Teras Kasi Archive

Thread: Black Sun Razor Knucklers

DrArgule
Mon Jun 07, 2004 11:00 am
#40



I spent the weekend talking to the development team and quite a bit to TH at the fan fest, so here's the verdict:


The Black Sun Razor Knucklers will be re-inserted into the game shortly after the combat balance.


Also, the schematic requirements are not set in stone meaning we will not have to camp any once a day spawns to get the vibro motors required for the schematic.


More information is coming...as soon as I get it you will get it.




Vlak







Vlak Hergozinovia
Original Commando
Nefertity
Pre-9 Jedi Knight
(ggggggggggggggggggggg9Xnn[[[[[[[[[[nnnnWg)

3D4D
Mon Jun 07, 2004 5:10 pm
#41

I like the Idea of a new Knuckler, but I don't think we need a new damage type. Why? Because the combat balance will nerf armor to nothingness so our Kinetic damage type will be more effective after the balance.



/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
GorathImp
Tue Jun 08, 2004 2:59 am
#42

Look guys..have you played any other kind of mmorpg in youre life? if you have you would know that some melee are used for tanking enemys while damage dealers do the damage...TKA is a tank profession in the deathwatch bunker the TK tank the enemys so that the damage dealers(bh,commando) dont have to worry about getting hit the reason the resist is so high is so there wont be full groups of 20 tkas going in the deathwatch and soloing the place,It makes perfect sense to me as why some mobs have such high resist to kinetic
volta
Tue Jun 08, 2004 5:35 am
#43

Great nwes DrArgule !!


Im hunting for that 150+ damage NS Vibro Motor now..


ps. When is the CB exactly? Anyone know?






- Volta' Dere'zier -
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Abrock' Dere'zier -
DrArgule
Wed Jun 09, 2004 12:59 am
#44

No one knows Volta.



Heh and I mean NO ONE




Vlak






Vlak Hergozinovia
Original Commando
Nefertity
Pre-9 Jedi Knight
(ggggggggggggggggggggg9Xnn[[[[[[[[[[nnnnWg)

MrMischief1337
Wed Jun 09, 2004 5:55 am
#45

Im not even a TK and i know that at master, its a GREAT idea to drop the VKs. Without them,I hear the HAM cost is very low if anything, and you do the same damage.
Atama
Thu Jun 10, 2004 1:47 am
#46

Look, some of you complaining about how TKAs are too tough already and how being restricted to kinetic damage is the TK's only downside just don't know what you're talking about.

TK has some other restrictions. For example, swordsmen, fencers, and pikemen get block, dodge, and counterattack. Center of Balance improves those abilities. What does TK get? Nothing. TK doesn't have evasion abilities. Center of Balance is a wasted ability for a TK. So much for the rumor that TK is a defensive powerhouse.

What about bleeding attacks? Every other melee class has a bleed of some sort. TK has none.

Also, each other melee class has a pool to focus on. Like fencing and health damage, or pikemen and action damage. TKs have the ability to focus on any pool or hit multiples at once, but they aren't really that good at any one pool. An unarmed mind hit is nothing compared to what a master swordsman can to do mind (I know this having a swordsman buddy that I would team with in PvP). TKs are a bit versatile on pools but lack focus which is a severe weakness.

Basically, you just don't know the whole story. TK isn't the uber powerhouse once you actually learn about it. It's cool, sure, but not all that great, and certainly not unfairly superior to other melee.

Also, I'd like to address this:

"Im not even a TK and i know that at master, its a GREAT idea to drop the VKs. Without them,I hear the HAM cost is very low if anything, and you do the same damage."


I am a TK, and a master, and have been for some time. You don't do the "same damage". You add the entire VK damage to what you do with bare hands. With a good VK, that's a huge difference, enough that I don't even consider fighting without one (and I've tried it out many times). The HAM cost for our moves is high with or without a VK. Remember also that you can get a VK with low HAM costs if you like, though they're usually lower in damage than usual. And don't forget that if you PvP you'll have buffs if you even want to compete, and HAM costs won't make a difference then.



*********************************
Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
Digitalphobia
Sat Jun 12, 2004 3:41 am
#47

Hi,

I beg to differ.

I seem to evade some attacks. I get this strange countering motions when I am fighting high level mobs (others does even hit me anyway).

Also, I randomly put bleed on targets with MeleeHit2. I hear same stuff happen with MeleeHit3.

I tear though stormtroopers and bull rancors as fast as any fencers (and I am not even master yet). You should combine few other prof for fun.

Q
Pthdora
Sat Jun 12, 2004 3:51 am
#48






khamafeu wrote:


I'm master Fencer going on to Master TKA too... The thing I see is a profession with 3 braches combat and one branche meditate is as good as any profession with 4 branches combat. Where is meditate for the other classes? Plus Having a mind-atttack and a Knock-Down attack seems pretty cool to me. 2nd best defenses, highest accuracy and speed mods, ability to heal all but BF, Target any pool, can provoke all states... Down part? Only one damage type, not good against high-end mobs. Sounds good... I was using VK from unarmed I and liking it, can anyone else say it's a good idea to use a non-certified weapon? When I hit TK Novice I hit for 900-1400 dmg as fast as anyone else, Now I'm a 01412 TKM and I'm killing Jantas by the dozen... I think a new dmg type is too much for TKA...


