Teras Kasi Archive

Thread: New player not understanding why TKM is so Uber...Comechat

Utess
Sun Apr 04, 2004 4:21 pm
#14

as for other skill mods Cyber:


Accuracy for some weapon types goes over 100, some defense vs x go over 100, ranged/melee defense can go well over 100(into the 200s) which is why they recently capped them at 125, same applies for dodge/counter attack/block, and I could go on listing tons more mods that can go over 100.


The problem is +100 does *not* always equal 100%. +250 does not equal +250% damage. +100 speed does not equal +100% speed(in fact, if you look at the formula for the speed mod, going from +50 to +70 is the same as doubling your speed ).


So yes, it *is* confusing, and a common mistake. For some mods +100 does equal +100%(like in languages) but for many many other it doesn't. And there are many many mods that can far exceed +100 in value.





________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
Cyber-Thief
Sun Apr 04, 2004 4:37 pm
#15






Utess wrote:

as for other skill mods Cyber:


Accuracy for some weapon types goes over 100, some defense vs x go over 100, ranged/melee defense can go well over 100(into the 200s) which is why they recently capped them at 125, same applies for dodge/counter attack/block, and I could go on listing tons more mods that can go over 100.


The problem is +100 does *not* always equal 100%. +250 does not equal +250% damage. +100 speed does not equal +100% speed(in fact, if you look at the formula for the speed mod, going from +50 to +70 is the same as doubling your speed ).


So yes, it *is* confusing, and a common mistake. For some mods +100 does equal +100%(like in languages) but for many many other it doesn't. And there are many many mods that can far exceed +100 in value.






Ahh i see. Thanks Utess

Khaigon
Sun Apr 04, 2004 7:58 pm
#16

The extra damage is very necessary... since our moves havea 12m max range. Riflemen can do more damage per hit than we can from a long range... but don't hit as much. TKs take the most damage though because they have to tank. It's only fair that because of our range restrictions that we can do massive damage up close. But anyone who knows how to use their ranged profession at all should be smart enough to kite us. So we're not so "uber" at all... most people just don't do a lot of thinking in combat.



Kaigon
Master Kicker of Rear Ends

cairnsb
Mon Apr 05, 2004 4:46 am
#17

Well see it is like this....


TKA is NOT uber.


Don't get me wrong I love being a Master TKA.


TKA is the most versitile- we can buff ourselves, heal our own wounds, force ourselves out of incap (and that is all in one skill tree).


Most people assume TKA is UBER because there are a zillion TKA's walking around (mainly because of the things I mentioned above).


But when it comes to offence and defence - we are only balanced - not Uber.


We dish out small (compaired to other melee classes - but some will arque this point) damage at high rates of speed.



Perfect Example....your charactor is surrounded by five aggros - this is waht happens in the space of three seconds


TKA - hits one target three times for 2k per hit (all random pools)


Heavy Swordsman - hits all five targets once from 3k to 5k damage (all random pools)



TKA will kill one aggro faster - but a Heavy Swordsman will kill the entire mob faster


That's just one situation out of a billion - people will tell you different things, all the things they tell you (including myself) are just opinions.


What it boils down to is personal preference.


Everyone thinks TKA is UBER because thats what they see...and in PVP TKA is feared because of the KD+Dizzy.


When was the last time you watched a Master Pikeman tank a mob - I saw it and almost (I stress almost) made me want to go Pikeman.


A fencer has such high defences that they can tank a mob and almost never get hit.


In my humble opinion - TKA is not UBER, just the best balanced.

Atama
Mon Apr 05, 2004 5:11 am
#18

TKA works. TKA has very little in it broken, in fact, as far as I know the only thing in TKA that doesn't seem to work right is Center of Balance.

Most combat professions aren't like that. Most have specials that don't do what they're supposed to, or other problems. By comparison, TKA seems to have an unfair advantage so people want to nerf it to bring it down to the level of some other professions.

Think of TKA as an NBA player in wheelchair basketball. He's the guy who can run and jump while other players can't. Even though he's not cheating, the other players will call foul and demand that his legs be broken. Well, no, that's not the answer, the answer is to work on helping the other players heal and be able to walk again.



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Laeren
Mon Apr 05, 2004 7:16 am
#19

I dunno about anyone else, I but I don't even approach 4k damage on anything, even with UA Hit 3. Most I'm doing is 2700-3k (rare).




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JediMasterZero
Mon Apr 05, 2004 7:52 am
#20

To answer your Jedi/TKM question....yes, TKM is comparable to Jedi. Obviously Jedi have much more power they can harness and use. Howevever, you can think of a TKM being semi-attuned to the Force. TKM's can call on an other-worldly power to boost their own stats and dodge attacks and such. TKM's can't constrict your airflow without physically grabbing your throat though, unlike a Dark Jedi.


