Teras Kasi Archive
Thread: VK's are bugged an always have been but devs are afriad to touch it
Page 4 of 4
BountyBlunter
Fri Mar 19, 2004 3:10 am
#40
Of course .. apart from the posts where you didn't.. but i got bored before I read those , heh.
johnnyboy827
Fri Mar 19, 2004 3:11 am
#41
pyclone wrote:
1. Ham cost is low, go play a fencer, better yet go play a pikeman, and compare average dmg and the number that pops up over your head for polearmhit3, unamredhit3 and onehandhit3 and you'll understand that your dmg/ham is much much better then anyother class, you hit fast so it drains fast that has nothing to do with ham efficiency
I aint to sure about polearmhit3 but I know that onehandhit3 is almost just as good as unarmedhit3; plus the blind effect makes it fun to use. The only real problem for fencers, is the mind costs. Other than that, we can pretty much fight tkms if they are not part of the uber templates that are out there. To me, the only advantage that tkms have over other melee professions is their kick @$$ meditate ability and their incredible accuracy.
2. VK's were certed to novice brawlers i know i was at unarmed III when they changed it
3. The boxing analogy fails becasue you try to put real life physics into a game and if thats the case you have to then let the rifles kill you when ever they hit you the rocket launchers kill you and everyone around you etc.... the only analogies that work are relative game mechanics... example tka's weapons are in line with fencer except when vk's are equiped with the dmg stacking as it does, similarly the difference between a vibro blade and a one hand curved sword is a drop in dmg, increase in ham and ap1 exactaly what vk's would be if they worked the way i suggest.
4. Vk's add a max of about 200 to the final roll that is not insignificant, and my point was that faced with attacking an armored opponnet with ap 0 250 dmg or ap 1 200 dmg you would sacrifice the dmg for the ap 1 and avoid a 50% dmg reduction infront of resists
5. Your right the reason TKA is out of whack, no denying this why would you be any other melee class if you wanted to play melee,is becauseof the +dmg mod no other class has it so they messed up the code and it was unoticed because of the same reason. At this point there is no reason to fix it there hoping to fix everything with the magic combat balance patch forthcoming.
comandobob
Fri Mar 19, 2004 4:36 am
#42
Vks' dmg i garantee was not meant to stack with unarmed dmg.
Vk's speed over rides unarmed speed, so why doesn't the dmg?
The fact is unarmed dmg should not stack, think about it unarmed dmg is 250, vk's is about 200 with a good set plus ap 1, there for as a trade for armor piercing you get basiclay the same dmg and a higher ham cost.
MAae if you had VK's on aand hit someone with the speed an power of a martial artist you wound do double the amount of dam as with out them on , think logicaly about this , you hit someone with your fist then hit someone with brass kunckes wat will dam more
pyclone
Fri Mar 19, 2004 8:45 am
#43
johnnyboy827 wrote:
pyclone wrote:
1. Ham cost is low, go play a fencer, better yet go play a pikeman, and compare average dmg and the number that pops up over your head for polearmhit3, unamredhit3 and onehandhit3 and you'll understand that your dmg/ham is much much better then anyother class, you hit fast so it drains fast that has nothing to do with ham efficiency
I aint to sure about polearmhit3 but I know that onehandhit3 is almost just as good as unarmedhit3; plus the blind effect makes it fun to use. The only real problem for fencers, is the mind costs. Other than that, we can pretty much fight tkms if they are not part of the uber templates that are out there. To me, the only advantage that tkms have over other melee professions is their kick @$$ meditate ability and their incredible accuracy.
what about if the tka is armored? then you have to use the stun batton, now what if the tka has stun armor? what are you going to do then? use your vibro blade? too bad you can't equip a vibro blade on the end fo your gadifi batton then your'd be tka like
2. VK's were certed to novice brawlers i know i was at unarmed III when they changed it
3. The boxing analogy fails becasue you try to put real life physics into a game and if thats the case you have to then let the rifles kill you when ever they hit you the rocket launchers kill you and everyone around you etc.... the only analogies that work are relative game mechanics... example tka's weapons are in line with fencer except when vk's are equiped with the dmg stacking as it does, similarly the difference between a vibro blade and a one hand curved sword is a drop in dmg, increase in ham and ap1 exactaly what vk's would be if they worked the way i suggest.
