Teras Kasi Archive

Thread: The Teräs Käsi Template Question Thread

Sobyv
Fri Oct 22, 2004 12:56 am
#53

There is a little workaround for medic skills though and it's called garmorrl. Actually, accaragm too. Pop either one of these to get either stat increase and keep on truckin'. It's a nice little workaround that saves you on some skill points, but you need to get a supply happening with a chef.
westcoastavenger
Fri Oct 22, 2004 4:05 pm
#54


Great thread so far. I'm curious, I've been away for a while and can't remember the defensive skill mod caps and how they work. Is it still: Dodge, Counterattack, Block, Melee Defense, andRanged Defense that cap at 125? Then, can you still acquire up to +25 of SEA's for these mods and bring the total possible to +150?


Also, what are the Unarmed Speed and Accuracy caps, if any?


Additionally, do the Force Sensitive skills of Melee Speed, Accuracy, and Defense apply to Unarmed TKA's as well?


Forgot this one: Does Unarmed Damage have a cap?


Thanks so much; trying to get back into the swing...

Message Edited by westcoastavenger on 10-22-2004 04:11 PM




_________________________________________________
FORCE :: RakenSpiderlord :: HERETIC
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Atama
Fri Oct 22, 2004 8:31 pm
#55


"Great thread so far. I'm curious, I've been away for a while and can't remember the defensive skill mod caps and how they work. Is it still: Dodge, Counterattack, Block, Melee Defense, and Ranged Defense that cap at 125? Then, can you still acquire up to +25 of SEA's for these mods and bring the total possible to +150?"


Those caps are hard caps. That means they can't go over +125 at all. If you had a base of +125 or more in those skills any attachments would have no effect.


"Also, what are the Unarmed Speed and Accuracy caps, if any?"


There are none. They can go as high as you can get them. However, a speed bonus of +100 will cap any weapon related to that skill no matter what the speed of the weapon is. Essentially, the speed bonus is a percentage decrease of weapon speed. +50 will divide the speed in half, +75 reduces the speed by 75%, and +100 brings the speed down to no delay at all. There is a speed cap of 1 second on all attacks, however, so you really just bring the weapon delay to 1 second for all special moves.

Note that VKs rarely get far above a speed of 2, and I don't know if I've seen a VK slower than 2.5 At +90 unarmed speed, a VK of 2.5 or faster will be capped at 1 second delay for every TKA special, so in effect anything above +90 unarmed speed is a waste.


"Additionally, do the Force Sensitive skills of Melee Speed, Accuracy, and Defense apply to Unarmed TKA's as well?"


Yes, as does Ranged Defense (which defends against ranged attacks). However, Melee Speed is a waste for most TKAs for the reasons I mentioned above.



"Forgot this one: Does Unarmed Damage have a cap?"


Nope. Right now I have +271 Unarmed Damage skill. I think the theoretical limit is +290 (+250 from TKM, +15 from Trandoshan, and +25 from unarmed damage attachments). It's unproven whether or not unarmed damage tapes actually work right now though.



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Marcus_Skyrunner
Sat Oct 23, 2004 1:01 am
#56

Hello all, I am currently tkm/mrifles/medic2040/ the rest in or reserved for fs (speed cap in rifles).. based on your expirence do you think that tkm/mswords/medic2040/ will have quicker xp gain than my current template?



/// Remo Skyrunner-R1 R2 L1 X left down right up left down right up\\\
westcoastavenger
Sat Oct 23, 2004 6:11 pm
#57

Thanks for the info! Big help =)




_________________________________________________
FORCE :: RakenSpiderlord :: HERETIC
July 15th 2003-December 20th 2005
Ì[[[[G?????[7]]]°
AldorMantel
Sat Oct 23, 2004 7:35 pm
#58

Ok, when I originally started down the path of Teras Kasi Artist, my original template was going to be:
Master TKA
Master Brawler
Master Swordsman
Novice Medic

However, I find myself more and more considering Master Doctor instead of MBrawler and MSwordsman.

So, I'm looking for some feedback/comments on the advantages and disadvantages of such a move from someone that's been doing this for longer than I am.

I plan to do mostly PvE with a good dose of soloing or small groups (tend to group with a Ranger/Rifleman and a Smuggler/Creature Handler).



