Teras Kasi Archive

Thread: Exact description of how FoW is working on TC

Azralon
Wed Oct 29, 2003 3:18 pm
#53

I'm seeing a lot myself. Used to, we'd hide that class so we could surprise people in PvP. Now that we're an almost-fixed class, I figure it's a pride thing. More people are showing their true colors.


Either that or:



  • People are doing the Smuggler/Pistoleer/TKA tripleclassing to get outstanding pistol offense and (recently) worthwhile unarmed defense.

  • People are doing Commando/TKA for massive damage andworthwhile defense.

  • Chicks like being Dancer/TKAs so they can look sexy and be all barehanded-athletic.

I considered going TKA/Commando or TKA/Pistoleer myself. I'd run around unarmed all the time, and rather than rolling my eyes at kiters I'd shoot them in the face.


So is it that TKA is overpowered? Pistoleer? Commando? Smuggler? I'd say not; I'd say that players naturally migrate to the classes that work (or at least, don't stink). That's why half the playerbase has Novice Creature Handler (right now, anyway).




___________________________________________________________________

-- Daerys Kyne of Coronet (Teras Kasi Master / Novice Entertainer 0044 / Novice Dancer 4244 / Novice Medic 1000 / ex-Master Ranger)

"Yeah, so the holocron said Dancer. I can still Teras you a new one."
Drakronis
Wed Oct 29, 2003 5:02 pm
#54


  1. If delta is less than 10, the character will sustain 100 wounds to the Health, Action and Mind pools

  2. If delta greater than or = 10 & less than 40, temporary reductions of 200pts to HAM pools will be applied (1min)

  3. If delta greater than or = 40 & less than 70, temporary reductions of 100pts to HAM pools will be applied (1min)

  4. If delta greater than or = 70 & less than 90, no effects are applied to the character

  5. If delta greater than or = 90 the character's HAM bars are all completely healed (damage only, not wounds)

  6. An effect similar to the zabrak innate "equalize" is applied to the character

  7. A 15 minute reuse timer is applied




Something is wrong with your summary. You state that there is a 6% of amazing success, but if a master TKA is incapped and his FOW roll is between 90-100, he pops back up with all his HAM completely healed? This is a 10% chance of a TKA going from incapped to fully healed, and is too powerful IMO. I don't think the developers will go for that.

Mister_Heavy
Wed Oct 29, 2003 8:19 pm
#55






Drakronis wrote:


  1. If delta is less than 10, the character will sustain 100 wounds to the Health, Action and Mind pools

  2. If delta greater than or = 10 & less than 40, temporary reductions of 200pts to HAM pools will be applied (1min)

  3. If delta greater than or = 40 & less than 70, temporary reductions of 100pts to HAM pools will be applied (1min)

  4. If delta greater than or = 70 & less than 90, no effects are applied to the character

  5. If delta greater than or = 90 the character's HAM bars are all completely healed (damage only, not wounds)

  6. An effect similar to the zabrak innate "equalize" is applied to the character

  7. A 15 minute reuse timer is applied




Something is wrong with your summary. You state that there is a 6% of amazing success, but if a master TKA is incapped and his FOW roll is between 90-100, he pops back up with all his HAM completely healed? This is a 10% chance of a TKA going from incapped to fully healed, and is too powerful IMO. I don't think the developers will go for that.








Remember that the skill automatically fails if the roll is less than 5 (1-4). For a TKM, to get adelta (Med score - roll) of 90+, your roll will have to be between 1 and 10. Since a roll of 1-4 is an automatic failure, that leaves 5-10 as scores with a delta of90+ that could be a success.


Overall, it looks like people are more or less satisfied with this latest recommendation. I'll take it to the devs.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Welwood
Wed Oct 29, 2003 9:12 pm
#56

I like the higher the level, the greater the chance of sucess, less dabbler benifits, more master rewards.


I dont like 1 hour timers, punishes people who dont play for long periods of time, and negates itself as a tactic in desparate time for those who do. Sure I might get incapped at 5 past noon, and that's a horrible db about to happen, but it's MORE desparate when at 45 past noon I'm 14k m out and I get incapped and mobs go after my hotpants wearing healer. (hi misty) 10 mins is reasonable, especially when figuring the potential dissadvantages of using it.


