Teras Kasi Archive

Thread: Teras Kasi, Unrarmed Armor Penitration

_Macabre_
Fri Dec 05, 2003 11:50 am
#14






Jockothemonkey wrote:
I'm all for giving us new damage types if they come from weapons. This game is based on a player economy, if all other combat classes need to purchase weapons then we should too. The difficult part would be balancing a weapon that does say stun damage considering our unarmed damage mods. All other stun weapons have very low damage, in order to balance ours it would have to be around 6.0 speed or something.





Weapon speed is irrelevant for TKMsin the current system.


I think the only way to balance out a non-kinetic weapon would be to have it ignore our +damage bonus. I don't think we should get a natural AP1. I would really like to have a non-kinetic weapon and a meaningful CoB.




Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
Jockothemonkey
Fri Dec 05, 2003 12:08 pm
#15

You are right macabre, I haven't been paying much attention to the speed mods so I didn't realize we had 115 at master. Removing our unarmed damage mod for that weapon would be the only way to properly balance it.



Arako Karsi

Evil pure unadulterated comes-in-bottle-or-can evil.
Sauron74
Fri Dec 05, 2003 2:58 pm
#16






RunemonIV wrote:





1ImperialScum wrote:
Oh yeah one more thing,

Regarding the "iron hands" there is a current martial arts conditioning technique of the same name that is geared for toughening the hands. It works quite well, I've got a few years of martial arts under my belt, and I've gotten in a few unavoibale fights that people have turned away from because I punched a concrete wall full force putting a hole in the wall with no damage to my hands.





rofl yeah right dood... what about the mortar and the rhee bar? this aint the karate kid here. If i cant knock a hole in a concretel wall with a baseball bat (titanium one at that) then you sure as heck arent putting your flesh and bone hand thru one on your own power.


please..


Iron Hands doesnt mean we are like the t 2000 and our hands turn to steel. Its a metaphor a psuedonym.






You have obviously never seensomeone who practicesIronPalm(or Iron Fist, Iron Hands, Steel Hands depending on the martial arts culture of origin) accidentally slam his hand in a car door and dent the door (no bloody knuckles and the door jam was freaking crinkled like a french fry!!)! Trust me, it is an eye-opening and firghtening experience. I wouldn't have wanted to hack that guy off.



Chilastra - Saur - Master Medic, Teras Kasi Master, CH 2 1 1 1

Gorath - Saur'on - Smuggler 0 3 3 3, CH 2 1 2 2, Medic 1 0 2 0

Dovie'ande Se Tovya Sagain - "It's time to toss the dice"
NobodyHasThisHandle
Fri Dec 05, 2003 3:12 pm
#17

Why not make weapons that have different damage types but add no actual damage?
Basically a 0-1 damage vibrokncukler.. you'd do the same amount of damage, but have AP1.
Thus, gloves that do stun damage would still give the same amount of damage, but be stun damage...



___________________________________________________________
I am not just text to be read, I'm a voice to be heard!

To the Devs: Less nerfs.
To the Devs: More fixes.
To the Players: Less complaining.
gozarian
Fri Dec 05, 2003 3:23 pm
#18

If you do not think that the human body can be pushed to a level where a fist can break stone. You are sorely mistaken. It is possible to break bricks with your hands. It just takes alot of conditioning, and even more training in the willpower to do it. Watch ESPN sometime and look for a show called Creative Breaking. It will open your eyes.

JiveTimeMofo
Fri Dec 05, 2003 7:33 pm
#19

i do conditioning myself. it's weird that somedays i can tell that if i punch on the bricks that i know it'll hurt and it does and it stay sore for days. then there are days i know i'll feel nothing and i have no prob punching on it 150 times with each fist.


i have no clue how to control it, but i do know when i can and when i can't do it.



------------------------------------------------------------------------------------
Jivetime Mofo

Master TKA/Novice Rifleman
Taliskar
Fri Dec 05, 2003 8:02 pm
#20

We are one of the most powerful, versatile professions in the game. One of the few that work correctly in almost all respects (FoW aside... they should just remove that one all together).


Asking for more is just wrong. Have a weapon smith make you a very low HAM set of VKs. Almost the same as what you are asking for... and in the game already. I use them, so can you.


I personally think that we will be seeing a big nerf or two pretty soon. I really don't think you will be getting AP2 without a weapon LOL. Some people are never happy with what they have.




I walk the path of the Jedi, the path of many professions (tm). It is not what I know that makes me who I am, it is what I have forgotten... and I've forgotten more than most.
TrevLightrunner
Mon Dec 08, 2003 1:32 am
#21

Yeah I'll have to agree with above, If you want AP1 and low ham costs, a LOW HAM VK is definately the way to go.As it stands right now, I dont see myself switching to a regular VK anytime soon. A Low HAM one is just too beneficial.


Trev

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