Teras Kasi Archive
Thread: Teräs Käsi Bugs
I did some terminal missions last night. I am Level 57 (master TK, master scout). I took level 55/56 missions (quenkers, huurtons, voritors) and could handle 1, but would beincapped if both agged me (and they always did). Also, if I managed to kill one, my health would be so low I would have to run away (when I made it and did not get incapped trying) and wait 5 min to recharge. It reminded me a lot of grinding UA as a noob, back before I had any money for buffs. The regen rate is so low, we are always waiting for it to regen. I used canape, brandy, pie, and steak and none seemed to make much difference.
Now, I came accross 3 jantas, level 55 and was able to stand up to them fine. It took me longer to kill them, but my health held up fine. I have read other posts where TKMs hunting NPCs say they did okay, yet all of us doing animals got owned unless they were 10 CL below us.
Question: Could it be that our armor is not working for entities but is for characters?
Thanks,
After seeing the condtion of a clothing item go from nearly 100 to Zero I got suspicious.(a reward item from the rebel theme park)
That clothing item is a hat/Helmet which has zero protection stats.
So it seems that even though I wasn't wearing any other kinds of armor and the hat/helmet isn't really armor it was acting as if so, thus negating my innate armor.
No wonder level 25 huurton Stalkers were beating me up badly.
I solved that problem by taking the Hat off and my innate armor worked great against those same Huurtons and even a pair of level 50 savage quenkers, hardly losing any health.
I'd advise then anyone who is havng problems to strip down and check the condition of any of your clothing items.
Clothing items acting as armor I hope is a bug. It would be nice to be able to wear clothing and not having to worry if it's going to corrupt our innate armor.
As a Master TkA I do more dmg without VK's then with. My old VK's use up my action bar while doing less dmg then without. Why use them then?
The master special combo attack seems worthless. The dmg is lower then just using melee attack about 2/3's lower in fact.
Warp1001 wrote:
Warp1001 wrote:
Oh thanks for the tip on Meditation... I go try that then.
Yep that worked great.
Now I hope they tell us soon what the heck powerboost is for now.
ALso how long does it last, I don't recall seeing any messages or icons showing it.
Regarding innate.... I'm still fuzzy about how good it is.
Being a MRM too I put on some recon amor and faired much better at close range.
However I just discovered something else.
When I was fighting unarmored I wore only clothing but had a hat on named helmet an old reward from doing the rebel themepark. Anyways I noticed that it lost all of it's condition today going to zero.
It was on excellent condition earlier today.
Could it be that any head gear is being treated like armor?
That helmet never had any stats and is only clothiing.
Anyways I'll get on again and test out my Innate armor Naked next time.
CandiDance wrote:2- Advanced combo does LESS damage than melee strike. In fact the basic bralwer attack of melee strike appears to be my most powerful move at the rate of 2-1 more damage than advanced combo.
Actually it doesn't. I tested this out today. Just for ease I did the test against a level 8 Gurrcat. Here is what I found:
Strike - 679, 679, 679, 679
Combo - 308, 308, 308, 308
Sounds like you are right, except that I noticed that although it reports 308, the move clearly does more, since I can almost 1-shot a 1200 ham creature.
Further testing revealed that combo does not report correctly, but in fact does 1.5 x as much damage as "hit" and about 1.35 times the damage of "strike".
If you put combat feedback on "verbose" and ask for everything, you will see different damage numbers being reported in different places. But if you check how much the HAM drops on the target, you will see that in fact combo does the most of all TKA damage moves, followed by Strike, and then Hit.
C
Meditate is bugged now you have to sit then hit meditate
or macro it this works
/sit;
/meditate;
Warp1001 wrote:
Innate problem Solved?
Ok I found my Innate armor , at last.
After seeing the condtion of a clothing item go from nearly 100 to Zero I got suspicious.(a reward item from the rebel theme park)
That clothing item is a hat/Helmet which has zero protection stats.
So it seems that even though I wasn't wearing any other kinds of armor and the hat/helmet isn't really armor it was acting as if so, thus negating my innate armor.
