Teras Kasi Archive
Thread: Top Issue Defense
Perhaps the one problem I see with TKA is in regards to focus. I think too many people see us as street fighters when what we're supposed to be is Fighter Monks.
Therefore, I think we need to focus most of our energy in this forum towards the Meditate branch. It's currently the least effective because it's mostly a reactionary tree to out of combat situations (poison, bleeding, and wounds later on).
The key to martial arts is understanding yourself and your opponent. If a martial artist prepares himself before a fight, then he will win. To that effect, I propost TKA Katas, which will grow in power as your Meditate skill mod grows. Also, using VKs would null out the effect of these katas. They're meant to show the true power of the Teras Kasi artist, not some punk with a pair of knuckles. Also, these would not stack...only one can be active at a time.
Teras Kasi Novice:
Meditate +15
Ability: FistofStone- Only performed when meditating, the Teras Kasi artist focuses his energies into his hands, granting a temporary damage bonus. This bonus lasts a number of minutes equal to 1/3 the Meditate skill mod and gives a % bonus equal to Meditate skill mod.When it wears off, the Health Pool would drop to 1/2 for a period equal to half the bonus length (not wounds, just a stat drop similar to Spice after-effects).
Intermediate Meditation Techniques:
Meditate +15
Ability: Speed of the Wind- Only performed when meditating, the Teras Kasi artist focuses his energies into his mind and concentrates on his opponent's movements. This gives the artist a defensive bonus which lasts 1/3 the Meditate skill mod in minutes and gives a % bonus to all defensive skill equal to Meditate skill mod. When it wears off, the Mind pool would drop to 1/2 for a period equal to half the bonus length.
Advanced Meditation Techniques:
Meditate +15
Expert Meditation Techniques:
Meditate +15
Ability: Flash of Lightning - Only performed when meditating, the Teras Kasi artist focuses his energies into raw energy which he uses to unleash his attacks with a terrible speed. This gives the artist a speed bonus which lasts 1/3 the Meditate skill mod in minutes and gives a % bonus to attack speed while unarmed equal tothe Meditate skill mod. When it wears off, the Action pool would drop to 1/2 for a period equal to half the bonus length.
Master Meditation Techniques:
Meditate +15
Teras Kasi Master:
Meditate +25
Ability: Force of Nature - Only performed when meditating, the Teras Kasi artist focuses his energies into his inner self, causing his very body to fortify, enhance, and focus. This gives the artist a % boost to his stat pools equal to 1/3 his meditate bonus which lasts for 1/4 his Meditate skill mod in minutes. When it wears off, the Health, Action, and Mind pools of the artist all drop to half for a time equal to half the bonus length.
i like the counterattack boost...
what about like a fists of fury (aka bruce lee going spastic on a mob???) instead of killing one clicking 10 times on another enemy ( or tab to target)only to lose 50 + ham before we attack the enemy???
maybe since we tka's dont wear armor in fear of losing more ham points we need an all around defence boost...
alot of people have great ideas on this thread...keep them coming so THUNDERWULF can compile a list for the devs..
talk amongst yourselves..
I think all melee classes should get all the defensive abilities, but the different melee classes should have different levels of modifiers. For example, we should probably be the best dodgers, fencers the best parriers, pikemen and swordsman the best counterattackers.
+MeleeDefense and +RangedDefense don't do anything useful either. Master TKA and it doesn't seem to make any difference at all.
Firstly, Teras Kasi ARE streetfighters basically in Holocrons mind. And secondly, not all martial arts are mind over matter, and many are quite the opposite.
Honestly, what I'd REALLY like to see is a progression of our skills as we progress further into our trees. Artisans have it, Entertainers have it, fighters don't(not just referring to TKAs). What I mean is, KD getting a better chance of knocking down, or a longer stun time(I shudder at this idea, because I abhor the stun time on it, just a suggestion). Artisans get more experimenting points, entertainers get better at healing, medics get better experimenting points and better at healing. In most cases, our skills are a flat damage/effect/etc, and don't get any real modifiers to make them better as we progress.
Now for some direct replies:
Daikatsu) The only one I might possibly agree to is the last one. Doctors can buff themselves and others, effectively making them better tanks than a TKA. Whaaa?
The others are simply too overpowering, That would make us the best damage, tanking, and fastest profession.
TheShagVirus) Block/counterattack/etc. don't work. No skill enhancers work at all, except for their ability to nerf your skill mods.
Marcus) They do do something, it's just not noticable because of the gradual progression of it. (If you had your master TKA melee/ranged defense modifiers compared against a novice brawlers, you'd find you were dodging something like 40% more often.)
The reason you don't notice is that the chance to miss is calculated before the chance to hit(confused?). Basically, your evasion mods are considered, then negated and then some by the hugeass accuracy mods everyone gets(Whoo, pistoleers with +5000 accuracy while twirling their dual pistols).
thx for the info bred..
ill go with my undies and tanktop now !!!
fear the wife beater ! ! ! !
The defense is there allready in form of melee, rangede defense
The problem is these modifers only have a noticeble effect once you get them past 50 orso
So my suggestiong is to add about 25 to both and distribute these bonuses to the balance and precision striking trees
This will give a TKA about 40-50 melee, rangede defense and that will give you a decent defense.
As for other professions having dodge, counterattacks, block they don't get as much melee/rangede defense (about 10-20 tops) so tka lacking the dodge, counter, block has higher defenses and i think they just need to increase these to about 40-50 total.
As for dodge yes it would be an obvious add to the balance tree but the simple solution is to increase the effect of the defenses there allready - and we all know Simple solutions are the most popular in programming.