Teras Kasi Archive

Thread: Teräs Käsi Discussion: Combat Balance

Joseph_Reyes
Mon Sep 06, 2004 8:52 pm
#66






Sir_BlackDevil wrote:

My opinion is that Teras Kasi is at the moment a fair and balanced proffesion.


I don't think we should get another damage type as this is a weakness of being a Teras Kasi. At the moment being a Teras Kasi allows us to spend our remaining skill points elsewhere. If these were to be put into another combat profession you will have an alterbative damage type to play with.

Being retricted to one damage type means that we are dependant on other proffesions against higher level NPC's and creatures hence the interdependability.





I agree with this also. I don't know why Teras Kasi needs another form of damage. As they are now, they are one of the most balanced and fun to play classes in the game. Yes, it's frustrating when I encounter an enemy with 100% kinetic resists. But that just encourages me to gather up a couple of friends, switch over to fencer, and proceed to fight. It seems to me people want Teras Kasi to be a solely independent class, which I don't want. I want help from friends, I want to play in groups, which is why I'm playing a multi-player online game, and that's the reason I stay away from single-player games.


I've been reading these forums for quite a while now, I do more reading than posting, and I still have one question that hasn't been answered, why do Teras Kasi need another damage type? I know why Teras Kasi want another damage type, but I don't see this as being a necessity. I just see this as more reasons for people who aren't Teras Kasi to cry "nerf", gives them more reason to say Teras Kasi is too powerful. Every class needs to have advantages and disadvantages. Teras Kasi has many advantages right now, having only melee damage is just one of the few disadvantages of the class. Something that isn't crippling to the class, as there are many points left over to pick up another melee class





-Joseph Reyes
I'm old school, I don't need a fancy sig
23.4714% Geek
TYR2100
Tue Sep 07, 2004 12:12 am
#67


I apologize for the re-post but some of the infor didn't copy over to well to the forums.


Good job Ryutek!!




Teras Kasi Artist


Place in the Galaxy



  • My impression of the TKA in the galaxy are based on some basic research I got from a website and are as follows;


    1. First they did not hunt down Jedi per say. The formed this style of martial art [MA] as a way of defense for them selves and others. But it was also used to counter and go after Jedi who have turned to the Dark Side.

    2. Second TKA is a less know style of and probably not that well know.

    3. Third TKA were tough and deadly.

    4. Fourth [obvious view] there are Teras Kasi Artist [TKA] and Teras Kasi Artist Masters [TKM]

General Thoughts:



  • After much thought I think TKM should be less common. This being the case, instead of automatically gaining TKM when a TKA completes all four branches, the TKA will now have to acquire 4 million UA XP, require 6 skill points, and 1000 AP to master TKA. The only exception is for those of us who have had TKM for six months or more [3 months of have to be consistent]. But only if there is a decent revamp of TK!!!!.

  • I like the idea of having a TKA temple, but I think it should be a quest item (see quest) and that only a TKM can place them. The Temple would have a meeting room, garden room, meditation room, crafting room [with bonuses], reception room, and a training room. The training room will have the ability to spawn training droids [which would have different style of fighting and require credits to produce]. A temple terminal [similar to guild terminals [{note: a player can belong to both a temple and a guild at the same time}]. A chat tab for temple communication.

  • We need a Power Boost Timer

  • There should be quest [see quest section].


Combat and Speical abilities:



  • I think that FoW should be available to TKM only.

  • I think at the Master level of TKA [TKM] the Power Boost should either last 15 min and have higher levels or it last 10 min and cover all 9 attributes.

  • TKM can Power Boost while standing and in combat and can re-apply after 90 seconds [with timer to re-apply].

  • I think TKM should have a base of 20% resistance to kinetic damage [some martial arts focus on hardening the body] if armor idea is used [see armor section].

  • TKM should be faster and do more damage.

  • TKA should be able to block melee attacks, dodge/evade range attacks, and block/deflect range and melee attacks with special equipment [see armor]. TKM will have higher abilities in these areas.

  • TKM have a resistance to Force Powers [Ya I know no chance, but if were dreaming…lol]

  • The ability to use Power Knucklers [see weapon section].

  • The ability to wear TKA style cloths.

