Teras Kasi Archive

Thread: TKA State of the Profession II

dashida
Sun Nov 16, 2003 11:16 am
#66

I'm seeing a difference in damage readouts. Note the floating dmg vs the chat spam.

http://www.dashida.com/upload/screenshot0003.jpg
http://www.dashida.com/upload/screenshot0004.jpg





10100100110010
0110001001100101
0110110001101100
0110100101101111
0110111000100000
0100011001101111
0111001001100101
0111011001100101
0111001000100000



Kashir Moor · Master Ranger · Teräs Käsi

evetsleep
Sun Nov 16, 2003 7:32 pm
#67

this is consistant with what I have been seeing. AP is busted again is what i think because i have seen this when using other AP weapons against lower AP NPC\creatures.




Orzi - Light Jedi Assasin
Apol - Master Rifleman

"Your eyes can decieve you. Don't trust them" -o.k.




evetsleep
Sun Nov 16, 2003 7:34 pm
#68

Heavy,


Is CoB and Defence Acuity working on TC?





Orzi - Light Jedi Assasin
Apol - Master Rifleman

"Your eyes can decieve you. Don't trust them" -o.k.




Koveros
Mon Nov 17, 2003 12:53 pm
#69

I strongly agree with the downer of PB leaving us at 1 HAM. I have been incapped before and then had PB wear off. I didn't have much HAM left anyway (50-70 in the remaining pools, it was a tough battle) so for the first 3 minutes of pb wearing off, I was stuck at -100 on all HAM. then it took another 4-5 minutes to get back to where I could stand up. lots of downtime. this also happens with a single bar incap. if you are incapped and then PB wears off, ouch. downtime. I sure hope that the min HAM gets changed, it would take away alot of grief.


Balance is giving every profession something that the others would drop their profession for.

ChryssSR
Tue Nov 18, 2003 1:01 am
#70

I never noticed this before patch, but now if you use something like lunge to lower someone's (or something) posture afterthe target had already been forced into a lowered posture,it causes the target to pop right back up again...similar to what happens when you use a kd attack after something was already knocked down.



Chr'yss Ta'baal
Master Heavy Swordsman/Master Armorsmith
Takarin
Tue Nov 18, 2003 8:23 am
#71






Sage1 wrote:

We should have natural Body-Armor of 250 resistance per row of TK skills we like 1/1/1/1, and so on and so on so when u get to ur TKM level ur Natural-Body Armor will be up to 2k.






I think i understand what Sage is saying here, Sage - correct me if I'm wrong.


I'm in the Marines... we recently started a new hand-to-hand combat program. One of the techniques we use in this program is "body hardening". It's a warm up that involves striking the nerve-sensitive areas of the body repeatedly at about 80% power. Over time, you will find that when you are sparring some one, and they go for a pressure point or nerve strike, you are more and more immune to it... because they have been numbed or hardened...


I would imagine that a TKA has endured the same thing... and by the time he reached 4/4/4/4, he should be pretty numb to most strikes...


I think it's a good idea! It is something from RL that can honestly be incorporated into the game...




Takarin -- Teras Kasi / Commando--
Member of WF
"Forcast for tomorrow: a few sprinkles of genius, with a chance of DOOM!"
Proud inaugural citizen of Falcon Crest, Corellia, Gorath

N i p Tukk -- Master Image Designs of Falcon Crest --
"So, tell me what you don't like about yourself."
Shyn_Starstryfe
Tue Nov 18, 2003 8:28 am
#72

its actualy already incorperated. its called unarmed toughness. at master, we get 57% resist to melee damage. im not sure if this applies to ALL melee damage, or just kinetic damage, but it is 57%. the highest out of all the trees. thats does happen in real life though, shaolin start young and slap each others bodies to harden and numb their skin, as well as punch the ground and progressively harder things to toughen up their knuckles.




_________________________________________________________
Teras Kasi Master, Master Fencer, Master Heavy Swordsman
the Monk of Starsider, master of swords and fists, Tengukaze Hakaiteki
Mister_Heavy
Tue Nov 18, 2003 8:28 am
#73







Takarin wrote:



I think i understand what Sage is saying here, Sage - correct me if I'm wrong.


I'm in the Marines... we recently started a new hand-to-hand combat program. One of the techniques we use in this program is "body hardening". It's a warm up that involves striking the nerve-sensitive areas of the body repeatedly at about 80% power. Over time, you will find that when you are sparring some one, and they go for a pressure point or nerve strike, you are more and more immune to it... because they have been numbed or hardened...


I would imagine that a TKA has endured the same thing... and by the time he reached 4/4/4/4, he should be pretty numb to most strikes...


I think it's a good idea! It is something from RL that can honestly be incorporated into the game...







Just to play devil's advocate, wouldn't this fall under our "unarmed toughness" bonuses?



On another note:


"It's a warm up that involves striking the nerve-sensitive areas of the body repeatedly at about 80% power"


Ouch. We did some nerve strikes in jujitsu. Painful.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Takarin
Tue Nov 18, 2003 9:08 am
#74

Sorry guys... I'm still new to the profession and I didn't know about the toughness bonus... I will go back and review the skill tree...


