Teras Kasi Archive
Thread: The Teräs Käsi Template Question Thread
Message Edited by westcoastavenger on 10-22-2004 04:11 PM
"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.
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).
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
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
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.
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?
"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.