  • TKA need higher Defense States [knockdown, stun, dizzy, posture change, etc..] when compared to most of th other melee profession we have some of the lower defense. For a non-TKA master the base defense vs. state should be 10% point higher that they are now, and for a Master TKA [] it should be 25%-30% points higher.

  • TKA / TKM are one of the primary tanks in the game and therefore would help in any group fighting.

  • TKA’s range and melee defenses should be higher.

Armor



  • I think TKA should have special cloths that are similar to umbese shirts [lite AR] and have specialized armor for hands, arm [bracers], and feet. This armor would work with our blocking/ deflection ability [see combat and special ability section], have lite AR, and have the same resistance levels as Comp.

  • I think the HAM cost issue is already in effect, which is based on the Ham cost of the armor type.

  • This also helps the armor smiths and tailors by giving them another crafting item to make and sell

Weapons



  • First I think that the Vibro Knuckler [or more accurately Vibro Blade Knuckler] should be used by all UA., it’s just that they would be more effective in the hands of a TKA.

  • Second I think that TKA should have Power Knucklers. These Knucklers basically have a rounded face look to them, have light armor piercing, come in different types of damage,and come in pairs. They would do the following damage; Kinetic, Heat, Stun, Electric, and blast. In addition, to help with the kiting issue when the pair are put together they fire a Stun bolts that does it’s particular type of damage and produces a stun/dizzy/KD state on the target [basically the target be stunned and KO’d]. This weapons’ ability would be limited in that it had limited range and couldn’t be fired that often.

  • This also helps the weapon smiths by giving them another crafting item to make and sell.


Quest:



  • I think it would be awesome to have TKA quest. I even have some basic ideas for some.


    1. The quest for “The Armor of Steel Hands” [see armor section]. This armor would have medium AR, blocking / deflection bonus, and be resistant to LS damage.

    2. The quest for “ The Fist of Power” this quest would be for Power Knucklers that have medium armor piercing and do twice the damage, maybe even does LS damage [*smile*].

    3. The quest for “The Temple of Steel Hands”. Basically, a group and / or a TKM would fight and explore their way through an old temple that is in ruins. The TKM [or group] comes to a library that has the architect schematics for a TKA temple [random styles of temples, requires an architect to make by giving them a , and only take 4 lots…lol].

    4. A quest to battle a Dark Jedi.

Let me know whaty you think.


Thx,


Garrick




Neowulf2014
Tue Sep 07, 2004 12:17 am
#68






fritz300 wrote:
As long as we can still kick butt better then any other profession and easily dominate Jedi, I'll be happy!





that is so lame..plz go the heck back to the sims online..




Neowulf Phycosis -Dark Order-

Temujin23
Tue Sep 07, 2004 9:24 pm
#69

Picked up TKA a couple weeks ago, and I'm really enjoying it. Goes good with ranger. I'm curious, though-- why don't we have a disarm attack?


al-djinn'i

Naritus Ranger/TKA




Wake up! Time to die.
Atama
Wed Sep 08, 2004 3:39 pm
#70


"I'm curious, though-- why don't we have a disarm attack?"


It would get us nerfed faster than you can say "what happened".

Even if every profession had it, we'd still get nerfed because we're the only ones who can still keep fighting if we're disarmed.



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

If you claim to "own" me, I want to see the receipt.
ninjabob42
Wed Oct 13, 2004 8:32 am
#71

I have a second idea.


What if there were3 stances to choose from, one defensive, which would take from the power of the strikes, but add more dodges and counter attacks (I imagine something low, like a wrestler or a hoppy Bruce Lee kind of thing), and an offensive stance (the current one that looks like a boxer) which will concentrate on offense, strikes are better, but the dodges and counterattacks are less. And of course a balanced one that is even with the offense and defense.

That way in the beginning of a battle you could choose the stance and concetrate on what you want, and you could switch halfway through. But the default is the normal balanced stance.


These stances could affect the HAM and all that, but that is for the dev to decide, I just offer ideas.
Atama
Wed Oct 13, 2004 4:56 pm
#72


"I think that a brawler can use a non vibro knuckle and then a VK ast a higher levels, but a VK is a weapon, doesnt that defeat the whole unarmed combat thing?"


