Teras Kasi Archive
Thread: Why should we get an additional damage type? Dev's want to know.
Aranel wrote:
- Aren't we the only class without DOT?
- Can't we break a guy's neck and watch him bleed?
- I think that would be DOT.
- Don't mind me though, I'm just an idiot.
- That's the type of damage we need...
- Aren't we the only class with a meditation tree? who can heal their own wounds without having to lose mind by doing it?
imo we'd need a different dmg type than any of the elite brawlers...
so i'd go w/ cold or restraint.
although, you can always wish for poison ![]()
as it is now i don't think tka should get an additional damage type he is alredy the melee profession who do most raw damage and is damage is also comparable to the one of swordsman against AR2 and more, damage mitigation offer another big advantage in pvp and most creatures have been nerfed to both armor and res.
not to say self buff, self healing and best defence skills around (when CoB is fixed)
if tka get a damage reduction i think a different damage type (as other melee) is necessary (maybe heat or cold necause stun, electrical, blastare alredy used by other professions and to have restrainttka should have a damage output worse than fencer
sorry for bad english ![]()
The more I think about it, the more I believe that any additional damage type ought to be in the form of special attacks that do a different damage type, rather than new "weapons" (even if they're actually bracers or whatever.) This means that it will always be costly to use the other damage type, which means that we have to think about the choice even more than most professions. Also, most of our special-effect moves would still do kinetic no matter what, again making things interesting and difficult. We should need some real experience to figure out whether using the stun/restraint/whatever moves would do enough good to deal with a creature that has high kinetic resists, since our main state-change attacks are all going to be doing kinetic.
In essence, I believe that doing things this way would give a TKA a chance (or something to do) against mobs with very high kinetic resists, and provide more variety to combat. Because we don't really have a large selection of weapons (and I'm in the "we should have no weapons" camp), I think that adding moves that do AP 1 or a different damage type or the like are a necessary part of our arsenal. It gives us enough options to fight well, but makes us think differently from most combat people. Not "which weapon do I equip for this fight?" but "What's the best mix of attacks to use?"
Anyway, we'll see how things go. ![]()
Restraint would be good in a two fold way. First having restraint would be an interesting new niche for the TKA in groups. This would have the added effects of being able to help in pvp and in pve groups more. With Restrain not doing much damage this would help keep our damage in check so we don't become more powerful solo wise but much stronger in groups. PVP and grouping is starting to pick up more as of late but it's still really subpar and if getting specials that help the idea of grouping then it can only help the larger idea of group PVE and the GCW.
On the flip side though having stun or engery weapon damage would be nice. This would give us better PVP and GCW combat damage ability. Most people in PVP/GCW use Ubese or Comp. suits of armor, both of which have good if not great Kinetic resists and with out ability at present to only do Kinetic damage we leave ourselves open to be seriosuly hampered. Stun would be my preferrable choice for damage but energy would also be good and is often used in SW universe on melee style weapons. But Stun would as I said a moment ago be the best. Along with many of the armors being weak to stun since most armor crafters do not care about that defense with most stun damage weapons sucking or simply not favored it would change the armor scheme of things and make people be a little more careful in their armor design.
Personally I would like to see both brought into the game but if could only get one of the two ideas then I would go with Restraint since this game really needs more grouping and player combat added.
There is reason for us to get different types of damage, and the other melee classes are the main reason. Power hammers do blast damage. Stun batons do stun damage. I don't even get how the hammers do blast damage but that should be reason enough to give us different types.
VK are our main (read
nly) weapon and most people are divided on if we should even use them. Using the concept of a VK there are mainly two weapons I can see being put in:
VK-Stun - has a small current running through the blade.
VK-Acid - Acid tipped VK.
They make sense and give us more than just kinetic damage.
I like the idea of a special move that does a certain damage type. Stun sounds good to me. Here's my idea:
The move should be pretty costly in terms of HAM (significantly higher than UAH3) so it can't be superspammed.
The move is a highly focussed strike to a vulnerable area on your opponent, say the solar plexus (I realize that's a fairly hard spot to hit as you have to hit really hard, but that's the idea). It would cause a large amount (3.5-4.0x damage modifier) of stun damage with a very short term DoT effect, for say 1/3 of the initial damage per tick. Assuming a 4.0 mod, before armour this is about 1600 damage in the initial strike, and 533 for perhaps 3-4 ticks after (maybe less, I realize that is quite high). This would also stun the victim.
Call it "Striking Sando" maybe? That was the huge Godzilla-like sea monster in Episode I.
Or maybe "Raging Kaadu" - I always knew those little guys had a mean streak in them somewhere =)
I don't think there ought to be any DOT associated with any TKA attack--this is our primary weakness now, and while it's a very big drawback, I think it's important we keep it. As for the other damage type having a huge damage output--well, this may change with the new weapon certs, but "alternative" weapons typically have much lower damage output than the high end ones, and less AP. I'd be more interested in a strike with a moderate ham cost and no multiplier at all. So if you find a creature with very high kinetic resists but vulnerable to the other thing, you can hurt it at a *normal* level for a fairly low cost, rather than using the high damage dealing moves which will be mostly resisted.
Let's say that UH3 has a x3 modifier (is that right?). And let's assume no AP (i.e. some sort of post-VK world where we have only our hands, but maybe there are special moves that gain AP or something, but this ain't it.) Imagine we're fighting a creature that has light armor and 75% kinetic resists, and is vulnerable to stun. (The reason I choose stun is: most other damage types don't make sense for bare hands, and too many things are vulnerable to "restraint".) Say the baseline hit is for 250. With the stunhit attack, we hit for 250 damage. The medium armor does not apply (vulnerable), there are no resists. With unarmed hit 2, we hit for 93.75 damage (* 3 for uhit2 = 750 * 0.5 for light armor vs no AP = 375 * 0.25 for 75% resists = 93.75.) Right here we see that even without a damage multiplier, the change in damage type is having a serious impact. Of course, on a creature without such high resists, we could still do much better--say a creature with light armor but only 10% resists, it's 337.5 for uhit2, and no armor and 10% resists would be 675.
In short, making an attack that switches damage types *and* hits for a lot more at the same time would be rather overpowering. An attack that only switches damage types provides a reasonable improvement in damage output against vulnerable creatures without making it possible to crush them out of hand.
Oh--and just to make clear how out of hand: say we went witha 3x modifier(smaller than what was suggested earlier in this thread,) Now the comparison above is that uhit2 hits for 93.75 damage against the light kinetic 75% creature, and stunhit2 hits for 750 damage.
In my opinion, better to make it a close call and a rare ability that fleshes us out, rather than a new power move. If the attack is as good as uhit2, even, it basically just means that you use stunhit2 on creatures with lower stun resists than kinetic resists, and uhit2 on creatures with higher stun resists than kinetic resists. If it's less good, it provides a situational bonus when fighting a creature that is vulnerable to that damage type, but doesn't provide much of anything if the enemy has any resistance tostun at all.