Teras Kasi Archive

Thread: Focus Thread: Innate Armour vs Battle Armour The Armour Break Debate

Jessalyn_Bohicat
Sun Sep 18, 2005 9:04 pm
#40



Balatro1 wrote:
How about using a clothing attchment. Say for every point is the same as 3% Armour break slice, but it would only work on innate armour so it wont work with any other amrour. So +5 would be like 15% and +25 would be 75%.




thats not a bad idea either

like + x to tia break resistance


not a bad idea at all!









EvilOfTdawg
Sun Sep 18, 2005 11:25 pm
#41



Jessalyn_Bohicat wrote:


Balatro1 wrote:
How about using a clothing attchment. Say for every point is the same as 3% Armour break slice, but it would only work on innate armour so it wont work with any other amrour. So +5 would be like 15% and +25 would be 75%.




thats not a bad idea either

like + x to tia break resistance


not a bad idea at all!


Except that people will be charging 5m per point. Which now makes us the most expensive armored class in the game. This needs to either be innate or in a skill. Either

1.) Introduce an innate 20%(Power Tech 1), 50%(Power Tech 3), 80%(Master TK) AB reduction.
2.) Put it in a defensive skill(CoB).
3.) Create a counter skill, which will also prevent AB for 20 seconds.
4.) Allow MTK's to have full certs on Recon and raise the defensive levels across the boards by 20%.

- Diminishing returns also probably plays a huge role in the problem of not being an effective tank. Maybe it should be tweaked a bit.





-Tdawg-


MotorPsycho
Mon Sep 19, 2005 12:45 am
#42

after thinking more on this... it dosen't really matter *how* it is applied... be it food, a power boost, part of cob, whatever.

the only thing that really matters is that it dosen't work with armor equipped. I personally like the idea of it becoming part of, or an advanced version of power boost, that wouldn't work with armor equipped. NOR would it work if you unequipped your armor... applied the armor break protection, then reapplied the armor (similar to how ranged users unequip weapons, cob, then re-equip)

including it as part of inate armor appears to be the easiest way to accomplish the above, but i'm sure other alternatives are available.



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Everlong15
Mon Sep 19, 2005 9:49 am
#43


I'm not bothered about robes. Would be nice to get some clothing at Master but doesn't mean we have to wear it....Should get more meditation buffs like a combat speed boost or something, the idea of an AB resistance is a good idea. Having no change at all is what I'm not for. Compare TKM's to pre-cu and then now...

We need more attack moves aswell. A TKM only has 3...

Message Edited by Everlong15 on 09-19-2005 09:52 AM



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XrioT
Mon Sep 19, 2005 10:42 am
#44


In addition to the Advanced COB idea...


This Advanced COB will still grant the same +500 defense, but will have armor break avoidance of 50-75%. Now if at any point the person fighting misses an ACOB, then they can be armor broken quite easily and applying the Advanced COB again will not remove the armor break if it is already there, it will only provide the avoidance of the armor break while the ACOB is activated.


This would make TKM's most effective as PVP tanks (although its not going to improve PVE much) but they will have to be skilled enough to avoid having a lapse in ACOB.


ACOB cannot be applied whilst wearing armor because it requires the utmost concentration.



I agree that making AB resistance innate is the easiest yet least practical solution.


Besides the ideas mentioned it's hard to think of something easily implemented within the current mechanics of the game system that wouldn't take a lot of type-checking such as, is the person TKM, is the person Wearing armor, when armor is put on make sure to remove this ability; all of these would take a toll on our ability to press for implementation, for example, the following ideas would require the most type-checking in various areas

Clothing,

Foods, Drinks and Spices,

Skills


Since the mechanism for Innate armor being disabled by armor is already in place, adding such an innate ability would be by far the simplest to implement.


So.. in determining which approach is best to propose to the Dev's, the real goal should be to find a balance Cost vs. Benefit between implementation time required using current mechanisms and whether we believe the dev's will see an approach as practical.


For example:

Clothing:

Making clothing that is only wearable by Teras Kasi Master's

-HIGH Implementation Cost (type checking TKM, and whether a person is wearing Armor)

-LOW-MODERATEpracticality (other professions may want prof-specific clothing, and since this doesn't already exist at all, is it really practical to add a new mechanic alltogether just for TKM's?)


Making clothing that has AB mods but cannot be worn with Armor

-LOW Implementation Cost (Jackets already exist that bump off armor when equipped, TK Unarmed tissues already exist and could add an armor break resistance to them)

-MODERATE practicality (many clothing items already exist in the game that can accept tissues and are already designed such that they can't be worn with armor; but why would a Teras Kasi master have to wear specific clothing to get AB resists?)



.... I'll add some more examples when i have some time

Message Edited by XrioT on 09-19-2005 01:42 PM

Dojoden
Mon Sep 19, 2005 8:11 pm
#45

I'm for moving CoB to master box and adding an AB resist to it.