Hmm... Is a VK a weapon though? All it is, is a blade that straps to your fist. The fist is still the one providing the weight and power. The VK is what makes contact in a strike, but the same can be said of a boxing glove, and yet nobody calls a boxing glove a weapon. The weapon is your fist. Technically, the term "unarmed combat" is an oxymoron since all combat requires some object of violence, and that object of violence is a weapon, whether it's a gun, knife, or fist.



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

If you claim to "own" me, I want to see the receipt.
KenjiTokugawa
Thu Oct 28, 2004 4:35 pm
#73

While I don't agree with the unarmed combat expert being folded into the "TKA" sect, that is what we are stuck with. So, I think we asTKAs should rely more onmystical power (read: special attacks) than on physicalpower (i.e. strength of arms, legs,VKs, armor, etc.) I would like to see TKA become much more dependant on special manuevers for offense and defense. Also, up the HAM cost and delay considerably for these much more powerful specials. Perhaps the devs could even add more states like COB and berserk for the TKA, one at thebeginning of each tree that would reflect a different stance. For example, if you want to tank, you activate your defensive stance that signifigantly lowers your offensive damage output in exchange for signifigantly increasing your ability to dodge incoming attacks. The offensive stance would do the exact opposite. There would be an stance that increases your accuracy while simultaneously increasing HAM costs for attacks.


Thoughts anyone?



Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


voydangel
Wed Nov 17, 2004 1:09 am
#74

Teräs Käsi, A Warrior's Path



Overview: The Teräs Käsi Profession currently has no definition of what our role truly is. This is my vision, and I welcome discussion if you feel so inclined.

Teräs Käsi is largely accepted to mean "Steel Hand." Basically, all that is truly known is that it is a Martial Art in the Star Wars Universe. It is thought that the Teräs Käsi formed an Order that watched the Jedi, ensuring that they were kept in check. These are the assumptions that I use for my vision, and as such are used as facts throughout this document.

Not to be argumentative, but I have some more information for us all about this matter, I have been a long time avid SW fan, long before SWG, in the form of the Role-Playing Books by West End Games, so far, just about everything that I find in SWG, I can easily refer to my RPG books and find the related or "source" information, if you will. So, please allow me to write what the books have to say about this matter. Again, this is paraphrased from multipleexcerpts fromSW RPG books by WEG, (if anyone wants particular books or page numbers, please post the questions here, I'm not out for any kind of Copyright infringement) and should in no way be misconstued as what the dev's think, cause who knows where they're getting their info from.

"The sisters [referring to the 'Pike Sisters'] are masters of the Bunduki martial art called teräs käsi, or "steel hands". When they were young, their mother sent them to Bunduki - a world in the Pcanth Reach conquered by the Epicanthix - for an education with the learned Followers Of Palawa, a secretive group of hermits highly revered there. While the twins leared much about history, great literature, and the philosophies of hte Pacanth Reach cultures, they also learned physical discipline and the art of combat without weapons. The Pike Twins mastered these martial arts and quickly rose through the ranks of teräs käsi students, recieving many honors from their teachers. Instead of using this martial arts discipline for the better good of society, as they had been instructed, the Pike sisters set out to use their talents for personal profit."


From this we can see that you are correct in the "steel hands" (although you should be sure that hand is pluralized. However, they were not an order used to watch the jedi at all, they were very much more like many different "buddist-like" monk orders here in real life, teaching peace and harmony through extinsive physical and mental training and discipline. Honing the mind and body as one, but also focusing slightly more on knowledge, intellect, and insight, for without these things, the physical disciplinemeans nothing. Fighting is a last resort, and to use the teräs käsi for the betterment of society is the only "correct" use of that power.








Teräs Käsi, A Warrior's Definition





  • The Teräs Käsi Artist is adept at using his or her body as a weapon. Though not as strong as someone with a weapon, their speed should be unmatched, and their ability to evade and counterattack an opponent unparalleled. The basic fundamentals of any martial art are to block an opponent's attack (by actually blocking or evading the attack)and to cause enough damage to finish a fight quickly. A martial artist will target vulnerable areas on their opponent's body, and make every hit count. Teräs Käsi Artists should reflect this, and be formidable opponents. I agree with this on a presonal level, however, the skills usage in the original RPG was such that you could sacrifice accuracy to cause more damage, and although this is the origianl way, I believe that youre assesment makes more sense in a "real world" application.