4. Vk's add a max of about 200 to the final roll that is not insignificant, and my point was that faced with attacking an armored opponnet with ap 0 250 dmg or ap 1 200 dmg you would sacrifice the dmg for the ap 1 and avoid a 50% dmg reduction infront of resists
5. Your right the reason TKA is out of whack, no denying this why would you be any other melee class if you wanted to play melee,is becauseof the +dmg mod no other class has it so they messed up the code and it was unoticed because of the same reason. At this point there is no reason to fix it there hoping to fix everything with the magic combat balance patch forthcoming.
johnnyboy827 wrote:
pyclone wrote:
1. Ham cost is low, go play a fencer, better yet go play a pikeman, and compare average dmg and the number that pops up over your head for polearmhit3, unamredhit3 and onehandhit3 and you'll understand that your dmg/ham is much much better then anyother class, you hit fast so it drains fast that has nothing to do with ham efficiency
I aint to sure about polearmhit3 but I know that onehandhit3 is almost just as good as unarmedhit3; plus the blind effect makes it fun to use. The only real problem for fencers, is the mind costs. Other than that, we can pretty much fight tkms if they are not part of the uber templates that are out there. To me, the only advantage that tkms have over other melee professions is their kick @$$ meditate ability and their incredible accuracy.
2. VK's were certed to novice brawlers i know i was at unarmed III when they changed it
3. The boxing analogy fails becasue you try to put real life physics into a game and if thats the case you have to then let the rifles kill you when ever they hit you the rocket launchers kill you and everyone around you etc.... the only analogies that work are relative game mechanics... example tka's weapons are in line with fencer except when vk's are equiped with the dmg stacking as it does, similarly the difference between a vibro blade and a one hand curved sword is a drop in dmg, increase in ham and ap1 exactaly what vk's would be if they worked the way i suggest.
4. Vk's add a max of about 200 to the final roll that is not insignificant, and my point was that faced with attacking an armored opponnet with ap 0 250 dmg or ap 1 200 dmg you would sacrifice the dmg for the ap 1 and avoid a 50% dmg reduction infront of resists
5. Your right the reason TKA is out of whack, no denying this why would you be any other melee class if you wanted to play melee,is becauseof the +dmg mod no other class has it so they messed up the code and it was unoticed because of the same reason. At this point there is no reason to fix it there hoping to fix everything with the magic combat balance patch forthcoming.
Mori-Mori
Fri Mar 19, 2004 8:54 am
#44
http://forums.station.sony.com/swg/board/message?board.id=Kettemoor&message.id=131206
Stop playing with pyclone. He's enjoying it far too much. Advertising elsewhere for trolls to join him here is a cute touch, I must agree.
Stop playing with pyclone. He's enjoying it far too much. Advertising elsewhere for trolls to join him here is a cute touch, I must agree.
Fappun
Fri Mar 19, 2004 12:10 pm
#47
i bet pyclone doesnt even play swg.. he just makes up random stuff in his retarded head and flames all the professions on how they should be nerfed
pyclone
Fri Mar 19, 2004 1:27 pm
#48
1. Ham cost is low, go play a fencer, better yet go play a pikeman, and compare average dmg and the number that pops up over your head for polearmhit3, unamredhit3 and onehandhit3 and you'll understand that your dmg/ham is much much better then anyother class, you hit fast so it drains fast that has nothing to do with ham efficiency
2. VK's were certed to novice brawlers i know i was at unarmed III when they changed it
3. The boxing analogy fails becasue you try to put real life physics into a game and if thats the case you have to then let the rifles kill you when ever they hit you the rocket launchers kill you and everyone around you etc.... the only analogies that work are relative game mechanics... example tka's weapons are in line with fencer except when vk's are equiped with the dmg stacking as it does, similarly the difference between a vibro blade and a one hand curved sword is a drop in dmg, increase in ham and ap1 exactaly what vk's would be if they worked the way i suggest.
4. Vk's add a max of about 200 to the final roll that is not insignificant, and my point was that faced with attacking an armored opponnet with ap 0 250 dmg or ap 1 200 dmg you would sacrifice the dmg for the ap 1 and avoid a 50% dmg reduction infront of resists
5. Your right the reason TKA is out of whack, no denying this why would you be any other melee class if you wanted to play melee,is becauseof the +dmg mod no other class has it so they messed up the code and it was unoticed because of the same reason. At this point there is no reason to fix it there hoping to fix everything with the magic combat balance patch forthcoming.
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