Teras Kasi Archive
Thread: Unarmed Damage SEA's
Aperaiser
Thu Aug 12, 2004 3:24 pm
#14
Im selling unarmed damage SEAs in a auction now so I sure hope they work so the buyers wont be angry with me 
(Yes Im a TKM.. but Im to greedy to use them myself)
(Yes Im a TKM.. but Im to greedy to use them myself)
zakoEceo
Fri Aug 13, 2004 2:35 am
#15
Hmm interesting.. I tested with +15 ua dam, perhaps you need +25 to make a difference.
Jedi-scout, could you explain what difference you saw in damage output.
Jedi-scout, could you explain what difference you saw in damage output.
memdrop
Fri Aug 13, 2004 4:50 am
#16
i have +21 ua damage and +25 ua accuracy tapes in my set and i can tell you the difference. i'm hitting 20/20 against def stacker and my friend tried same it was like 18/20 and we also tried it few times and damage goes little bit higher also so both mods work atm dont know about you but works fine for me and stacks with food (rakririan sauce...) and then i can see average difference in damage.
yes i've killed jedi alone
i've been tka always and looted most of my SEAs.
yes i've killed jedi alone
i've been tka always and looted most of my SEAs.
Message Edited by memdrop on 08-13-2004 02:52 PM
Oslow
Fri Aug 13, 2004 10:08 pm
#17
The way to test is to use a pair of BROKEN vks as damage output does not vary.
I testedthe baselinemaster damage mod against a mob and after a series of 10 same-special hits, a review of the combat log told me that all hits were identical (1647 in this case). I then equiped my +25 UA Damage suit and attacked the same mob. Again, 1647 was the damage output and this did not vary after 20 same-special hits. I took off the +25 UA Damage and ate +25 burnout sauce. After attacking the same mob using the same special as the other two tests, the numbers were higher for every hit - 1668. I then put the +25 UA Damage suit back on, while the sauce was still active and attacked the mob using still using the same special - 1668 points of damage for 20 straight hits. I let the Burnout Sauce expire and without taking the +25 UA Damage suit off I attacked the same mob again. The combat log reported that for 20 hits in a row the damage was back to the baseline 1647.
Moral of the story: UA Damage SEAs DO NOT WORK but Burnout Sauce works as intended.
Message Edited by Oslow on 08-13-2004 10:09 PM
Nealoc187
Sat Aug 14, 2004 9:44 am
#18
hmm that sounds pretty conclusive to me. guess they don't work
Oslow wrote:
The way to test is to use a pair of BROKEN vks as damage output does not vary.
I testedthe baselinemaster damage mod against a mob and after a series of 10 same-special hits, a review of the combat log told me that all hits were identical (1647 in this case). I then equiped my +25 UA Damage suit and attacked the same mob. Again, 1647 was the damage output and this did not vary after 20 same-special hits. I took off the +25 UA Damage and ate +25 burnout sauce. After attacking the same mob using the same special as the other two tests, the numbers were higher for every hit - 1668. I then put the +25 UA Damage suit back on, while the sauce was still active and attacked the mob using still using the same special - 1668 points of damage for 20 straight hits. I let the Burnout Sauce expire and without taking the +25 UA Damage suit off I attacked the same mob again. The combat log reported that for 20 hits in a row the damage was back to the baseline 1647.
Moral of the story: UA Damage SEAs DO NOT WORK but Burnout Sauce works as intended.
Message Edited by Oslow on 08-13-2004 10:09 PM
Mankind00
Mon Feb 14, 2005 6:33 am
#20
They do not currently work. Confirmation on this can be found in the link below.
Staveeno
Wed Mar 02, 2005 5:39 pm
#22
I've heard reports of these not working but has anyone tested if you are not master TK?
I've always suspected that there was a +250 Limit on any mod no matter what, in the skill trees. And +250 is what you get at master TK. But what if you are below that and you use one of these SEA's?
zakoEceo
Wed Mar 02, 2005 5:48 pm
#23
Done that, no cigar..
The only way to _really_ make sure though, is to test it yourself. Feel free to drop by ecplise, i can lend you a belt with some bonuses
Zako
The only way to _really_ make sure though, is to test it yourself. Feel free to drop by ecplise, i can lend you a belt with some bonuses
Zako
Kino1816
Wed Mar 02, 2005 6:26 pm
#24
my friend boughta +24 unarmed dmg and something else on a tusken bandolier, tested it on me, and no difference with it on or off. Might have just been since it was on a tusken bandolier, but i wouldnt waste money on it
TravonLepen
Wed Mar 02, 2005 7:40 pm
#25
They don't work. It has nothing to do with the mods themselves. The coding behind them is that part that's broken.
Atama
Wed Mar 02, 2005 8:27 pm
#26
I have over +250 unarmed damage even without mods. There is no such thing as a hard +250 cap.