Teras Kasi Archive

Thread: A new communications plan and the TKA State of the Profession thread

pyclone
Tue Nov 04, 2003 7:17 pm
#27

ummmm... how the hell do you get 3k dmg with unarmed hit2? maybe with good VK's but my guessis they were knockeddown or holding a carbine rifle of heavy weapon or both



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Daidoji
Tue Nov 04, 2003 7:37 pm
#28






Xytroncore wrote:





Jesterstear wrote:

I don't know about you, but I already do 2000-3000 damage a second with only unarmed2....a flamer does say 7000 every 8 seconds with flamesingle2....you do the math to see if we're so underpowered that we need to be buffed.


Are you looking at the combat readout or the actual hit (numbers above the creatures head)? The numbers that show up in the combat tab are not actual damage. I routinely hunt with a friend that uses a flamethrower, and he easily out-damages me.






They may out damage you shot for shot (obviously 7000 damage is higher then 3000), but you can get 8 shots of 3000 in before they can get another shot of 7000 in.....and yes, the 3000 is actual damage.



Against what? something with vulnerability to kinetic?



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mega3113
Tue Nov 04, 2003 7:57 pm
#29

What VKs are you using? I'm a master Trand TKM and I don't do near that damage. You must have the best VKs on all the servers to be doing all the damage your doing. I have VKs sliced to a max damage of 160. I have never hit a standing target for 2k with unarmed hit2. Never. Please tell us how your getting these incredibly high damage numbers.


Thank you in advance

FrankLee
Tue Nov 04, 2003 8:47 pm
#30

One interesting thing about the out of range error...
In pvp I don't use follow because things happen too fast anyway, and I like to have the freedom of moving to whichever environment best suits me. But in PvE I have noticed that the 'follow envelope' seems to shrink if you follow during combat. To see what I'm seeing (and maybe this is just the LSD talking) follow a non-aggro monster. Keep an eye on the range and the visual perception of distance. Then initiate combat, see if you don't squeeze in closer and stay closer. Let me know how you make out.

Aside from that, I think TKA is finally getting where it should be. We do good damage (but can't defeat much armor or anything with kinetic resists), so while I won't look askance at the boost, I wouldn't have asked for it personally. I'd like to see a time where VK's became obsolete as your bare-hand fighting progressed. If they made our hands AR2 piercing at tier 4 or mastery, I think you'd see most die-hard vk-wielders switching. Also, if VK's were slowed to the point that you could actually hit faster with your hands (meaning they'd need to be slower than 2.2 at TKM level, since we can eat a 1.2 second margin), you might see them falling out of favor that way too.

-FL



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cimianx
Wed Nov 05, 2003 5:29 am
#31

I sincerely doubt that you're routinely doing 2-3K damage with UH2. Certainly, under highly restrictive circumstances (e.g., rifle wielding, prone NPC) you might do 2-3K damage, but do me a favor, go to Dathomir and fight Kamurith Defilers. Come back and tell me you're doing 2-3K per second. I simply don't believe it. Heck, in my limited testing I came nowhere near 2-3K damage vs. an undefended Kamurith lair with UH3, and everyone gets a damage bonus vs. undefended lairs.


I will point out that VK's incur a terrible HAM cost. A Commando uses auto-attacks for his damage (no HAM cost). Over time (i.e., multiple opponents), a Commando is going to outdamage you because you'll be out of HAM. I've fought alongside Commandos before, and I have to spam UH3 with sliced 49-191 VK's just to keep up. Needless to say, I'm in bad shape after just one mob.


The damage boost helps us in two ways - at master, we're more competitive with other combat classes in a great variety of scenarios (we're competitive now, but in limited scenarios) and our auto-attack gets a boost so that we can conserve our HAM for when specials are needed instead of being forced to spam specials.




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Trimatthias
Wed Nov 05, 2003 5:30 am
#32

well, I know Im pretty new to the profession, but at 2/1/2/2 I have hit over 2k with VK's on an unarmored, non resiststant standing target... I tend to average a lot lower... somewhere around 1300 with UH2..



my VKs are:


51-203 (34% dmg slice)


2.1 speed


27% max Dmg powerup not 100% on the powerup stats.. thats pretty close though... the dmg numbers are right though with that powerup.


ham is...


27 health


52 action


18 mind


I think these are pretty good VKs... hope I was able to help



oh I play a human BTW





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Rolancor
Wed Nov 05, 2003 10:09 am
#33

Forgive me, not trying to troll here....


The 7000 damage ya folks are quoting for commando damage... that is combat text window damage, not actual damage. The flamethrower is an AP 0 weapon. We hit for 4000-7000 (with the Flame 4 style, flamesingle 2) on things with no heat resist or heat vulnerability if it's armored... Other then that, the same resistance and armor rating reductions apply to our damage amount as what applies to TKA's. The one caveat here is that the flame DOT is not effected by armor or resistance... that and the frontloaded damage from the flamethrower is why commando's can be totally devestating against certain opponents, and remain effective vs. others.


