Teras Kasi Archive
Thread: Exact description of how FoW is working on TC
Thanks Heavy for the reply....I agree with you on the wounds then, BUT NO BF.....no Battle Fatigue, lets leave that for BATTLE!
I will not be posting on these forums anymore as I am leaving SWG because of the lack of effectiveness of TKA in PvP....Our sad 5m range and the fact that I can be 1m from a Player and still get (Target Is Out Of Range) and the fact that I can get Kited too death, well I can go on and on, Ranged fighters should suffer accuracy and speed penalties while trying to shoot and run, but...they dont.
After a horrible slaughter last night by NOVICE GUNFIGHTERS I am hanging my hat and leaving this game.
I have loved Teras Kasi and have no desire to play any other character because gunfighters are to cliched.
I love the martil arts and If I cant continue in this game effectivile in PvP then I will not play.....
I hope you guys continue on though and have fun and keep fighting for TKA and the other melee classes because if you dont you will suffer for it.
Force Of WIll is a cool skill or it at least could be....so dont let the devs gimp it...NO Battle Fatigue!!!!!!!! LESS Wounds!!!!! Nuff said..
-Godbless you all and goodbye.![]()
ok, here's my thoughts.
1) What do you guys think about the probability for each level of success? Is it balanced? Weigh the power with the problems.
-no complaints here
2) What do you think about the types of penalties? Is a HAM penalty the best thing to do? What about the 5 minutes; too short/ too long? Is battle fatigue (guaranteed downtime) appropriate? is a 1 in 10 chance of getting 900 wounds an acceptable risk? Do you think these penalties are a good way to represent the lingering effects of a martial arts master using extreme concentration to pull themselves out of unconsciousness?
-don't like the idea of all black bars, maybe half black, but all of em even if it's 1 in 10 chance. Masters are called masters for a reason, it's bad enough er can incap ourselves with powerboost. Have you ever heard of a master meditating and knocking themselves out? Wounds don't bother me as a master tka anyways, just worried about the battle fatigue.
3) In your opinion, Is a 60 minute timer appropriate? Why or why not? In what situations (if any) would a reduced timer lead to the skill being overpowered?
-This is a skill at tier4, it should be shown the respect of it. Now i don't mind the wounds. Wounds to a master tka doesn't mean anything, but the battle fatigue is mean, but can be seem as acceptable considering this skills usefulness, if it works. So i'm ok with wounds, and the bf. What i don't like is the timer. 1 hour if it works, is just too long. I would see it as more incentive if the master tka can use it once every 10-15 min. Maybe at tier4 make the timer an hour.
We need more benefits at master. All master skills do, that is why they are purposing those changes for CH. People who are dabblin just for meditation line are gaining all the benefits of it without going master. I'm not against dabblers, but i would love to see more for master.
On a side note, hey Heavy, you still the correspondent? Here's the little thread of issues, looks like FoW is being fixed, so you can stratch that from the list. And i think our main concern is the "out of range" which is rumored to be being worked on. How was the vacation?
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=26062
If I cloned, 9 times out of 10 it would be easier to just take the death blowand run back.
I'm not sure if you realize this or not, but when this change is implemented the death/decay rules on TestCenter will be live. This means the 9 out of 10 times it would be easier you are going to get 9% total in decay on your items and pay the insurance for them or suffer 45% decay on your items. I think battle fatigue is preferrable.
i'm with those who say it's a good plan, but reduce the 60 minute timer to betweeen 15-30 minutes. i try to use fow every time i go down. sometimes it works and i get away, sometimes it fails and i die. but i try it every time. if i'm faced with losing nearly 10% of all my item's durability, all the more reason to use it.
Now that I understand it a little better, I'll throw in my 2 cents.
-I agree that battle fatigue has no place as a penalty here.
-I would also like to see the timer greatly reduced.
-I like the way they've done the roll, makes it kinda fun.
-wold it be too much to ask for FoW to work if you are already slain? That might totally change the nature of the skill and take away from the doctor ability to rez, but I thought I'd at least ask.
Thanks
In my opinion, the combination of wounds and stat caps is more than sufficient to balance out the utility of this skill, and also including BF and a 60 minute timer just makes it a once-a-month sort of skill (which is to say, if the entire party is going down, I will use this to try to save the doctor, and that's the only time I will ever use it.)
Ok, lets look at this from a purely tactical sense first.
When would we use FoW?
Answer: When we get incapped due to mind damage or there is no medic profession around to save our bacon, and a death blow will be coming soon.
What benefit do we get out of FoW?
