Teras Kasi Archive
Thread: Some data regarding Unarmed Toughness
they need to add a slight speed improvement and terrain negotiation. end of story.
head shot with mind poison is a real doozy. unstoppable. ut or meditation 4 should help defend against poison whether that makes any sense or not.
heheh
I was told that it reduces twice, that they do not stack.EX
1.Assumea defence of 80% due to stacking.Damage is recievedfor 900 points of damage. With a resist of 80%only180 points would get taken.
2. Assume no stacking. The armor reduces by 40% so 540 points of damage gets through. Then you have a 40% reduction of that due to toughness leaving 324 points to get through.
I believe it actually works the 2nd way. Does anyone have data to prove, refute this?
actually... 900 pts dmg, AP0, hits armor...
light armor cuts that 50%, to 450 dmg
40% resist to DT_whatever cuts that again, to 270 dmg
an unarmed toughness of 40 cuts THAT, to 162 dmg.
what everyone seems to be missing is that ANY armor, regardless of the AMOUNT of resist, is going to take a BASE 50% off the dmg total. as long as the armor does not have a vulnerability to DT_whatever, you're taking less dmg.
BUT ARMOR ENCUMBERANCE IS HIGH, etc... just get a PSG mark ONE with resists of 3% or whatnot... you'll find the CONDITION of the low-end PSG's will keep them working more than five minutes (unlike the higher resist, less durable models), all with no secondary stat loss.
just a thought.
What lammergier said is basically right, but armor doesn't always take of 50%. For each level of AR the target has over the AP of the weapon, the damage will be reduced by 50%. For example, a 200 point AP0 attack against AR1 armor would immediately be reduced to 100 damage. A 200 point AP0 attack against an AR2 target would do 50 damage. After that reduction, you'd take off any resistances that armor has to the particular damage type. However, if the armor is listed as being vulnerable to that damage type, the armor has no effect at all, regardless of AR and AP. Unarmed toughness mitigates damage taken after all calculations for armor have been made, and effects only melee damage attacks.
Another note is that for each level of AP the weapon has over the AR of the target, damage is increased by 25%. A 200 point AP1 shot against an unarmored target would do 250 damage, assuming no resists.
Of course, AP is bugged right now so the whole thing is completely screwed up.
Otabie, I'm not sure what's going on there, I'll try to test this out tonight to make sure everything's working.
http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=15535
All your questions about armor can be answered here
sorry... the example I gave was AP0 vs AR1, since players can't wear anything other than light armor (currently, at least). and again, if the armor is vulnerable to DT_whatever, then it provides no protection... special protection AND effectiveness both 'stack' on the base AP1... they exist as seperate stats for experimentation in crafting, and otherwise both types are 'resists' on top of armor.
also of note, ALL damage is subject to a 1.5x multiplier... that's just something the devs threw into the system. so if you had a 'weapon_name' with dmg 100-100, it would hit for a base 150 dmg...
as for kungas, etc... I've been hit for 6526 points of damage by a Dark Jedi Master (didn't get a chance for another hit, but that was a regular attack... no specials). not fun, but it makes kungas look like fruit-cup. that sucker spawned on top of me... a problem that I wish they'd fix NOW (along with warping), but apparently this is beyond their skill. enjoy the new item decay! you WILL die from plenty of errors that exist in the system, and you won't be able to do anything about it. now, it just means a trip back to the cloning center. soon, it will be a massive penalty for the devs' inability to code basic combat/spatial systems, paid for by the players.
That bug (from the wording of the fix) gave you additional hit locations if you had a something equipped to a non-armor spot.
If their checking code had big enough mistakes in it, those 'new' unarmored hit locations might not have gotten our UT bonuses.
ex: Wear collectors edition glasses, and the critters can now hit you in the eyes (not just the other armor locations). Presuming UT code only checks hits to 'normal' locations, that hit to the eyes would ignore helmet AND UT, so you'd take a full damage hit.
Just a thought. I still think UT should apply (if only in weakened form) against ranged attacks too.
what everyone seems to be missing is that ANY armor, regardless of the AMOUNT of resist, is going to take a BASE 50% off the dmg total. as long as the armor does not have a vulnerability to DT_whatever, you're taking less dmg.
BUT ARMOR ENCUMBERANCE IS HIGH, etc... just get a PSG mark ONE with resists of 3% or whatnot... you'll find the CONDITION of the low-end PSG's will keep them working more than five minutes (unlike the higher resist, less durable models), all with no secondary stat loss.
A post in the rifleman forum suggests bone armor made with voritor drops. This creates an extremely low HAM, 5% or so kinetic armor. You will halve the damage you take with the lowest possible HAM cost. Might be a nice light-weight setup to pair with a heavy advanced ubese setup. This way, you never have to go completely without armor.
Orqui
Teras Kasi Master , Kauri
One thing still bugs me about the whole commando thing.
I started growing commando at one point. I had the flame shot, I had the acid rifle and it's special shots, etc etc. At no time did ANY of my commando specials take ANY of my Health, Action or Mind. I could just fire at will and all would be fine.
Wish I could get away with that on my TKA.
to answer croaaakk's question: yes it does
once commandos move in 16m or less with a flamethrower (disregarding other heavy weapons) the status changes from ranged to melee, however, the flamethrower is now considered a ranged weapon at all times, meaning that within 16m commandos suffer the 2.5 melee dmg mod for being attacked with what's considered a "ranged weapon"
this basically made those in the profession get at least novice tka so they could flamesingle1 then switch to VK's before they got rushed.
personally, commando gets worse with each patch it seems, so it's long gone from my skill tree
a shame ![]()
but tka more than makes up for it, gl guys