Teras Kasi Archive
Thread: Official from devs TKM Innate Armour = 48% protection.
Keep in mind also that BH are the 1 vs 1 specialists.
Ewach wrote:
Not that the innate armor makes one heck of a difference (right now).
I tried a TKM/Pistoleer on TC-EP3 today. Did fine against creatures.
Then I met up with another player (BH/Commando) and we decided to spar and see what happened.
He spilt my blood all over the desert of Tatoooine.
Summary:
We started at range, but I closed quickly. He stood his ground so I didn't have any problems like keeping him in range had he been running around.
I was using Advanced Dizzy and Advanced Leg Sweep, with Advanced Combo for my auto-attack.
Only knocked him down once or twice out of about dozen attempts. He recovered very quickly using a KD recovery move. I only got in maybe one or two blows with him on the ground.
He was armored - I was not, relying on my Innate TK armor.
We were both buffed (from the frog Doc buff).
At the time he incapped me, I had only reduced him to about 75% of his initial health, if that low.
(Edit) Oh - one other thing - the second time we dueled he just defended so I could try some other options. I attempted the armor break move about a half-dozen times and never succeeded once. Hit him with it a couple times but no effect on his armor.
Rinviero wrote:
Blixtev wrote:Before "TKA's get 60% armor" becomes folklore I want to point out that is incorrect. The TKA + armor translates into 6000 armor(still tweaking this number).
Nice to see the number crunchers have already shown the end balance of armor stats.
Then looking at this graph we can see where that is in % terms.....http://www.imagedump.com/index.cgi?pick=get&tp=236658&poll_id=0&warned=yHey presto, 48%..... Just thought I should pass it on.
Clicky!
Message Edited by Smiker on 04-16-2005 09:55 PM
With perfect res we could potentionaly make a unlayered battle armor with these stats but not better. As for layering it's a zero sum game, you add protecion against 1 thing and remove the same amount from something else, so we could make an armor with better kinetic protection (maybe as much as 1500-2000 more if it's an assault armor, again with perfect resources) but it would have 1500-2000 less energy protection instead. Also 1500-2000 is not as much as it sounds because armor uses diminishing returns, 8000 = 56% not much more than your 48% (and the 4000 energy protection it would have equals only 36%)
Mcgreag wrote:
As an armorsmith 6000 armor to everything is VERY good. Actually it's so good many AS fear that everyone will include TKM in their templet so they won't need to buy armor, specialy now that armor uses 3 times more res and will be correspondently more expensive.
With perfect res we could potentionaly make a unlayered battle armor with these stats but not better. As for layering it's a zero sum game, you add protecion against 1 thing and remove the same amount from something else, so we could make an armor with better kinetic protection (maybe as much as 1500-2000 more if it's an assault armor, again with perfect resources) but it would have 1500-2000 less energy protection instead. Also 1500-2000 is not as much as it sounds because armor uses diminishing returns, 8000 = 56% not much more than your 48% (and the 4000 energy protection it would have equals only 36%)
QFE
TKM innate armor is very good, no reason to think it sucks... no other armor has 6000 to both kinetic and energy. Its either both are under 6000, or 1 is over and the other is under. TKM has both right at 6000. Throw in the high defenses + cob and it really works rather well.
KnightHawk420 wrote:
Mcgreag wrote:
As an armorsmith 6000 armor to everything is VERY good. Actually it's so good many AS fear that everyone will include TKM in their templet so they won't need to buy armor, specialy now that armor uses 3 times more res and will be correspondently more expensive.
With perfect res we could potentionaly make a unlayered battle armor with these stats but not better. As for layering it's a zero sum game, you add protecion against 1 thing and remove the same amount from something else, so we could make an armor with better kinetic protection (maybe as much as 1500-2000 more if it's an assault armor, again with perfect resources) but it would have 1500-2000 less energy protection instead. Also 1500-2000 is not as much as it sounds because armor uses diminishing returns, 8000 = 56% not much more than your 48% (and the 4000 energy protection it would have equals only 36%)QFE
TKM innate armor is very good, no reason to think it sucks... no other armor has 6000 to both kinetic and energy. Its either both are under 6000, or 1 is over and the other is under. TKM has both right at 6000. Throw in the high defenses + cob and it really works rather well.
QFE from me, too. Wow, my first queefing... I can definitely say from experiments on the test side, in battle armor, assault armor, and unarmored, that the best luck I had surviving as a TKM was unarmored. Before reaching mastery, it was a little difficult... I certainly can't call managing to outlast a teammate in combat ('til I could catch up while she was forced to kite, and get the beasts aggroed on me again, anyway) while she was in battle armor, and I'm in civvies, bad whatsoever.