DAMA
________
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maigy
Tue Sep 20, 2005 10:23 am
#46


ok I have come up with this solution



Add 2 abilities to master box


1) Armor Break Boost: as power boost + 50% chance to negate armor break to innate armor


2) Innate Armor Boost: as power boost with a +10 innate armor


Note you can only have 1 boost active at a time.





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Jessalyn_Bohicat
Tue Sep 20, 2005 3:00 pm
#47

it jsut frustrates me when my combat log looks like this (numbers not exact but typical of what i see, and jsut saw about 5 minutes ago):

jedi hits you with lightsaber armor break for 400 points of damage. your armor protects you for 25 out of 600 possible points of damage.

jedi hits you with improved saber leg hit. some elemental dmg. your armor protects you from 55 out of 908 possible points of damage.

jedi hits you with improved saber power attack. elemental dmg. your armor protects you from 100 out of 1050 possible points of damage.

jedi hits you with improved saber power attack. elemental dmg. your armor protects you from 98 out of 1000 possible points of damage.

you know what that is? that is me getting killed in 3 hits. my cob wont fire because it says im moving evne tho im not. i cant defend meself against armor break. and in return, im only doing about 500 max damage to him, and HIS armor is protecting him for +100 of each of my hits.









Everlong15
Wed Sep 21, 2005 9:51 am
#48






Jessalyn_Bohicat wrote:
it jsut frustrates me when my combat log looks like this (numbers not exact but typical of what i see, and jsut saw about 5 minutes ago):

jedi hits you with lightsaber armor break for 400 points of damage. your armor protects you for 25 out of 600 possible points of damage.

jedi hits you with improved saber leg hit. some elemental dmg. your armor protects you from 55 out of 908 possible points of damage.

jedi hits you with improved saber power attack. elemental dmg. your armor protects you from 100 out of 1050 possible points of damage.

jedi hits you with improved saber power attack. elemental dmg. your armor protects you from 98 out of 1000 possible points of damage.

you know what that is? that is me getting killed in 3 hits. my cob wont fire because it says im moving evne tho im not. i cant defend meself against armor break. and in return, im only doing about 500 max damage to him, and HIS armor is protecting him for +100 of each of my hits.



Same with me when I duel a Jedi Knight or Higher. I can beat them pesty Initiates and Padwans.



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Giant2005
Wed Sep 21, 2005 10:28 am
#49

Well my opinion on this has just recently changed after a fair bit of research.


I have a TKM swords 0034 and doc 4034 toon and a MFencer swords 0034TKA 0400 and doc 4004 toon.


Both toons have ICOB, and the fencer has higher melee Defence.


I tested this with a jedi friend, with the fencer first wearing a suit of Ris with 6500 energy/kinetic protection, and then secondly a suit of factional armor with 6k all around, both suits fully AB sliced and with AB applied in all 3 tests, the TKM always came out with lower damage taken - and not by a marginal amount, this leads me to believe innate armor is not 6k protection as commonly believed or already has some sort of AB protection.



But certainly, AB resistance or not, TKMs are still guaranteeably the best non jedi tanks in the game





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maigy
Wed Sep 21, 2005 11:11 am
#50






Giant2005 wrote:

Well my opinion on this has just recently changed after a fair bit of research.


I have a TKM swords 0034 and doc 4034 toon and a MFencer swords 0034TKA 0400 and doc 4004 toon.


Both toons have ICOB, and the fencer has higher melee Defence.


I tested this with a jedi friend, with the fencer first wearing a suit of Ris with 6500 energy/kinetic protection, and then secondly a suit of factional armor with 6k all around, both suits fully AB sliced and with AB applied in all 3 tests, the TKM always came out with lower damage taken - and not by a marginal amount, this leads me to believe innate armor is not 6k protection as commonly believed or already has some sort of AB protection.



But certainly, AB resistance or not, TKMs are still guaranteeably the best non jedi tanks in the game







1st I was under the impression that The AB slice reduces the chance of AB being applied and not the effectiveness of the AB. So the full AB slice had no bearing on this test. Since you got the AB applied before conducting the test. This was mainly a test of Comparing the effectiveness of Innate armor to RIS armor while both are AB'd


2nd I have always assumed that people new what they were talking about, so I enver verified the numbers when I was told that innate armor of 60 =6000 resists. I had originally assumed that innate armor of 60 = 60% resists =10000 resists.


If I was correct then TKM innate armor is far better than regular armor ... as it should be.


I Will attempt to check this out tonight... I have some swords so I can wear armor and then take it off and see what the difference is.







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Arrogance79
Thu Sep 22, 2005 11:57 am
#51

add a advanced COB at TKM for 75 % armor break reduction and the 500 def



YUKON VR GAURDIAN
Jessalyn_Bohicat
Fri Sep 23, 2005 10:31 am
#52

well after extreme frustrations im gonna be going master fencer and dump tkm for now.

ab sliced armor ftw









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