Teras Kasi Archive
Thread: BIG BUGS Affecting Teras Kasi in CU [ADDED ROOTS EXPLOIT VIDEO]
DEADCROW27 wrote:
Razor should do as much damage as unarmed and examine should show us the creatures resists so we could chose the appropriate damage type.
That's a definate No!
That's the terrain of the Scout/Ranger. If you hace Creature Knowledge skillm then you'll know. Otherwise it's your problem to find out or take up novice scout.
Only exception may be NPCs (but not creatures as they are the Scout/Ranger domain)
Message Edited by Dariane_Kamutsovy on 04-28-2005 06:31 AM
Jasco702 wrote:
Let's not drift away from our Actual BUGS/Issues and head to things we'd like to have but shouldn't.
Dariane_Kamutsovy wrote:
Couple of questions (just saw the vid)...
a) The fight did last 45 minutes, so either one of you won or did you just "end duel"? Anyway, if 45 minutes of fighting is called faster paced and more exciting combat, then I don't want to know what SOE would mean with slow paced combat.
The fight lasted 45 minutes, then I got a phone call. (so I couldn't heal/etc...). When I came back, I was dead of course. The only reason I lived that long was because I was a doctor, and at times it Was hard to keep up with his damage.
b) I think it's still a big deal of button bashing (ie spamming specials). Wasn't the CU supposed to alter this? At least the fireattack and rooting/snaring is all that seems to be used by your opponent.
It IS all about Button mashing. But abilities now have Cooldowns. So you have to bash the Right buttons at the Right times. Since there is no Combat queue, if you hit Knockdown, then Attack, often times your Knockdown attack would be replaced by the Attack, and not actually happen.
c) Did you use many different attacks? That is, if you were able to! It also seems you got more damage to take (numbers above head) then opponent. Was that already halved (innate armor) or did it still have to be halved? Or does the innate armor only apply to kinetic attacks?
The times I was lucky enough to get within range to do Lunge (only a few times the whole duel because of his Double-Snare, and 2 Root attacks, as well as a Knockdown). Once I did Lunge, I tried to Bash all the abilities I could...but as you saw in the video, the 20+ 'Too far' messages while he was kd'd on the ground below me made it impossible. As soon as he did Knockdown recovery which every class has, he would use 'Paralyze' on me, which is a Root that also stops you from Attacking. Then he got distance, applied poison/disease/fire, and shot at me. Had I Not been a Doctor, he would have used more Poison/Disease. And he did try a lot. But I was resist buffed. And could cure the stats. The 'Fire Attack' is a high damage 'regular shot.' Not a Special.
Furthermore, Innate Armour applies to All types of Damage. And I DID use Center of Being the whole fight. Kept re-applying it, to reduce my damage intake.
Ramona_Garcia wrote:
Center of Being halved the damage I took from each hit, so it works in a way.
Isn't that the innate armor doing it?
CoB is used to enhance defenses if I'm not mistaken (so you should get less hits on you person).
Dariane_Kamutsovy wrote:
Ramona_Garcia wrote:
Center of Being halved the damage I took from each hit, so it works in a way.
Isn't that the innate armor doing it?
CoB is used to enhance defenses if I'm not mistaken (so you should get less hits on you person).
Defence now reduces damage taken.
This is 100% true!!! On test this happened to me time and time again. I usually can hold my own in a fight... TKM/DOC in live but on test if I did not get the "advantage" of surprise, lol. I got served. And I shouldsay that this was my first PVP in over a year so admittedly I was not the sharpesttool in the shead. Some duels with inexperienced players I did well but as the days went onpeople learned the kd, par.actions that was the death of TKM and a pain in the neck to others. I got so tired of it I went to AH and shoot long range at attackers with my Rifleman character... At least then I had a chance.
Jasco702 wrote:
List of some bugs/issues that affect TKM.
