Teras Kasi Archive

Thread: Publish 7 features as they affect us

cheechcheech
Sun Feb 22, 2004 7:11 pm
#14

Well, thats the type of clarification im looking for. Is the hard cap on what defenses? And what is the magic number?





Sagem - Intrepid
Cheech - Radiant
n00bit
Mon Feb 23, 2004 6:10 am
#15

Thk God they posted this update info. I was about 5 minutes from starting my stacking template...This publish makes being a master doc with TKA sound better and better.



Raybert Ak'fey
Profs: Master Teras Kasi Artist, Master Rifleman, Master Gunfighter, Master Doc, Master CM, Master Marksman, Master Pikeman, Master Fencer, Master Medic, Master Carbineer.
Current: 0040 BH/Master Carbineer/Novice Doc

OMG he's ugly as sin!
JuCat
Mon Feb 23, 2004 8:37 am
#16

So warcry is going to be useless. Crowd control my rear. By the time we rush an enemy we are aggro'd before we get into warcry range. So they're already attacking= no warcy. This is BS, just remove it, don't blow smoke up our arse.


Damn I hope the cap's not 125. There would effectively be no use in wasting skillpoints on dual combat professions.

Just master 1 profession and stack the BE clothes. You think buffs are high now, just wait till the demand for enhance d's is 400% of the supply. We will all be praying for a doc that will charge only 10K for a set of buffs.


ALL professions should not be equal, plain and simple.






JuJu VooDoo .. AI


pmpimp
Mon Feb 23, 2004 10:06 am
#17

I just dropped Master Brawler and Fencer so I could pick up Commando and whine that my flamethrower isn't killing people fast enough. Hehe.


Damn, and I had a sweet TKM template.
OberSenf
Mon Feb 23, 2004 10:41 am
#18







Jherad wrote:

The effect of the Brawler Warcry special has been modified to temporarily freeze enemies that are not being attacked, instead of pinning a single target - More along the lines of crowd control rather than a dueling tool.






It already has this effect. They are simply taking it away from delaying the target your presently attacking and allowing it to only work on your targets friends. This will allow you to attack one aggro beast while his two friends are delayed for 10-20 seconds. I don't see how this can be too useful in PvP unless it will not allow you to be attacked by anyone in your Warcry range.


They had better increase the distance, modifiers and change the cone to radius for this unneccesary change to evenremotely be useful.







RissKei
TKM, Imperial Sector Ranger
Skinning the galaxy one beast at a time...
Had Abbadon, Lok

Geevo
Mon Feb 23, 2004 12:34 pm
#19






Jherad wrote:


Publish 7 Features


Yes, publish 7 is looming in the not too distant future, and certain aspects of combat professions will be changing. One of the biggest changes that affect us will be in the stacking of defense mods. Defense modifiers will be hard-capped from this publish, which will still allow people to 'dabble' for extra defense, without letting the bonuses get out of hand.


At the moment, the defense caps are thought to be around the 125 mark, however this may change in the future once a clearer image of how this change effects everyone is gained.


Melee attackers will now correctly get their to-hit bonus when attacking targets with ranged weapons.


The effect of the Brawler Warcry special has been modified to temporarily freeze enemies that are not being attacked, instead of pinning a single target - More along the lines of crowd control rather than a dueling tool.


-Jherad



Message Edited by Jherad on 02-21-2004 12:15 AM





So in a selfish manner ... since I don't know my own numbers ... how does this effect a Master TKA/Master Pistoleer?



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Sosstuborx
Mon Feb 23, 2004 12:39 pm
#20






So in a selfish manner ... since I don't know my own numbers ... how does this effect a Master TKA/Master Pistoleer?



I don't think it does (I'm M.Smuggler / M. Pistoleer / TK 4-4-0-4).


Our Dodge is around 105, and our melee defense is around 102? We barely break 100 much less 125...


To be honest I don't expect to notice much of a change, if any, after the publish. TK / Pistoleer is not an over-the-top defensive template.


Works well though, I'm having a blast.









Col. Cristos Diaz
-------------------------------
Geevo
Mon Feb 23, 2004 12:46 pm
#21






Sosstuborx wrote:





So in a selfish manner ... since I don't know my own numbers ... how does this effect a Master TKA/Master Pistoleer?



I don't think it does (I'm M.Smuggler / M. Pistoleer / TK 4-4-0-4).


Our Dodge is around 105, and our melee defense is around 102? We barely break 100 much less 125...


To be honest I don't expect to notice much of a change, if any, after the publish. TK / Pistoleer is not an over-the-top defensive template.


Works well though, I'm having a blast.










Thanks for the info ... I like the triple master myself ... sounds like we are going to be a lot closer to the top of the line ... which is good.



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
revel911
Mon Feb 23, 2004 2:44 pm
#22






Geevo wrote:





Sosstuborx wrote:





So in a selfish manner ... since I don't know my own numbers ... how does this effect a Master TKA/Master Pistoleer?



I don't think it does (I'm M.Smuggler / M. Pistoleer / TK 4-4-0-4).


Our Dodge is around 105, and our melee defense is around 102? We barely break 100 much less 125...


To be honest I don't expect to notice much of a change, if any, after the publish. TK / Pistoleer is not an over-the-top defensive template.


Works well though, I'm having a blast.










Thanks for the info ... I like the triple master myself ... sounds like we are going to be a lot closer to the top of the line ... which is good.






It all depends if the DEV'sput a Cap to melee defense. You will lose a few points, but not too many.





----chei li-hong----
-Master TKA/ Master Brawler-
----sung lei----
-Master Doctor/ Tailor-

velocity-x
Mon Feb 23, 2004 3:46 pm
#23

For those of you who seem to be unaware, there are 2 categories of defense being discussed here..


Primary Defenses: ranged def, melee def, def vs X
Secondary Defenses: block, dodge, counterattack


EVERYTHING I have read indicates only the secondaries are being capped / unstackable


If you have any indication from a Corespondant or Dev that the PRIMARY will be addressed in publish 7 please let me know.





Morbious Nemes



Sonicology
Mon Feb 23, 2004 5:36 pm
#24

The message is clear - Secondary Defence Stacking has Failed!!!



---

Trogdor can kill anyone he wants! Trogdor burninates peasants ALL the time and doesn't even think twice about it. If you don't believe that Trogdor has REAL Ultimate Power you better get a life right now or he will burninate you!!! It's an easy choice, if you ask me.
Kammots-Ahazi
Mon Feb 23, 2004 8:01 pm
#25

Thank you for posting this Jherad.



Advocates of War - Kammots
"Work is where I go, not what I do there" - Kammots

"wOOt"

awentwor
Tue Feb 24, 2004 9:15 pm
#26

This question may just be my lack of understanding on the upcoming changes to defense, but are clothing stats that add defense bonuses going to be affected by the cap? I currently have a +48 melee defense from clothing in addition to my standard class defenses. Will this change if the total of my melee defense reaches 125?




Kypp Darksider
|| Teras Kasi Master || Swordsman || Doctor ||

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