Arianrhod






hmm...go out and find a Janta Rockshaper...try and kill it, if you a TKM an nothing else(IE a doctor) U CANT!


go out and try to find a NS elser( I cant give u a wp if ne be) and try to kill her, oh wait u CANT



FACT OF THE MATTER- NO MATTER HOW BUFFED, HOW GOOD, WHAT TACTICS WE USE, WE ARE THE ONLY CLASS IN THIS GAME LIMITED TO 1 DAMAGE TYPE!






- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Pthdora
Sat Jun 12, 2004 3:58 am
#49






ArkMindSpear wrote:

Okay. Look people. Every melee profession has serious problems taking on the high end NPCs.

Pikeman do 3 types of damage. Kinetic, Electric, and Energy. Kinetic and electric are negated all the time and like 6 pikeman per server have the energy weapon. On top of that the only weapon that dosen't suck is kinetic. Wich still isn't that great.

The only proffesions that truly benifit from damage types are....

Fencer, becouse stun is stupid and goes thru every armor type not tailor made to avoid it.

Swordsman, becouse they HAVE to have blast damage.

Out of every melee type there is ONE who is concidered the heavy damage dealing to high end mobs. It is NOT TKA.


If TKA got a damage type like blast, they would out damage swordsman no question.

ABSOLUTELY no question.
And TKA has 3x the defense of swordsman and meditate, and speed, and accuracy.
Can you tell me why ANYONE would want to be a swordsman once TKA got a damage type that high end junk was vulnerable? Seriously.


**edit** people don't you get it? TKAs do ENUFF. Too much even. IN raw damage TKAs are better than every other melee proffesion. ANd you want a fricking boost? For christ sakes your base damage is the HIGHEST of everyone! ANd you swing once per second, and never. ever. miss.

Understand you CAN'T have everything.


jesus, knock that crap off. it isn't cute anymore.

You do NOT need stun and you do NOT need blast or restraint.

PLLLLLEEEEEEAAASSSSEEEEE!!!!!!!

Its just retarded now.





hmmm...base damage..lets talk about that.


a. I hope ur not looking in the combat log, as we all know thats before resitances are fufured in...


b. BASE DAMAGE...u would mean before the average resistance in pve of 40-100%? light-heavy armor?


c. BASE DAMAGE...in pvp...80% accros the board unless they are wearing stun armor(u got lucky)


so ya....our uber base damage was just reduced to little to none...ive been a master in everthing in mellee combat cept pikeman(i refuse to be a pikeman)


Fencer- Just as fast as tkm, has multiple damage types(stun and kinetic), uber dodge, defense versus status changes, and CoB enhances these even more...


Swordsman- Blast and Kinetic damage, decent bleeds, targets mind pool for REALLY good damage, some def. versus status change, and can tank damn near nething ingame as well if not better than a tk? oh btw-we get dodge also





- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Atama
Sat Jun 12, 2004 9:56 pm
#50


"I seem to evade some attacks. I get this strange countering motions when I am fighting high level mobs (others does even hit me anyway)."


Defensive Acuity is supposed to allow evasion of moves, and if you see any kind of evasion it's probably from that, but it's so unreliable and unpredictable that people aren't even sure that it really works. It definitely doesn't work with Center of Balance, and it's a FAR cry from the real evasion that you get from fencer, swordsman, and pikeman.

"Also, I randomly put bleed on targets with MeleeHit2. I hear same stuff happen with MeleeHit3."


Supposedly any attack has a chance to cause a bleed, based on the wound % of the attack, but such bleeds are pretty much always 1 point bleeds and thus are inconsequential.



*********************************
Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
Chaimera
Sun Jun 13, 2004 12:23 pm
#51



Idefinitely agree that TK's should get this one new damage type. But what I don't agree with, is the waysome of you are acting like this profession doesn't have two feet to stand on. Sure the other melee professions have pool specific attacks and bleeds, but they also have low damage, low speed, or low accuracy. TK's on the other hand have high speed, high damage and very high accuracy. As for defensive acuity, im pretty sure it works because I block, dodge, and counter-attack quite frequently. Granted it may not be as good as a fencers dodge and CoB, but it is pretty well balanced for the profession. And one more thing, pool specific attacks after the CB are going to apparently change alot. Even though they will still target a specific pool, there will be agood chance that the attack will hit another pool. So while this seems like a nerf to professions with pool specific attacks, it doesn't hurt TK one bit.


Giving a new damage type to TK will add a new and nice bit of flavor to the profession. Some of you sound like you need them because other professions can solo stuff that you can't. Whats wrong with relying on other professions for help?

Message Edited by Chaimera on 06-13-2004 12:26 AM

DevilsAdvocate
Sun Jun 13, 2004 8:15 pm
#52

look forward to hearing more on when they will be rereleased
Page 4 of 6