From grouping with a TKA in my guild, there's opponents that the commando can decimate, and others that the TKA can tackle that the commando has difficulty with. In the long run, I think the commando pulls ahead slightly do to the flame DOT. I'd argue that the commando has to put more points into their profession, but just look at all the Flame 4 / Master Creature Handlers (or near master) that are running around.


After the pet changes, I'd argue that the dominant PvE combat class would be a Master Commando with 0 0 0 4 TKA, or a Master TKA with 0 0 4 0 Commando.



Kane_Firestalker
Wed Nov 05, 2003 10:21 am
#34






Jesterstear wrote:

I don't know about you, but I already do 2000-3000 damage a second with only unarmed2....a flamer does say 7000 every 8 seconds with flamesingle2....you do the math to see if we're so underpowered that we need to be buffed.


Are you looking at the combat readout or the actual hit (numbers above the creatures head)? The numbers that show up in the combat tab are not actual damage. I routinely hunt with a friend that uses a flamethrower, and he easily out-damages me.






If you arent outdamaging the Commando, then youre not doing something right.


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=28664


check that out if you think commandos are so uber




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Mohr
Wed Nov 05, 2003 11:05 am
#35

This is a great post. I'm following the happy bouncing holocron and untrained all my BH stuff last night to follow the path to TK Master. I think I'm actually pretty happy about it. Nothing short of this would have gotten me to budge out of the skills I was in.


I usually stay out of these forums due to all the negativity and was very pleased to read this post. I came in here hoping to find some sort of explanation and/or guide to all the new moves I'm going to be learning. I don't know if it exists or if its something that could be done...but I would love to see a "current" version of what all the moves are supposed to do. This would help me study and use this class to its fullest. These forums are full of posts going back to July and I realize most everything has changed significantly since then. I plan on spending a lot of my grind time analyzing all this stuff to get these answers but it seems to me there should be something published by the devs describing how they currently envision all the moves working so we can use them well and/or test them versus actual.


Sometimes I think a lot of the anger and grief on these forums is born of lack of information.


If anyone knows of a definitive guide on TKA that is current or helped them please e-mail me or respond.


Thanks a ton....happy TKA'ing

tacwraith
Wed Nov 05, 2003 3:56 pm
#36

Actually, I believe the damage the TKA does is rather high.


Before the flame starts, consider the TKA has the most utility abilities of *any* other class..and they all benefit them inmensely.


Meditation canheal poisons,diseases AND wounds. Only a doctor can match that.. and docs cant do that to themselves for 'free'.


Power Boost buffs lets you buff yourself..not as good as a doctor, but still its a very decent buff.


FOW, while not exactly super-practical, has no equal in any other proffession.


Knockdown+dizzy attacks, ability to choose WHICH ham bar to hit.


That is a boatload of abilities.. the other melee classes get **edit** envy from it and most end up dabbling in meditation line because its so **edit** GOOD.


Now the other proffessions have access to higher AP damage weapons and bleeds...thats it.


IMO the tkasi need to have not their damage increased but rather their speed and defenseincreased. TKA should be a class that should hit fast andlast long in a fight..but not hit as hard as their sword/pole siblings.





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Xytroncore
Wed Nov 05, 2003 4:04 pm
#37






Kane_Firestalker wrote:





Jesterstear wrote:

I don't know about you, but I already do 2000-3000 damage a second with only unarmed2....a flamer does say 7000 every 8 seconds with flamesingle2....you do the math to see if we're so underpowered that we need to be buffed.


Are you looking at the combat readout or the actual hit (numbers above the creatures head)? The numbers that show up in the combat tab are not actual damage. I routinely hunt with a friend that uses a flamethrower, and he easily out-damages me.






If you arent outdamaging the Commando, then youre not doing something right.


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=28664


check that out if you think commandos are so uber






I was saying we're already outdamaging commando's by far, we didn't need to get a buff in damage output.



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TKWarrior
Fri Nov 07, 2003 2:28 pm
#38






Xytroncore wrote:

I don't know about you, but I already do 2000-3000 damage a second with only unarmed2....a flamer does say 7000 every 8 seconds with flamesingle2....you do the math to see if we're so underpowered that we need to be buffed.







And how much ham does flame single 2 take when you use it? Umm none thats right zero.






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Xytroncore
Fri Nov 07, 2003 5:25 pm
#39






TKWarrior wrote:





Xytroncore wrote:

I don't know about you, but I already do 2000-3000 damage a second with only unarmed2....a flamer does say 7000 every 8 seconds with flamesingle2....you do the math to see if we're so underpowered that we need to be buffed.







And how much ham does flame single 2 take when you use it? Umm none thats right zero.








18...pretty much neglidgable, but not 0



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Manimal : Gunslinger
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