Teras Kasi Archive
Thread: VK's are bugged an always have been but devs are afriad to touch it
pyclone wrote:
LOL i'm the officail tka killer of the universe i'm just pointing out the obvious its a tka's job to die infront of my rifle as far as i'm consered
Sitssosk wrote:
pyclone wrote:
so what makes tka soo dam special that the devs would want this class to have the most powerful, most accurate and remarkabley it turns out the most ham efficient weapon as well?
Because we're 1337 and everyone else is the suck. Go cry some more before I pwn you with my mad azz over powered TKM skillz.
Utess wrote:
Okies, valid arguement: VK's stack onto our damage, but outside of armor piercing, they add very little to our damage without them. Extremely high damage vk's will carry an insane HAM cost thus making them almost unusable(especially once the new ham system takes effect). What you consider high ham is acually the lowest melee weapon ham mod aside from the newbie weapons like survival knife. They add lots to your dmg w/out vks you have 250 max dmg at master ap0 with vks you have 280-550 dmg range ap1, again at a realitivly low ham cost for melee class. The reason it seems high is that i bet you all have your secondaries migrated to mind so you have very littel quickness of strength with out buffs
Moderate damage ones will, at most, add roughly 500 damage per hit with Unarmed hit 3. So instead of 2k damage, I now do 2500 damage, and thats with my best attack(these are PvE numbers by the way). Did you know a fencers best attack with ap0 batton, best weopon, does aobue 1800 max dmg and averages more like 1400 if the oponent is mitigating. If sure they would kill for a 500 dmg boost. Also i don't thing those are exact numbers i think its more slike 1800 w/out vk's and 2.5k with
Low ham cost vk's will actually add almost no damage to my attacks so outside of AP1 I gain nothing but increased ham costs. i never used low ham vk's looted some once so i can't really coment as i dont' knwo the stats but i always found dmg to be better then ham cost.
VKs really do not add that much damage at all. I rarely if ever use them in PvE, and those who play PvP, really the only reason they wear them is for the AP1 to get past composite and the like. This is just plain not true, only if you are constantly making low rolls or facinga mitigating oponent will this be partialy true. Should i explain mitigation? since unarmed mitigation doesn't effect tka's, where as it lowers all other classes dmg by 30-40%. VK's add lots of dmg
You claim we are in denial, but I'm not talking at all about how much damage we deal, I'm saying TKA has to be treated differently because we have innate damage mods where as all other professions simply gain speed and their damage depends on their weapons. We *are* our weapon. You are your weaopns but for the sake of balance you have to look at it as a weapon still. don't you?
If VKs worked like regular weapons, we'd actually lose our normal base damage when having them equiped, and that makes no logical senseat all based on the way the profession works. If you want us to do less damage, thats a different story and a different post and arguement, but VKs are not bugged, they are operating as intended, as they have to to work properly with the design of this profession. Wrong again, if they worked like regular weapons you would only equip them vs armor. in that case you would not take the 50% dmg penatly and would in reality gain 50% dmg over unamred. I don't want you to do less dmg, i want you to do the intended dmg with is 250 unarmed dmg mod, not 250 unarmed dmg plus 200 from vk's. You are on par with other melee classes until you equid the VK's.
thanks for making an argument, but i don't follow you to your conclusion "vk's are not bugged and working as intended" You didn't present any comparisons or any info on the intended place of tka withing the melee classes.
I'll throw out one more fact, on release vk's were un certed but quickly the devs relized they were over powered for the brawler treeand put the cert in novice tka, this can be seen as meaning that the dmg wasnot supposed to stack therefore making it an acceptable weapon for the novice brawler through unarmed IV. Furthermore you could see this info as meaning that the vk's were ment to be discarded at novice tka becasue the tka skills would so far eclipse the VK's power.
pyclone wrote:
cool one of you lamers has a funtional brain woot!!!
What the hell is a funtional? When speaking about the level of other peoples intelligence its best to not use made up words.
Also what the hell is a pyclone? Is that what Sarah Lee does to get all her pies to taste the same?
Pyclone pronounced phonetically would be "Pi'clone or Pie Clone". If you were trying to make it sound like cyclone it would be spelled this way "psyclone"
Look out everyone its a pie clone!!!
OOO what flavor is it?
Stupid
Message Edited by Odim on 03-18-2004 03:29 PM
Ok I have to comment here....if the Dev's saw how incredibly powerful the VK's were then they would, at the time they moved the cert to novice TKA or ANY time afterwards, changed the damage so it didn't stack. Now I don't know quite understand their view of how things are supposed to be, but if the devs look at something and make a modification to it, then leave it alone every other time they look at it for the next YEAR, then perhaps its working as intended??? Or maybe you have someskill that lets you understand what the Devs think/decide to do before they do. It just seems to me that you are just one more person who is tired beacase you can't go 1v1 against a TKA at POINT BLANK range. For god sakes don't just stand in once place and shoot, stay far away from us. If you are 20+ meters out I can't hit you with my VK's, but you sure as hell can hit me. Make use of your range, and don't whine when a class that is designed to fight within 10 meters can whoop a class that is designed as a ranged class within these 10 meters!
pyclone wrote:
cool one of you lamers has a funtional brain woot!!!
