Teras Kasi Archive

Thread: Teräs Käsi Bugs

KendaMcMorton
Wed May 04, 2005 1:20 am
#53

MCSpartan - do you find that PSG's negate the effects of innate armour aswell? I've not had a chance to test that properly yet. If they do negate the effects of innate armour then it must be a bug as I'm sure I read somwhere that we would be able to wear PSG's as they have no encumberance and they wouldnt effect innate armour.

Message Edited by KendaMcMorton on 05-04-2005 09:21 AM



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Morton

Commando
Plexar-KDS
Wed May 04, 2005 7:51 pm
#54


The only problem I have found so far that is killing me is Center of Being. Sometimes it takes 2 or 3 tries to activate. This also means I am taking more damage during that time and that I am loosing attacks. Also is it intended that you cannot be moving while center of being is being brought up? I'd like to know this for sure.
MCSpartan
Thu May 05, 2005 12:52 am
#55


I'll have to double check to see if the PSG does indeed cancel out the innate armor.


I know when I was on the TC (pre-curb) I was able to wear the PSG and the Innate Armor still worked. I'll have to check this when I get home off of work today. I haven't used a PSG since the CURB came to the live servers.



If anyone has tested this out since Live, please let us know.




Qoute's:

"My post may be few, but they for damn sure have some meaning to them...."

"The only veterans that are getting hurt by the NGE are the ones that have been playing for 2+ years and are no longer having any fun."
oldschoolmedic
Thu May 05, 2005 1:08 am
#56

what about our speed ? 5 sec a hit come on! and with a vk its down to 3 sec but still it's to slow. speed us up.
Stealthshadow
Thu May 05, 2005 7:51 am
#57

One thing that becomes very evident to a person who solo's, is the aggro. Why is it that when your out hunting a creature near your own level, that when you find it and start the fight process that every mob around from level 10 on up will join in on your fight? It should be fixed that all mobs below a certain to you will not automatically aggro on you when you pass by or are fighting another creature nearby. Mobs below our level should be fearful of us and not try to "kamakazi" us.
KendaMcMorton
Thu May 05, 2005 12:43 pm
#58


Todays patch notes re meditate not regenerating health any quicker than standing:


Sitting regen rates have been more than doubled


I know this still doesnt give meditate andadvantage over sitting but its an improvement!




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Morton

Commando
IL-Vec
Thu May 05, 2005 9:29 pm
#59






icutyou wrote:
I cannot use taunt if weilding a non-unarmed weapon. I was using a saber at the time





try using a melee weapon cause sabers are separate and melee move DO NOT work with them


you have melee, ranged and sabers





Greven ILVec - IFN(tarquinas)
Graven - IFN(tarquinas)
Targeter - IFN(tarquinas)
Targeter - HSC's(Starsider)
Pilots: Got Convergence?
IL-Vec
Thu May 05, 2005 9:34 pm
#60






Stealthshadow wrote:
One thing that becomes very evident to a person who solo's, is the aggro. Why is it that when your out hunting a creature near your own level, that when you find it and start the fight process that every mob around from level 10 on up will join in on your fight? It should be fixed that all mobs below a certain to you will not automatically aggro on you when you pass by or are fighting another creature nearby. Mobs below our level should be fearful of us and not try to "kamakazi" us.






or give us damage mod's like MOB's get on us


my bug is from my testing with TKM(my formerly favorite combat profession)


- UA damage stat does NOT stack on top of UA weapon stats as it should(this is why your doing


more damage with VK's unequipped)





Greven ILVec - IFN(tarquinas)
Graven - IFN(tarquinas)
Targeter - IFN(tarquinas)
Targeter - HSC's(Starsider)
Pilots: Got Convergence?
Danderson
Fri May 06, 2005 12:11 am
#61

I haven't had a chance test since the patch last night, but here is what I was noticing yesterday.


Advanced Combo Attack is doing more damage than Melee Strike and Melee Hit. The combat spam (and the floating numbers) are borked. My combat spam was reporting Advanced Combo Attack doing about half of the damage of Melee Strike, but looking at the creatures' health bars, it was actually doing about 25%+ more.


I hope this helps.


-BS



cThe Sexy One d

............................ ...has spoken

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Edope
Fri May 06, 2005 5:23 am
#62


I've posted this before when CU went live, but was unable to give a probable cause!


Now the scenario is, combat lvl 80 group, lvl 79+ missions, on any planet, but mostly happens on Naboo.


When a ranged profession targets and hits a mob first, a melee prefession is unable to hit the mob even when the graphics show the mob is within range. The blue "To far" thing floats above the melee professions head.


What i have found out:- when i try to attack a mob andthis "To Far" thing floats above my head even when graphics show mob is within range, i look around to find out which ranged person is firing at the mob, i run exactly to where this ranged person is standing, i am then able to hit the mob with melee attacks, even though the mob we are attacking graphics show that it is maybe 20-50m away.


What the problem seems to be:- when a ranged profession attacks the mob first, the mob graphics freeze at the point where the first shot landed, but the programming or code moves the mobcloseto theranged profession (within 5m), when the mob dies the graphics of it suddenly update to move from the first hit posistion to the actual code posistion of mob, this is seen as a lightning fast movement of a dead mob corpse from first ranged hit posistion to actual code death posistion.


Summary:- the actual first hit on mob by a ranged profession hangs up the graphics engine, but the code is running correctly, the graphics freeze at this first hit posistion and only update to correct posistion when mob dies.


This happens with all melee professions andall other characters on the server, not just me.


Isit Pescribed, Europe-Farstar.


I am available to help the devs or csr's to solve this problem, just send me an ingame tell, email or PM, we can get a group going and you will see the problem first hand, maybe then you will better understand this fault, or maybe what ive written is enough, anyways, whatever you need ill help ya out Guys!
KendaMcMorton
Mon May 09, 2005 2:15 am
#63

The Knuckler of Katan is classed as a fencer weapon even though it is certified at TKM. Therefore you lose Defence with it equipped.



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Morton

Commando
Sir-Rogers
Mon May 09, 2005 4:15 am
#64

Server: Gorath

*Force of Will never works, it makes me get incapped 44sec, instead of 10.

Oroc
Mon May 09, 2005 6:35 pm
#65


Its Pretty sad when aProfession Correspondent cant even start off the BUgg list thread with his own list of bugs and or brokin stuff or stuff just not workin as intended . I think this spells doom for tk . Cause our Correspondent probally isnt even a tk .my guess would be a respec Bh .



But Anyways i was wondering why Melee strike does more damage than Advanced Combo Strike . Melee strike is an Unarmed lvl 2 hit and


advanced combo strike is a Master Tk lvl hit .

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