Teras Kasi Archive

Thread: CyberneticArm--BIOClothes--Food--Katarn--BlasterFist **TESTED**

Darksearch
Wed May 25, 2005 7:06 am
#14

A little /bump for the new TK's here...
Darksearch
Thu May 26, 2005 5:22 am
#15

Mandkind00,

Just stickie this, so the TK's have access to this info...
Btw, are you still here?

Message Edited by Darksearch on 05-25-2005 05:33 AM

HowlerLux
Thu May 26, 2005 10:55 am
#16

/bump


All this money going to SOE and what do we get for it?


TKM was a great profession once.... Dam!!!!
Druarc_Cristar
Thu May 26, 2005 5:10 pm
#17

I've noticed similiar results, but you might want to double check against mobs of a higher level in case there is a damage cap.


I know when fighting level 37's adding CoB doesn't stop anymore damage.



Druarc Cristar (Zabrak on Intrepid)
Beta CH, pre-cu CH/Rifleman
pre NGE TKA/Swordman/Doctor/FS
post NGE Jedi
Mese Melar Intrepid - Weapons Dealer Retired
Druena Cristar Intrepid - Officer in training.
Darksearch
Thu May 26, 2005 8:37 pm
#18

Druarc_Cristar,

I don't understand you question.
Explain...
SyDrone
Thu May 26, 2005 8:48 pm
#19


Cool thread thanks for testing. I would just like to know also as someone else posted above if having a cybergenic arm attached negates innate armor.


If it does not then I could have TKM/MP/Doc 4000 and use the rez arm and have a very nice template but I am not sure if it will work or not.
Darksearch
Thu May 26, 2005 8:54 pm
#20

Cool thread thanks for testing. I would just like to know also as someone else posted above if having a cybergenic arm attached negates innate armor.
--------------------------------------------------------

I only tested damage output.
But, I ASSUME all the TK defences would work, after all it is a melee arm :-)
MastemaBrother1
Fri May 27, 2005 9:13 am
#21






Darksearch wrote:
Cool thread thanks for testing. I would just like to know also as someone else posted above if having a cybergenic arm attached negates innate armor.
--------------------------------------------------------

I only tested damage output.
But, I ASSUME all the TK defences would work, after all it is a melee arm :-)




Cyberz do NOT count as armor... so it does not negate Innate armor.




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Mankind00
Sat May 28, 2005 4:46 pm
#22






Darksearch wrote:
Mandkind00,

Just stickie this, so the TK's have access to this info...
Btw, are you still here?

Message Edited by Darksearch on 05-25-2005 05:33 AM





Yes I'm still here, had a bit of a rough week & just needed a break so disapeared, I'm back now though & will be catching up properly tomorow. (though probably not noticable till midweek asI need to get an issues list together, though I will tidy up the stickies a bit).


I havn't stickied it for a reason, & that reason is as I mentioned it in the past that these weren't working along with saying I have made a post about it to the Devs. It's simply that Unarmed Damage mods (with the exception of Burnout Sauce) was turned off pre-CU but was ment to be turned on again with the CU, this obivously didn't happen so it is on my top issues.





___________________________________
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Sometimes that means dying, sometimes it means killing a whole lot of people. "
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Darksearch
Sun May 29, 2005 12:59 am
#23

I have not tested after pub17

Anyone know if some stuff (damage-BIO-food...and so on) was changed?
Darksearch
Sun May 29, 2005 3:42 am
#24


ManKind00,


Yes I'm still here, had a bit of a rough week & just needed a break so disapeared, I'm back now though & will be catching up properly tomorow. (though probably not noticable till midweek asI need to get an issues list together, though I will tidy up the stickies a bit).


I havn't stickied it for a reason, & that reason is as I mentioned it in the past that these weren't working along with saying I have made a post about it to the Devs. It's simply that Unarmed Damage mods (with the exception of Burnout Sauce) was turned off pre-CU but was ment to be turned on again with the CU, this obivously didn't happen so it is on my top issues.







ok, thanks for the update :-)

But I still feel it should be stickied since this it how it works NOW

When ever SOE fix it, then you can unstick it.


I want my fellow TKM's to know this information.

Message Edited by Darksearch on 05-29-2005 03:12 PM

XrioT
Wed Jun 01, 2005 8:43 am
#25

I would like to see a similar test run on higher level creatures. I've noticed that there appears to be many caps in place defensively when fighting lower level or specific enemies and your test may justify an offensive cap on damage done to specific enemies, or in your case lower level enemies.


i.e. The lvl 70+ webweavers on the Ryyat trails will hit me for the same damage after I use CoB whether or not I intimidate them. Many otherlower level mobs damage inflicted will also only go so low no matter how much defense i have pumped or anti-dmg skills I use on them.Conversly,you may be seeing a similar effect (cap-wise) with damage done attacking lower level mobs.


It would be nice to know if you get the same result from say.. using geonosians as a test case which are easy to pull out one at a time and tank as TKM for testing.
Darksearch
Fri Jun 03, 2005 5:25 am
#26

/bumping so my fellow TK's dont think everything is working as intended...
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