Teras Kasi Archive

Thread: Is something wrong?

Doctor_Zaius
Wed Dec 17, 2003 8:28 pm
#14

I dunno but i've seen my ham costs when using vk's skyrocket,.. 260 ham points for ua hit 3... and this 'special use damage will regen a lot faster' is so bogus.. same downtime justmore incapping..





Cancer Sucks

gunner4life
Thu Dec 18, 2003 4:12 am
#15






VikaLine wrote:

Ive been taking alot less damage in pve, now in PVP im gettin SHREDDED by ranged users. Some Pistoleer 2 shot me with stopping shot today (wasnt even a master) 1st shot was for 780 second was for 650... I never went down that fast prior to this patch in pvp .. I guess its almost forcing melee into going ranged for ranged mitigation.







unlike tka the damage per shot doesn't change for a ranged weapon depending on skill. a marksmen with pistol 4 and a master gunfighter will do the same damage with the same gun. the only thing that changes is the damage per second because the master will fire a lot quicker and more accurately.


oahep acto master gunfigher / master smuggler / teras kasi warriour




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Knocky
Thu Dec 18, 2003 5:11 am
#16






_Macabre_ wrote:





the_synner wrote:
since the patch yesterday ive noticed that i am taking WAY more dmg than i used to, im getting ripped up by White con mobs in like 3 hits..... i know that it didnt use to be this way, anyone else having this problem?




This thread has gone off on a bit of a tangent, but I expect the issue here is the creature re-balance. Things have changed so a white-con is closer to something that should be somewhatchallengingbecause armor and resists are now taken into consideration on creature level. You have to go back and re-examine all the critters you've been fighting because their stats have probably changed.



Don't forget White cons are supposed to be EQUAL in power to you. Yellow = slightly tougher and Red = stronger than you. If you are going up against a squad of 6 white conned Rebels...you should die...unless you are buffs and pop stims. That being said...it is harder to clear a Rebel HQ now. But then again...no one should have been able to solo a base but I still can...even though it's harder.
Anakron
Thu Dec 18, 2003 7:28 am
#17

I was watching my specials & the damage I take last night while fighting serveral Prowling Gurrecks. I NOTICED that they do the same damage no matter how many effects I place on them.


No effects- 120-180 damage


Blind- 120-180 damage


Dizzy- 120-180 damage


Stun- 100-160 damage


All three effects- 100-180 damage



I thought these efects were supposed to reduce the damge they could do to us. I did see the prowling Gurrecks doing over 400 damage to my Gurreck, even when they had all three effects on them. I know we got Melee mitigation now & that's supposed to help, but does that mean our specials dont do anything now? It looks like there is actually no reason to even use the special effect attacks anymore except for the extra damage they may do to the target, which isn't much help considering how much HAM they cost.


I also tried using my specials & watching my Character sheet to see how fast I recovered the HAM cost from the specials & also watched my HAM from normal combat damage... I see no difference. Looks like the DEVs have $crewed us again.





In the Darkness, Silence is Deafening


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the_synner
Thu Dec 18, 2003 12:37 pm
#18

i dunno, i realize that white con mobs are supposed to be equal but it seems that our ranged def and melee def mods arent working...




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_Macabre_
Thu Dec 18, 2003 1:33 pm
#19






the_synner wrote:
since the patch yesterday ive noticed that i am taking WAY more dmg than i used to, im getting ripped up by White con mobs in like 3 hits..... i know that it didnt use to be this way, anyone else having this problem?




This thread has gone off on a bit of a tangent, but I expect the issue here is the creature re-balance. Things have changed so a white-con is closer to something that should be somewhatchallengingbecause armor and resists are now taken into consideration on creature level. You have to go back and re-examine all the critters you've been fighting because their stats have probably changed.



Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
VikaLine
Fri Dec 19, 2003 1:27 am
#20






gunner4life wrote:




unlike tka the damage per shot doesn't change for a ranged weapon depending on skill. a marksmen with pistol 4 and a master gunfighter will do the same damage with the same gun. the only thing that changes is the damage per second because the master will fire a lot quicker and more accurately.


oahep acto master gunfigher / master smuggler / teras kasi warriour






I know that what I find a bit wrong is the fact they can now outdamage me from 60m, yes before I got shot in pvp but I NEVER took 700 damage shots from a pistoleer while in comp before this patch.



Vikaline
-Master Doctor
-Tera Kasi Master
Maharaja
Fri Dec 19, 2003 1:36 am
#21

Even though it was said regarding the enemies, remember - they warned us about this problem, and about only part 1 of the 4 part combat fix being implemented. Combat is totally screwed up until the whole patch is implemented, so all we can do is wait. This could very well be a result of the problems that they warned us about.



~Lijo Thengil~
Hypatian
Fri Dec 19, 2003 1:45 am
#22






Anakron wrote:

I was watching my specials & the damage I take last night while fighting serveral Prowling Gurrecks. I NOTICED that they do the same damage no matter how many effects I place on them.


No effects- 120-180 damage


Blind- 120-180 damage


Dizzy- 120-180 damage


Stun- 100-160 damage


All three effects- 100-180 damage


I thought these efects were supposed to reduce the damge they could do to us. I did see the prowling Gurrecks doing over 400 damage to my Gurreck, even when they had all three effects on them. I know we got Melee mitigation now & that's supposed to help, but does that mean our specials dont do anything now? It looks like there is actually no reason to even use the special effect attacks anymore except for the extra damage they may do to the target, which isn't much help considering how much HAM they cost.


I also tried using my specials & watching my Character sheet to see how fast I recovered the HAM cost from the specials & also watched my HAM from normal combat damage... I see no difference. Looks like the DEVs have $crewed us again.





I'm pretty sure that these three effects don't impact damage done. Unless I'm mistaken, stunned creatures attack less often, blinded creatures hit less often, and dizzy creatures (should) have some chance to fall over on posture change. Intimidate is the effect that directly decreases creature damage output. Another possible interpretation of stun might be that the enemy's defenses are lowered. (To be honest, the only effects I'm sure of are blind, which does reduce the chance to hit, and intimidate, which does decrease damage per hit. Stun, I have not throughly examined.)



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