  • The Teräs Käsi Artist utilizes their inner spirit (so to speak) to ward off the effects of poisons, diseases, and even wounds. Early in training the Teräs Käsi are even able to "boost" their physical strength (read self-buff). The strongest of Teräs Käsi (read Masters) should be able to channel that "chi" into their attacks and defenses. Be this in the form of stronger overall defenses, or an enhanced ability to recover from incapacitation, or even an enhanced ability to "boost" their physical attributes (read enhanced powerboost). I like. Enhanced PowerBoost gets my vote as a new master skill.




These are the basic principles that define a Teräs Käsi's abilities. They are reflected in my view of what our profession should be, which I share with you now.



Teräs Käsi, A Warrior's Role






  • What offensive abilities?


    • Speed. Without the encumberance of wielding a weapon the Teräs Käsi Artist is faster than his or her opponents. Here Here.

    • Accuracy. Related to above, the Teräs Käsi Artist does not have the luxury of being able to hit an opponent with a large weapon, knowing that some part of it will hit them. Therefore they train to be precise strikers, ensuring that their opponent goes down quickly. Here Here.


  • What defensive abilities?

    • Defense versus States. The proficient Teräs Käsi Artist should be very difficult to catch unaware, and therefore be quite resistant to being knocked down / posture changed, dizzy, and stunned. Anyone can be blinded or intimidated by an opponent, as should we. Here Here. I think we should get slightly higher Def. v. States. Plus, please see my entry about the next item for a view on a way to be rarely caught off-guard.

    • A Teräs Käsi Artist should be very quick (reflexes), and able to evade or block an incoming attack. Every martial artist is trained to counterattack their opponent(s), and the Teräs Käsi are no exception. Here Here. and moreso...how do you like the idea of having rediculously high counter attack (+250?) with the balancing factor being very low accuracyand lower attack speed, this would bring the original spirit of the RPG skill to the forefront, as well as giving us that defence we all want. We wouldhit very seldomly,but counterattack much more often, making our primary mode of attack that of defence,we wouldn't be able to go on a crazy killing spree of our own accord, but woe to the personwho attacks us.


  • What unique abilities?

    • Meditation. Our abilities are on par here, except that at mastery we should be able to utilize Force of Will a little more frequently, and the duration and/or effects of Powerboost should be enhanced. Here Here.


  • Should add what advantage or asset in group combat?

    • We should be one of the main "tanks" in a group. The Teräs Käsi Artist knows how to absorb damage throughout a fight, maintaining their composure while they continue to cause their opponent significant damage. Sorry, but I completely disagree. As much as I love to tank, this is completely against the grain of what i feel it is to be a practioner teräs käsi. We should not tank, if by tank you mean soak up the damage (you put absorb), we are not meant to be hit, we are trained to evade and strike, not take hits. Now, if by tank you mean "be at the forefront of a fight" then yes i agree, but we should not be "tanking" damage, we should be evading and counterattacking and not getting hit.


  • What interaction / dependencies should exist with other combatants?

    • The Teräs Käsi have a very limited range of damage types, and rely on other professions to help take down opponents who are resistant to us. Yes (unfortunately)


  • What should be their unique role in the Galactic Civil War?


    • As the Extended Universe suggests, the Teräs Käsi should be one of the front lines against those Jedi who abuse their powers. Through inner strength the Teräs Käsi ahould be able to resist the Jedi's force abilities, and act as "Watchers." I personally disagree, but hey, since I cant come up with a better 'role', you got my vote.
ninjabob42
Thu Feb 10, 2005 12:04 pm
#75

I agree, although I believe that you should lose your damage mitigation, or unarmed toughness as well, when you are armored, and you should have increased dodge without it.


I also think that a ATK should be able to use the precision tree strikes, head, body, and leg hit, should have higher AP since they are precision and you shoudl be able to get through the holes in armor (striking joints and all that) but again, only unarmored and without a VK on.


Also I think that a VK should do less damage when you hit mastery. When you hit master TK you should not need a VK anymore
hamhamthe3rd
Thu Feb 10, 2005 5:00 pm
#76

if they get added evade then they should definitely get an armor wearing penalty that negates their evading mods.
Page 6 of 6