...take it out or fix it! Just do something with it
- 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.
- 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.
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.
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.