1) The Dizzy attack is Pointless. It serves no purpose. Since your Target can only Knocked Down once every 30 seconds, they just use Knockdown Recovery. That ignores Dizzy. There is absolutely No Point to Dizzy sincealmost 100%of people have Knockdown Recovery.
2) Knockdown a Target, run on top of them, and get 'TARGET TOO FAR' error. When they get up, you see them warp far away from you. Again, very hard to deal with.
3) 'Root' attacks. Many ranged classes have them. There are 2 types. Stopping Shot (Stopping Shot), and Paralyze (CM). 30 second cooldown before each one can snare you. Once used, you are bound in place for 12 seconds while the enemy shoots at you and you just stand there. If you have BOTH of these abilities, you can snare your Opponent for 12 seconds every 15 seconds. (Snare, Wait 3 seconds when Snare effect is gone. Snare again. Wait 3 seconds when Snare Effect is gone, Snare again. etc...). It creates a Permanent barrier between you and your target.
4) Double-Stacked Snare Effects. 2 Snare effects applied to you will make you move at half of Walking (not running) speed. Almost pointless. Doctor State Removal does NOT remove this.
5) Weapons do Not increase damage. An attack with the best weapon we have, Black Sun knuckler does 220 damage. Take it off, and you do 300 to 350 damage. This is PVE Damage. Meaning you do only 150 or so damage in PVP.
6) On the same note, our Special Attacks are Far too weak for the Action cost. You will do MORE DAMAGE OVER TIME(because of action pool drain)if you spam the 'Melee Hit' ability.
I was video taping a Duel to show these effects...but I ran out of space. Why? Because it went for 45 minutes....as soon as I did a Lunge on the target, he got up and did Paralyze (12 second snare) on me, shooting me while running back. Setting poison/disease/fire, shooting me with Flame Thrower. After 12 seconds, Roots would break...but i would be snared, running towards him slowly. As I got close, Root #2. And repeat. There was No Way to fight him.
I Really think that TKM is Horribly bugged atm. We're doing Less damage than we're supposed to. Dizzy has No benefit. There is NO reason to use it. Our weapons Decrease our Damage. We have no way to Catch up to, or Hold in place our targets.
EDIT: I would also like to note the High Number of Misses we now have. You will miss more than you have Ever missed in your whole life. When you miss an attack and you miss, All of the energy for that attack is Wasted, AND the ability Cooldown is still put into play.
EDIT #2: You can be KD'd while or Before you are PARALYZED, forcing you to STAY in the KD'd position until Paralyze is Gone.
EDIT #3: Here is a Video showing how Snare, Root #1, and Root #2 can be used in an Exploit fashion. I took this 3 minute clip at random out of a 45 minute fight. Luckily, I was a Master Doctor and was immune to the Poison/Disease and could heal and cure my Fire. Any other Melee class would have gotten Eaten up. It also shows the 'TOO FAR AWAY' bug when over your target (who is knocked down on the ground). Please note everytime he is knocked down and I start attacking, he recovers instantly, and automatically I'm 'paralyzed' (Root #2 which doesn't allow you to attack/move for 12 seconds while they dot/shoot you). Anyway, it's a 15mb file. 3 minute clip. Enjoy. http://www.angelfire.com/ultra2/jasco/CU_ROOTS.wmv NOTE: YOU MUST COPY/PASTE THE URL INTO YOUR BROWSER OR WINDOWS MEDIA PLAYER ADDRESS BAR. CLICKING IT WILL NOT WORK
The Roots are causing too many problems for us.
Message Edited by Jasco702 on 04-27-2005 05:16 PM
ALso, to add to all this you action bar move down in chunks of what to apear to be 35 to 40% on each attack you try!! So you had to 'tap dance' and heal after 3 or 4 moves... also this warm up and cool down thing just gets you kill quicker waiting for you clock to run while the other guy is bonking you hard, ( usually was parilized on the ground for 12 seconds... then to the cloner!!!! I reported all this finally as a bug althought it appears it was working as designed.