Utess wrote:
Okies, valid arguement: VK's stack onto our damage, but outside of armor piercing, they add very little to our damage without them. Extremely high damage vk's will carry an insane HAM cost thus making them almost unusable(especially once the new ham system takes effect). What you consider high ham is acually the lowest melee weapon ham mod aside from the newbie weapons like survival knife. They add lots to your dmg w/out vks you have 250 max dmg at master ap0 with vks you have 280-550 dmg range ap1, again at a realitivly low ham cost for melee class. The reason it seems high is that i bet you all have your secondaries migrated to mind so you have very littel quickness of strength with out buffs
Moderate damage ones will, at most, add roughly 500 damage per hit with Unarmed hit 3. So instead of 2k damage, I now do 2500 damage, and thats with my best attack(these are PvE numbers by the way). Did you know a fencers best attack with ap0 batton, best weopon, does aobue 1800 max dmg and averages more like 1400 if the oponent is mitigating. If sure they would kill for a 500 dmg boost. Also i don't thing those are exact numbers i think its more slike 1800 w/out vk's and 2.5k with
Low ham cost vk's will actually add almost no damage to my attacks so outside of AP1 I gain nothing but increased ham costs. i never used low ham vk's looted some once so i can't really coment as i dont' knwo the stats but i always found dmg to be better then ham cost.
VKs really do not add that much damage at all. I rarely if ever use them in PvE, and those who play PvP, really the only reason they wear them is for the AP1 to get past composite and the like. This is just plain not true, only if you are constantly making low rolls or facinga mitigating oponent will this be partialy true. Should i explain mitigation? since unarmed mitigation doesn't effect tka's, where as it lowers all other classes dmg by 30-40%. VK's add lots of dmg
You claim we are in denial, but I'm not talking at all about how much damage we deal, I'm saying TKA has to be treated differently because we have innate damage mods where as all other professions simply gain speed and their damage depends on their weapons. We *are* our weapon. You are your weaopns but for the sake of balance you have to look at it as a weapon still. don't you?
If VKs worked like regular weapons, we'd actually lose our normal base damage when having them equiped, and that makes no logical senseat all based on the way the profession works. If you want us to do less damage, thats a different story and a different post and arguement, but VKs are not bugged, they are operating as intended, as they have to to work properly with the design of this profession. Wrong again, if they worked like regular weapons you would only equip them vs armor. in that case you would not take the 50% dmg penatly and would in reality gain 50% dmg over unamred. I don't want you to do less dmg, i want you to do the intended dmg with is 250 unarmed dmg mod, not 250 unarmed dmg plus 200 from vk's. You are on par with other melee classes until you equid the VK's.
thanks for making an argument, but i don't follow you to your conclusion "vk's are not bugged and working as intended" You didn't present any comparisons or any info on the intended place of tka withing the melee classes.
I'll throw out one more fact, on release vk's were un certed but quickly the devs relized they were over powered for the brawler treeand put the cert in novice tka, this can be seen as meaning that the dmg wasnot supposed to stack therefore making it an acceptable weapon for the novice brawler through unarmed IV. Furthermore you could see this info as meaning that the vk's were ment to be discarded at novice tka becasue the tka skills would so far eclipse the VK's power.
Odim wrote:
Is this a rifleman asking for another profession to be nerfed? Take a look at your own profession.If you look at the profession being used to grief PVP right now, Its CM and Rifleman. Quit being such a whiney **edit**.
herculewhodaman wrote:
Vk's DO override damge of the base hands.
Base hands are 4 seec speed 10-30 damage
the VK replaces with that stat. The rest is a modifier that would not be replaced, it does not logically make sense in the game to replace a modifier. There are skill tape modifiers that add damage for other profession, TKA just have these modifers built in.
I think you hit it right on the head, but noone else bothered to read that.
Citairen_Mugarrii wrote:
herculewhodaman wrote:
Vk's DO override damge of the base hands.
Base hands are 4 seec speed 10-30 damage
the VK replaces with that stat. The rest is a modifier that would not be replaced, it does not logically make sense in the game to replace a modifier. There are skill tape modifiers that add damage for other profession, TKA just have these modifers built in.
I think you hit it right on the head, but noone else bothered to read that.
The problem with that reasoning, although itsa great comment, is that unarmed dmg mod should only function when accualy fighting unarmed, vk's are a weapon and shouldn't get the +dmg mod since you are not unarmed when using vk's you are using a weapon with its own dmg range
pyclone wrote:
The problem with that reasoning, although itsa great comment, is that unarmed dmg mod should only function when accualy fighting unarmed, vk's are a weapon and shouldn't get the +dmg mod since you are not unarmed when using vk's you are using a weapon with its own dmg range
You know that's what your saying right ?
The way VK work now is not only the logical way but also in a gaming perspective right way.
And you say there has to be a trade off, of course, have you seen the ham used by a TKA using a VK ?
(and then Pyclone's Response)
chuckynickels wrote:
lol damnit ilcoz, get out of here, leave these people alone
sorry everyone
pyclone wrote:
translation: "waaaa waaa dont' take away my tka skillz what will i do with out kd/dizzy on the gtef waaa waaa, or what will i do when i can't do 900 dps in pvp waaa waaa"