I believe Lucasarts drew inspiration forTKA's from the Shaolin Monks. I don't know if you've ever seen/heard about them, but if the Force ever did exist, these guys have it, hands down. I've seen them get stabbed full-on with a sword in the stomach...and watch the blade bend over itself without even piercing the skin. I've seen them take a spear in the throat and the shaft snaps before the blade breaks the skin. Stuff you can't even begin to imagine. And it's real too.


So yeah, TKM's are supposed to be the way they are. We're not uber...we're just a well balanced class, as some of my colleagues pointed out. In the EU we see TKA's more...there's even been reports of TKA's knowing an attack is coming before it even happens.... But we don't have that 'mod' in the game...yet.... hehe.





Kyp Emique ~ Jedi Padawan
Pyk Sesom - Master Bounty Hunter

There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Combat Upgrade.
Junkor
Tue Apr 06, 2004 1:14 am
#21

In addition to all the above its intresting to note that it has become somewhat of an "industry standard" to make martial arts classes in games like this more powerful then other more traditional roles (gun slingers, swordsman, mages, etc)

It probally doesn't hurt that the lead developer was also a huge fan of EQ's Monks.


Personaly in real life I would probally bet on the side with the rotary autocannons and other BFG's.


-Junkor
TheWok
Tue Apr 06, 2004 4:06 am
#22






Cyber-Thief wrote:

I am talking about any skill mod in the game. My human speech is peaked at 100, as will be my carbine accuracy once i get master carbineer. I am not aware of any other skill mod, that with no bio enhancers, peaks above 100. Is there any?



The dodge bonuses found only in the Pistoleer tree total up to +105. That's without dabbling in Fencer to increase it. Don't think of the numbers as absolutes, but merely rankings in that particular skill.




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RougeSoldier
Tue Apr 06, 2004 4:25 am
#23

well reme,ber someone with ranged attacks can just keep running and shooting, we cant just do a flying kick to the target to knock 'em down then beat the living day lights out of 'em (although it would be cool to see that flying kick thing happen lol) that's why they give melee an advantage, cause ranged can just keep running.



-SamuraiX "Yahiko" Opuke-
Wow, that sounds like a line from a crappy forum post.
omg!!! teh chiken has ub3r 1337 hax0rz!!!!!!!111!!!!!oneoneoen

RougeSoldier
Tue Apr 06, 2004 4:26 am
#24

damn my spelling

remember*



-SamuraiX "Yahiko" Opuke-
Wow, that sounds like a line from a crappy forum post.
omg!!! teh chiken has ub3r 1337 hax0rz!!!!!!!111!!!!!oneoneoen

jokijim
Tue Apr 06, 2004 4:36 am
#25






Cyber-Thief wrote:

Once again i want to state that i am a new player. If i say something unaccurate, don't get mad and flame. Tell me im wrong and well move from there. Other than that, I really want to have a healthy conversation about why the TKM can do so much damage.


First off, and this I feel is the most unfair aspect. Why do TKM's have a skill mod of +250 unarmed damage with no bio-enhancers? I am a master doctor, and i can only get +125 wound treatment, no matter how many bio enhancers i put into my clothes. Are there any other proffessions out there that can have higher than a +125 skill mod? If there are not, why does TKM get to break the cap? I've heard the fact that they only have the vibro knuckler mentioned before, but wouldnt it make sense to give them more weapons, maybe a couple that deal more damage than the vibro knuckler, and less skill modifier increases?


Im not just trying to get TKM nerfed, i really want to know why they get this advantage over other proffessions, so please no flames, just explanations.






NO, as much as tkm is anoying DO NOT nerf it all we need is the xp to be harder to get or higher xp required to get a box tkm does have a lot of weakneses aswell and as for explansations on why teeras kasi master is so goodis because of two things knock down and dizyy ive seen fencar with a dizzy but NO knock down,now carbine has a dizzy and kd people will start complaining about that (even though its rubbish in pvp) but soe probably stil thinks tkm is ok because of range i admit is is very over powered.



bogiex'
"fat zabrak"
i wubs tegs

Utess
Tue Apr 06, 2004 6:57 am
#26

On one final note here for this thread, beyond our ability to self heal, one reason people get the impression that TKAs are super powered is because we do, admitedly, get the largest single initial boost in out power at novice than any other combat class. While our overall power is in line with the other brawler classes(in terms of maximum damage) the jump from Unarmed IV to Novice TKA is insanely huge.


The result is that TKA ends up being faster to level than many combat professions and is also very dabbler friendly since you get enough power at novice to remain fairly effective. But in terms of overall power, its more an issue of perception than it is reality.


I do think, though, that a fair arguement would be that TKA could stand to have its power and speed bonuses moved around(both in the TKA trees and a little down into the brawler line since that one is perhaps the worst to move up out of any beginer combat line) so that you recieve a more gradual and consistant increase in power and speed. That would put TKA more in line with the other combat professions, and instantly change a lot of perceptions about the class from non-tkas.



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
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