Teras Kasi Archive

Thread: Mankind, any idea how strong TKA Innate armor is?

zolari
Thu Apr 07, 2005 10:36 pm
#14

thought tkm BH was good before think of this


TKM with innate armor and good defense grabbing BH with duelist stance to reflect a portion of damage back


how much? who knows but this could possibly mean that the innate 60 armor plus a stance to take another percent of the damage done and reflect it back which would add to threat generated also maybe?


all speculation but could be great combo



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Zolari~~Bounty Hunter
sposey
Fri Apr 08, 2005 9:26 am
#15

From what everything I have read, is that the innate TK armor is in effect unless you wear armor.
garvin
Fri Apr 08, 2005 10:07 am
#16


I don't know how much of the TK plans have changed, but when I asked "How does this avoidance thing suppose to work and how will TK's compete without armor?" to a programmer awhile back at the August Austin Summit, the response I got was:


"A TK will be extremely hard to hit (avoidance)...but when they do get hit, they get hit hard...the moment they put on ANY armor, they lose their avoidance ability (that's the trade off)."


If I had to make a guess, the innate armor helps to mitigate some, but obviously not likely as much as wearing actual armor (or at least to the level of advanced armor). The Devs likely want to make sure that TK's have some form of mitigation, even armorless, so that the "hit hard" aspect doesn't one-shot kill TKs (what fun would that be)...


When I can finally get my M.Commando/TKM template going, I plan on running some tests to see how much damage is taken/mitigated wearing armor vs. not wearing armor...should be interesting...I'm been excited from day one regarding the idea of Commando/TKs going Armor'less (which removes the armor penalties).

Message Edited by garvin on 04-08-2005 10:12 AM



Garvin Lansdowne
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Flatlinedmemory
Fri Apr 08, 2005 10:10 am
#17

No the IA will most likely be lower than any armor in the game because we wonthave any hinderance
Mankind00
Fri Apr 08, 2005 10:16 am
#18

I've been playing around today now I've got novice TKA & Innate armour seems to work just like toughness used to, but againest everything. From what I have see it is a pure percent reduction in damage however I have noticed some hits I take where it didn't effect so I'm going to run some more tests on that later.

I've just finished geting novice pikeman so I can see the types of numbers armour is mitigating. Hopfully then we will be able to see just how effective this will be.

I believe that once this is combined with other deffnces & Improved CoB this will be very effective.

On another note at the moment PSGs do stop TIA. It's on my list of things to ask about.



___________________________________
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Jeren_Sehn
Fri Apr 08, 2005 2:00 pm
#19

I was running some armor tests with a TK Novice and we noted the same thing. He seemed to (generally) have 20% damage reduction, which corresponds to his +20 innate armor.




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shrjuhsjrsrhr
Fri Apr 08, 2005 2:35 pm
#20

Looks like IA have higher resists than armors, and it works vs. all conventional damage types.



Edan Catarn - Jedeye Night
Nealile Ecisne - Ez Reaper
showmercy
Fri Apr 08, 2005 11:00 pm
#21


Finally got intermeditate power tech. I am noticing a difference in the damage I take already.


edit: mind you this is because as you go up in level you take less damage. To be honest, inate armor isn't doing very much for me. I am taking about the same damage as the guys with pistols III with no armor on.

Message Edited by showmercy on 04-10-2005 04:45 PM



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