Answer: Opinions differ on this. I think that in the above situation, with the new changes to decay/death, we will only have reason to use FoW if we are about to take an uninsured death (i.e. 5% decay to all items), to save a long run from the clone center, ora hot and heavy PVP/PVE situation where you need to finish the battle.
What about the downsides to this skill?
Answer: Well, wounds are not too bad. By the time we get FoW, we can meditate those off between fights. They don't all need to be disposed of at once. BF doesn't make sense to me though. Taking battle fatigue for trying to stand up while someone is coming to kill you doesn't fit. The instinct for self preserverence should not cause battle fatigue. If anything, it would be a relief. Maybe if FoW failed all together, I would agree with some additional BF, but more in the range of 25-50 BF.
What about failure rates?
Answer: This is a tier 4 skill in a line that is very sparce. There is a reason why most all TKA's wait to do this line last. I think this is the best reason there is for why the failure rates need to be adjusted. My suggestion is that there should be a mod placed in the formula so that we get an additional 10-20 points towards our meditation skill.
That's all I have for now.
I will also include a number of quotes from the feedback points on this thread, outlining why we feel these changes are justified and necessary.
Have a look and let me know what you think.
- Character must be incapacitated
- Execute /forceOfWill - Roll d100
- If the roll is less than 5, automatic failure
- If the roll is greater than the character's meditation skill mod, failure
- If roll less than or = character's meditation skill mod, success
- If the character fails the skill roll, he/she will remain incapacitated per normal rules and will be unable to use the command for the duration of that incapacitation If the character succeeds, the roll delta (skill mod - original d100 roll) is passed to the function where the following occurs:
- If delta is less than 10, the character will sustain 100 wounds to the Health, Action and Mind pools
- If delta greater than or = 10 & less than 40, temporary reductions of 200pts to HAM pools will be applied (1min)
- If delta greater than or = 40 & less than 70, temporary reductions of 100pts to HAM pools will be applied (1min)
- If delta greater than or = 70 & less than 90, no effects are applied to the character
- If delta greater than or = 90 the character's HAM bars are all completely healed (damage only, not wounds)
- An effect similar to the zabrak innate "equalize" is applied to the character
- A 15 minute reuse timer is applied
This would produce the following outcome probabilities:
For a TKA with master med (not TKA MAster): Med score = 75
- 29% chance of failure (when D100 = less than 5 or greater than 75)
- 10% chance of 100 wounds to HAM stats (when D100 = 66 to 75)
- 30% chance of 200 point HAM reduction for 1 min (when D100 = 36 to 65)
- 31% chance of 100 point HAM reduction for 1 min (when D100 = 5 to 35)
For a TKA master: Med score = 100
- 4% chance of failure (when D100 = less than 5)
- 10% chance of 100 wounds to HAM stats (when D100 = 91 to 100)
- 30% chance of 200 point HAM reduction for 1 min (when D100 = 61 to 90)
- 30% chance of 100 point HAM reduction for 1 min (when D100 = 31 to 60)
- 20% chance of a regular success - HAM bars equalized (when D100 = 11 to 30)
- 6% chance of an amazing success - HAM bars completely healed (when D100 = 5 to 10)
In this scenario, we've completely done away with the Battle Fatigue. Why should you get battle fatigue for avoiding death? We've also specified that the wounds and HAM penalties should only effect the primary HAM bars, not the support stats as well. If the wounds were to all 9 stats, people would live in fear of using the skill due to the 1 in 10 chance of getting 900 wounds for a "success". Here, there's a 1 in 10 chance of getting 300 wounds. It's a bit of downtime, but nothing that you can't med away in a couple minutes.
Furthermore, we've added the possibility of a superior success (small though it may be). For TKMs, there's a chance of getting up with completely healed HAM bars. At a 1 in 20 chance, It's nothing you can count on, but it's nice to have the possibility there.
Finally, we've adjusted the previously draconian 1 hour timer to a more moderate 15 minutes. I believe the board is in general agreement that a 15 minute timer won't cause the skill to become exploitable, or overpowered. It'll get you out of a bad situation once, but you couldn't use it more than once in a regular battle.
I like the re-work Heavy, nice work there.
I have but one concern that I'll voice...it's just too good. I mean...we have so much now. I'll admit it, I'm afraid of nerfs...I'm afraid of the meditation line becoming a flavor of the month, but I really like that that you've made such a difference between a Med Master and a TKM. That was a good decision. I still have an uneasiness about it, but I think logically, it's a good rework.
I vote it be taken to the DEVs.