No wonder level 25 huurton Stalkers were beating me up badly.
I solved that problem by taking the Hat off and my innate armor worked great against those same Huurtons and even a pair of level 50 savage quenkers, hardly losing any health.
I'd advise then anyone who is havng problems to strip down and check the condition of any of your clothing items.
Clothing items acting as armor I hope is a bug. It would be nice to be able to wear clothing and not having to worry if it's going to corrupt our innate armor.
Besides, I like wearing a hat.
Some other tests confirm what others here have been posting.
As a Master TkA I do more dmg without VK's then with. My old VK's use up my action bar while doing less dmg then without. Why use them then?
Without the Vk's my action bar remains pretty full the whole time.
The master special combo attack seems worthless. The dmg is lower then just using melee attack about 2/3's lower in fact.
Armor Break a brawler skill was doing a lot more dmg then my TKA specials.
FOW does nothing... I have been incap a bunch of times,looked at the timer at how long i would have till i get back up,i then i hitt FOW and I get the system message that it worked but nothing happens.The incap timer reads the same andI never ever get back up........It just dosnt work.
Power Boost Does nothing ... I can meditate,power boost,watch the dumb little yellow bar go up and nothing,my HAM never changes. I can also use it 2 times in a row with zero results.
Our armor blows, I am also a fencer and I went and killed a Bol outside my house with no armor and no VK. I always took 23 points of damage. I then went and put on Bone armor (its Battle armor now with 1600 stats) I went back outside and fought some Bols with no VK and took 18 pts of damage withevery hit from the Bol.
Message Edited by FM_Warblood on 04-30-2005 01:48 AM
Jasco702 wrote:Folks, it's not a Bug. Innate armour is the SAME as the Battle Armour that was on TC. It is 48% damage reduction. But to be a Truly Effective Tank, and take minimal damage, you need to use Center of Being. This is something that many of you are Not doing.
Well I've been trying to use COB but there are issues, such as:
1. If you dare touch a movement key by while it is firing, it gets "interrupted" and doesn't go off. You have to click it and then LET GO of every key and the mouse to make sure you don't accidentally cancel it. I'd estimate about 1/4 of the time it just cancels itself anyway (this is when I try to fire it before combat starts, not during... for during, see point 2...).
2. Even if you are successful at getting it to not self-cancel, because it is "interruptible" it seems to get cancelled by attacks that happen while it is firing (this is unconfirmed... a swordsman and I were dinking around and this is our guess... if not then sometimes it just doesn't "take" when you fire it). So now I am in combat, and COB starts fading, and so I punch it again as it drops, and oops! The chuba bit me while I was revving up, and now COB doesn't fire, is expended, and I have to wait for a recharge. The only viable option here is to fire KD and then immediately COB, but that only works if the KD is successful. If it fails, you have to sit there getting pummeled while you wait for KD to charge, then hope KD works, then do COB... ugh what a pain in the undercarriage.
Either way, I estimate that despite the fact that at the start of every battle, and every time my COB faded, I hit COB, I was probably fighting without it active 50-75% of the time. Understand what this means: After spending 2 hours trying to keep COB up 100% of the time during combat, I probably succeeded at having it be up about 50% of the time.
This is not viable if it is our primary defense. It needs to NOT be interruptible. Lock us in place when it fires if they want, but don't make us able to accidentally self-interrupt it. At one point tonight while my swordsman friend and I were being attacked (and pummeled) I actually had to STAND THERE for about 6 seconds hitting COB over and over again until it finally "took". Meanwhile I was being whacked on while I stood there doing nothing. But it was that or start firing attacks and keep getting pounded.
There has got to be a better way to deal with this than having us do "COB... darn it didn't take... wait for recharge, wait for recharge... COB! COB!... Darn, it didn't take... wait for recharge, wait for recharge... COB! COB! COB!... crap I hit 'w' and interrupted it!... wait for recharge, wait for recharge... COB!OCB!COB!!!!... finally!!" That's no fun, really. It's not.
C