Teras Kasi Archive

Thread: UPDATE: Teras Kasi Is Finally Fixed (Preliminary TC Data + more when I've got the rest!)

Valkari-TKM
Fri Oct 17, 2003 3:49 pm
#14

we hi-jacked the crap out of this thread....sorry to the orginal poster....


that was basicly my over all conclustion when i had master brawler. it buys you somthing....but vs the points spent it doesn't buy that much.


i could run out and tame a riverside sulfur mynock, and a merek avenger, have a total of 790 combined dmg every 2 seconds, both spit, and have great defenses at the cost of ZERO ham to me to use. extra dmg and gives me range w/o the fear of losing my precious pools.....weight this vs the benifits of brawler.


then as you said doctor buffs, what if i was a doctor, could heal for 2k dmg and buff all my stats so high that i could spam UH3 tell i was blue in the face, and never lose much ham. wiegh this vs master brawler.


finding a quarter on the ground isn't bad, but deciding to pick up the quarter instead of the brief case next to itwith amillion bucks, if you only had one choice, would not exactly be the best route....unless you just like the quarter for personal prefrences.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Valkari-TKM
Fri Oct 17, 2003 4:02 pm
#15

not the pets fault that devs made ch too easy to get, too powerfull at low lvls, and over all pretty cheap considering what points you have left over to use.


alot of chs would argue that they are not powerfull enough, although not even closly justified. On just a scale of efficientcy, ch pets are one of the most efficient forms of dmg in the game.


if you have back up pets, you simply lose nothing to gain free dmg, there is no rish involved, unless your using an exstinct pet.


I tried master rifflmen, or was working on it , then quickly droped it. I had medic and TKM at the time, and more strain to my mind pool was simply not acceptable. my poor mind pool that is unhealable, and all i was trying to do was give myself an option vs kiters, more tactics etc.


after playing with CH, im convinced that nothing in the game as efficient dmg as ch dmg. its free...you can't get more efficient then that. there is extra benifits involed too. you can simply tell the pet to attack and the return fire will hit a well armored pet...not you. im not saying, go out and be a ch, im just saying, that the game gave people the option, and the option is far from useless.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Setis
Fri Oct 17, 2003 4:15 pm
#16

Wasn't saying it was the pet's fault, I'd just rather do my own fighting than let some p-o-k-e-m-o-n do it for me.



Lt. Colonel Setis Dagre of the Rebel Alliance
Teras Kasi Master/Master Brawler/Master Medic
Tempest
RETIRED, currently residing in Vana'diel, Fenrir server
Nikolai_Xavierov
Fri Oct 17, 2003 4:23 pm
#17

READ MY NEW THREAD lol..If you want the full info on TK on TC its all there now.. read *FINAL* UPDATE: etc etc...



--------------------
Over and Out,
Xavierov
Setis
Fri Oct 17, 2003 4:29 pm
#18

Yeah yeah yeah, I read it already, sheesh



Lt. Colonel Setis Dagre of the Rebel Alliance
Teras Kasi Master/Master Brawler/Master Medic
Tempest
RETIRED, currently residing in Vana'diel, Fenrir server
vortex4
Sat Oct 18, 2003 12:02 am
#19

Unless they have rewritten their laughably tragic network code, no melee profession is fixed.


The particular change you are talking about is a poor attempt at a solution to a non-problem. With proper use of Intimidate1, knockdowns, and the newly fixed Warcry, I can "tank" (God, I hate that term) up to any variety of rancor or kimoglia. I imagine master brawlers with Intimidate2 have an even easier time. Logically, no humanoid should be going toe to toe with anything even half the size of a kimoglia. The only thing that should be "tanking" a krayt dragon is another krayt dragon. Not a graul or a merek or whatever the flavor of the moment is for Pokemoners, and not a brawler either.


Anyway, it would still be interesting to get some more information about how these skills work and where their modifers are applied. Are they only coming from the elite professions, are more bonuses given at master brawler, do they stack across multiple elite brawling professions?

TerasKasi_Mistress
Sat Oct 18, 2003 12:04 am
#20

*stares at the 250 unarmed damage*<3




___________________________________________
Shaeri - First Twi'Lek Dark Jedi Knight of WanderHome

Nikolai_Xavierov
Sat Oct 18, 2003 12:10 am
#21

I'm sorry. I really dont want this thread shot down or flamed. These are *GREAT* Fixes, they'll get on the Network code they're showing theyre REALLY working on it or they wouldn't have included this. Yes Master Brawler makes it a lot easier. And no the Center of Being stuff doesnt stack because it has specific mods I.E Unarmed Center of Being Efficacy and One-Hand Center of Being Efficacy etc etc.. BUT Defense Acuity does stack IF its in the other professions (I havent checked yet, I will get back to yout his thread will be full of TC TK relevant data I assure you )



Bringing it to you Live From Test Center! Nikolai Xavierov, gonna go eat lunch and get back on TC (its restarting in a few minutes or so)




--------------------
Over and Out,
Xavierov
KaOs339
Sat Oct 18, 2003 12:13 am
#22

I have to admit, those changes look like they could be a lot of fun..




-Skold

There is no pain where strength lies...



Valor
Sat Oct 18, 2003 12:30 am
#23

/drool





LordValor/LadyValor/DukeValor
.......:::: Proud member of Oasis ::::.......
.......:::: Lt Colonel in the Imperial Navy ::::.......
.......:::: Vendor: East Crystal Oasis, Dantooine -2965 6673 ::::.......
| Master Smuggler; Master Pilot/Elder Dark Jedi Master/Architect-Shipwright |
OrsonValkyn
Sat Oct 18, 2003 12:41 am
#24

I find the +250 damage and +120 speed a bit hard to swallow. The damage will just put us way into the lead for the most damage dealt over time and the speed is pointless unless they removed the 1 second attack cap. Not to mention, that's about doubling our damage and speed mods... I don't see it happening to tell the truth. I would like the new defence mods though. Would be nice to finally be able to dodge and evade like normal martial arts masters.
EwokLovinIsGood
Sat Oct 18, 2003 12:41 am
#25

All this and we can still be kited by a novice marksman who can:


Run top speed while shooting directly behind him


Never trip while running at top speed and not looking where he's going.


Shoot at his 1.7 second or whatever rate while running at top speed


Shoot 64 meters (that's 192 feet!) behind him while running at top speed and never tripping over anything


Shoot specials 64 meters directly behind him while running at top speed and never tripping over anything.


----


In the mean time we can catch up to someone with burst run and receive the famous: You're out of range message.


----


What pisses me off is this would be so simple to fix.. Make marksman run just a LITTLE slower while shooting. If you've ever shot a pistol period you would know shooting 64 meters won't be easy. Add to that running at top speed and shooting behind you. If you did that in real life you would be more dangerous to yourself than to the person you were shooting at.

BenasRaa
Sat Oct 18, 2003 12:43 am
#26

wow! I really hope we get a nice shake-up soon. Don't get me wrong, I really enjoy TK as it is, but I think having defensive mods that actually work plus that neat new tanking ability sounds fun. We need our correspondent!




-Benas Raa, lizard that walks like a man
Page 2 of 3