I have heard from several players who would be in the know to not dispare as Melee CU is being looked at ... may change shortly to more realistic skill group.
NO, I am not quiting TKM, it is for life but I will have to fight more to learn the finner aspects of our skill. Hey its a game... not real life...
Message Edited by NithSano on 04-28-2005 10:59 AM
Jasco702 wrote:
Dariane_Kamutsovy wrote:
Ramona_Garcia wrote:
Center of Being halved the damage I took from each hit, so it works in a way.
Isn't that the innate armor doing it?
CoB is used to enhance defenses if I'm not mistaken (so you should get less hits on you person).
Defence now reduces damage taken.
Doesn't match my experience on test. Once I hit CoB, damage taken was halved, and once I negated TIA with armor gloves damage taken was doubled. So, I would say they stack.
Dariane_Kamutsovy wrote:
Then my conclusion must be that CoB + Innate are NOT cummulative...
Correct?
As Master Smuggler/Master TKA CoB should held 50% and Innate should hold 50%
As it is, from the total damage dealt, around 48% is really stopped. Wether or not I've CoB used.
Dariane_Kamutsovy wrote:
Then my conclusion must be that CoB + Innate are NOT cummulative...
Correct?
As Master Smuggler/Master TKA CoB should held 50% and Innate should hold 50%
As it is, from the total damage dealt, around 48% is really stopped. Wether or not I've CoB used.
Jasco702 wrote:
Dariane_Kamutsovy wrote:
Then my conclusion must be that CoB + Innate are NOT cummulative...
Correct?
As Master Smuggler/Master TKA CoB should held 50% and Innate should hold 50%
As it is, from the total damage dealt, around 48% is really stopped. Wether or not I've CoB used.
TKM Innate Armour is as if you're wearing a suit of armour. The CoB also reduces damage. For example, fully naked...fighting a Rancor, I took 180 damage/hit. If you use CoB, you will only take around 68 damage.
So it is Beneficial to use CoB all the time. It is the THE MOST important part of being a TKM.
Silver_blade wrote:
Jasco702 wrote:
Dariane_Kamutsovy wrote:
Then my conclusion must be that CoB + Innate are NOT cummulative...
Correct?
As Master Smuggler/Master TKA CoB should held 50% and Innate should hold 50%
As it is, from the total damage dealt, around 48% is really stopped. Wether or not I've CoB used.
TKM Innate Armour is as if you're wearing a suit of armour. The CoB also reduces damage. For example, fully naked...fighting a Rancor, I took 180 damage/hit. If you use CoB, you will only take around 68 damage.
So it is Beneficial to use CoB all the time. It is the THE MOST important part of being a TKM.
Meh, so now it's really all about damage and the reduction thereof. No "avoidance". No "parries". No "Dodges". Just Damage and its mitigation. How much Damage youdo is influenced by level difference, modified by accuracy minus targets defense value. Damage taken is also based on Level Difference plus opponents accuracy, minus your defense value, minus innate armor, minus Center of Being "defense" Bonus. Might as well slap an AC value on characters and have the opponent roll vs its THAC0, it's the same result.
Why, oh, why didn't they take their time with the CU? TKA -> Tank through avoidance, the CU documentation stated, and what we got is plain mitigation. I guess the Devs had no time to balance the avoidance and defense values, so they went with the "safe pure DPS comparison".
In this sense, combat has really been downgraded.
Dangit, i hope this gets fixed. I don't hold my breath though.
Exactly. We were fed a line about TKM capabilities in CU. I'm a die-hard TKA, and it's frustrating to see that the "innate armor" excitement really boiled down to "percentage of damage mitigated" instead of something more capable.
Here's a thought - if someone with a special ability hits you, who gives a rat's tockus how much damage you didn't take, if you're paralyzed, poisoned, or bleeding? If armor doesn't prevent you from being injured at all, even on minor blows, it's not armor - it's padding. Meatlumps can hit and damage me now. Get it? TKA now has "innate padding", and we can't wear other armor types.