Battle fatigue should be replaced with straight up mind bar wounds. Makes more sense anyways, if I receive a massive concussion, then by the strength of my will alone I wrench my body back into action, my brain is still mush inside my head. (believe me, I've done this irl, and that's what happens :smileywink


Welwood
Wed Oct 29, 2003 9:42 pm
#57

I like the proposal overall, but I would say that to put this all in one line (meditation) is just asking for it to be nerfed in the future, and the reason is pretty obvious. Everyone and his brother is going to be taking this one line of tka simply to get the benifit of an increased chance of getting up before the deathblow in pvp.


I'm not sure what the best solution would be exactly to be honest, but I think that if you received the skill at the top of mediatation line + some %, then for each sucessive line after that completed, an additional % would be added until all 4 bars were filled, then the max boost at master would stop people from rushing to tka for one line.


I also fear the dreaded nerf, and if people start flooding into tka for one line, like they do in bh for pistols then it would be a shame.

JohnTheYellow
Thu Oct 30, 2003 1:09 am
#58

Sounds good to me.



Give a man a blanket and you keep him warm for the night. Set a man on fire and you keep him warm for the rest of his life.
Helstrum
Thu Oct 30, 2003 1:18 am
#59

I like it
cimianx
Thu Oct 30, 2003 1:25 am
#60

Wow! Nice proposal, Mister_Heavy. It offers something unique to Masters without overpowering the skill. I like the removal of BF,shorter temporary stat reduction timer, and much shorter reuse timer. Nice job - I'm in awe. I hope the Devs listen to you, cause this community just rocked the house.




Cimm Katta on Chilastra (active)
Teräs Käsi Master | Master Creature Hander | Medic

Cimmee on Tarquinas (retired)
Master Weaponsmith | Master Artisan | Fencer | Marksman
Rafed
Thu Oct 30, 2003 1:42 am
#61

Sounds good anything that works will be better than the high failure rate I get now.


Only thing I dont like is the timer feature (so I am in the minority).


I always got the three incaps in 10 mins = clone, thats if FoW did work each time.


All this timer will do is help prevent you getting incapped 3 times faster within 10 minutes. And have a higher chance of getting deathblowed on the second incap. Basically if you use it once in combat and get incapped soon after you have no chance of trying to stand again.


Considering we have a chance of getting wounds on every success, why have the timer as well ?


If there was no wounds then maybe the timer would be a better idea, but to have both really takes a lot of usefulness away from this skill.

Auto
Thu Oct 30, 2003 1:56 am
#62

I think people are underestminating this skill, especially in PvP. I get incapped by a ranged player. He comes over to me thinking he can deathblow. I use Force of Will, KD2 and proceed to whoop his azz. Very nice.

All for the proposed changes. The original proposal didnt really make it a skill imho certainly not worthy of a tier 4 skill.



Greython Tolar of DOOM
SliverKing
Thu Oct 30, 2003 7:48 am
#63

With Mr. Heavy's revisions I think the changes would be awesome. I especially like that Master's get a significant bonus on the skill to help prevent dabbling. 15 minutes sounds like an excellent timer to prevent it from being exploitable; face it, when you use FOW your actions should be runaway from whatever kicked your butt and heal. You get a few seconds before they aggro you again, use it to go hide. you'll burn most of that 15 minute timer healing up and getting rid of the wounds.

With Feign Death a much easier skill to acquire (xp wise)and in a tree that includes actual combat tricks (panic shot, low blow, last ditch); I really dont think we'll see people going into Teras Kasi just for FoW.

-Belak
Teras Kasi Master
Starsider
Mister_Heavy
Thu Oct 30, 2003 8:01 am
#64

Actually, I'd suggest that is one of the least dabbler-friendly skills out there. Without TKM, you're stuck with a 29% complete failure rate, and absolutely no chance of a total success. No matter what, without TKM, you're going to suffer ill effects when you successfully use this skill. After TKM, your success rate goes up to 96%, with a 26% chance of a flawless (or better) success. IMHO, even with our suggestions, the skills is not that great until you hit master.

If we wanted to make the skill even less dabbler-friendly, we could propose having the timer based off of your med skill as well. A formula such as:

Timer = 30 minutes*(25/(med score-50))

Would give characters with master med a 30 minute timer, while giving TKMs a 15m timer.


Something to think about.



Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
crawlerzzz
Thu Oct 30, 2003 1:56 pm
#65

sounds **edit** great for now


bf was stupid, 900 wounds overkill, 1 hr delay way too long...


it seems balanced now, it can help us, but not overpower us


glad to see u back Heavy






Vanthoi

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