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Maer Talaron @ Naritus

Landaron Mantel @ Radiant
InfidiMihi
Sat Oct 23, 2004 8:21 pm
#59

are you sure it wont go over 125? Somehow I always believed that 125 is cap but you can use tapes to get it to 150
killerobe1
Sat Oct 23, 2004 8:31 pm
#60

Can anyone rate this template im going to try and do after i unlock and get my second slot (this will be a while after but it sounds like a cool secondary)


Its going to be Master TKA / Master Force Wealder/ Force Healer 1000


It Looks like i can hit hard at short range with tka and some force powers and if they run...just bust out the long range powers such as lightnign ect.... any feedback would be nice! thanks guys!


Cineo Kawra

Master TKA/Doc

Flurry




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Cineo Kawra - Jedi Padawan
Obe' Kawra - Teras Kasi Artist
Marcus_Skyrunner
Sat Oct 23, 2004 9:54 pm
#61






AldorMantel wrote:
Ok, when I originally started down the path of Teras Kasi Artist, my original template was going to be:
Master TKA
Master Brawler
Master Swordsman
Novice Medic

However, I find myself more and more considering Master Doctor instead of MBrawler and MSwordsman.

So, I'm looking for some feedback/comments on the advantages and disadvantages of such a move from someone that's been doing this for longer than I am.

I plan to do mostly PvE with a good dose of soloing or small groups (tend to group with a Ranger/Rifleman and a Smuggler/Creature Handler).




No one answered my question.. but I used to be a master swords/masterdoc and master rifle/ master doc template...these templates are fun and have the ability to buff and cure all states and poisons,BUT i find that master doctor is not nessesary in most cases, your better off getting enough doc to heal states and poisons like 3/0/2/0 or somthing or just medic 2/0/4/0 . Tka only has kenetic dmg your going to need another damage type for pve......I also had tkm/master doc and was so dependent on doc that when i finaly droped it for rifles i totally forgot about it lol





/// Remo Skyrunner-R1 R2 L1 X left down right up left down right up\\\
Sovi-FFO
Sat Oct 23, 2004 10:03 pm
#62






Marcus_Skyrunner wrote:





AldorMantel wrote:
Ok, when I originally started down the path of Teras Kasi Artist, my original template was going to be:
Master TKA
Master Brawler
Master Swordsman
Novice Medic

However, I find myself more and more considering Master Doctor instead of MBrawler and MSwordsman.

So, I'm looking for some feedback/comments on the advantages and disadvantages of such a move from someone that's been doing this for longer than I am.

I plan to do mostly PvE with a good dose of soloing or small groups (tend to group with a Ranger/Rifleman and a Smuggler/Creature Handler).




No one answered my question.. but I used to be a master swords/masterdoc and master rifle/ master doc template...these templates are fun and have the ability to buff and cure all states and poisons,BUT i find that master doctor is not nessesary in most cases, your better off getting enough doc to heal states and poisons like 3/0/2/0 or somthing or just medic 2/0/4/0 . Tka only has kenetic dmg your going to need another damage type for pve......I also had tkm/master doc and was so dependent on doc that when i finaly droped it for rifles i totally forgot about it lol








I suggest master Fencer with doc, not for damage but to stay alive



Sovi | Ninja Exploit Zero
Atama
Sun Oct 24, 2004 12:22 am
#63

I have only 0340 Pistoleer and I still pull out a pistol from time to time in PvE and PvP. Try to get xx4x in Pistoleer so you can get ranged mitigation 2 and awesome defenses which will both help when you're using TKA.

My other advice, forget scout. Scout isn't all that great on its own, all it really does for you is let you harvest stuff. The terrain negotiation isn't that important, mask scent is only handy when you're really good at it, camps don't mean that much anymore now that you can pull vehicles and mounts anywhere, and traps suck. It was initially hard for me to get rid of scout when I had to for the template I wanted, but now I realize it wasn't doing much for me. It costs way too many points for what it does.



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Meniue
Sun Oct 24, 2004 12:54 am
#64

What about this template?

TKM
Master Carbineer
Medic 4/4/4/0
Scout 1/0/0/0

There should be some points left over.... I'm new to SWG and templates so this was just my first whack at it. I was thinking TKM would be great for close range then Carbineer for when enemies are at a distance.. medic to heal obviously and scout to run up hills faster.

Any thoughts?
Atama
Sun Oct 24, 2004 2:08 am
#65


"are you sure it wont go over 125? Somehow I always believed that 125 is cap but you can use tapes to get it to 150"


When the devs announced that they were going to cap defense skills, they said it would be a *hard* cap and that you could not in any way exceed the +125. That was to prevent the problems occuring with super defense stackers dominating PvP (which no longer occurs despite the whines of certain people). I can dig up the quote if you want.



*********************************
Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
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