Thanks for catching me up! I've only started reviewing this forum this week, and I'm very impressed so far... very professional and a lot of great ideas. Very much like the Ranger forum...




Takarin -- Teras Kasi / Commando--
Member of WF
"Forcast for tomorrow: a few sprinkles of genius, with a chance of DOOM!"
Proud inaugural citizen of Falcon Crest, Corellia, Gorath

N i p Tukk -- Master Image Designs of Falcon Crest --
"So, tell me what you don't like about yourself."
Mercurion
Tue Nov 18, 2003 12:30 pm
#75

I'm not usually a poster, mostly just a lurker, however I feel the need to express my thoughts as a long time TKM.


1. I hate VKs. I would like to see something to the effect of CoB introduced where we'd get a skill to give our unarmed striked AP 1 for a certain duration. That duration would be determined by our +steelHands modifier, or whatever it would be called. At master it would last for 60 seconds or so, or however long the devs decided.


2. I honestly don't thing poison, heat or cold damage is "realistic". Obviously this is a game based on fiction, and realism doesnt come into play (how about how every single person in the galaxy can run at the same speed on level ground), but poison, heat and cold damage seen completely farfetched. I'm only naming those three because that's primarily what's been discussed. I don't think we should have blast, energy, electrical or anything other than kinetic, stun and possibly restraint. ( I forgot your name, but whoever made the post about pins and locks, et cetera being possible restraint damage hit right on the nose. ) We're a melee class. We're not going to be able to deal as many different damage types as pistoleers. The other melee classes pretty much have 2 types each, afaik.


3. I've noticed that when coming off of powerboost, it no longer reduces my HAM, except to reduce what was there only from the powerboost. For instance: I'm usually boosted to 1500/1500/1500 and if my ham looks like 900/800/1400 after some farsical battle, and the boost wears off, it reduces me to 900/800/1000, which I love.


I had some more things, but I have to leave work now. 1 and 2 are my big issues with what's being discussed here, though.




/ / / / Zenom | Ce'tith \ \ \ \
Teras Kasi Master | Bounty Hunter Scum
\ \ \ \ Chilastra / / / /

MarkAStewart
Tue Nov 18, 2003 1:35 pm
#76

Pardon me if this has been mentioned but I think TK needs a bleeding attack too. It seems like a natural that someone using a VK could make someone else bleed. As it is now, if I was to do it I use pistol first and then switch, which seems odd in combat.

Also, PLEASE fix Force of Will soon, even if it's just returned to the way it was. It got me killed three times today and I no longer have any idea how it's suppose to work.



------------------------------------------------------------------------------------------
2 Accounts Cancelled Until a pre-CU rollback or pre-CU server is offered.

"The devil's just a man with a plan. Real evil is a conspiracy of men."
-Fox Mulder, The X-Files
Sage1
Wed Nov 19, 2003 4:12 am
#77

Being around the Military and Martial Arts most, or all my life i know what should be and shouldnt be incororated and whats we should have for balance of the gameIn Opinion.!!!


For instance, ppl in other countries can walk on coals of burning fire without any damage. ! reason is theyre Aura power and High Meditative Techniques that even most doers dont know they have.


Ive also put myself through torture in case i was ever tortured by an enemy, and ur body can build such immunity most couldnt beieve.


When I was doing Martial-Arts and Ki powers i played with fire a bit and allmost got the hang of it, some fires i could just know i could do anything and was able play with the flame.


Some have put rods throuh theyre bodys arms,legs, and cheecks.


I have also been able to heal myself before of pain.


So, what does this have to do with Teras Kasi's.


1) Un-Armed toughness is not suppossed to only apply to mellee combat, and the Toughness is bad as it it is> We should be on Par with those Cave Warriors on Dantooine because thats how Martial_arts really r.


There r ways i remember how u can Meditate while in fire, and in fighting. And yes i have channeled Ki energy like the Chinese and other Asian Martial-Atist Masters can do. Its mostly has to do in whether u believe or not thats the problem.


As Teras Kasi's r a Jedi Martial-Art it should be just like the Real Teras Kasi's should be.


2) Every Teras Kasi should have Natural-Body-Armor like the Cave warriors, Dantari, and Ewokks and some overly powerfull NPC's


This like ive said before should give u 250 more Body points, that should Have to do with all 9 stats on the completion of each row.


I was wayyyyyyy against this before. Ah hell that would be to powerfull though RL ppl can do it with fire.


3) TK's in the second row should be able to now punch for 500 dmgif thats not workable then at least TKM's should with makeing 750dmg in hellous fighting Like last chance/Last will thing before they die. But should only be done in intervals in 1in 4 to 8 punches, depending on how severe The Fight is.


Thats all i can write for now, im very tired, But what that Marine said is very true to i should know.

Sage1
Wed Nov 19, 2003 4:15 am
#78

Oh, and yes without a doubt there is no reason why VK's shouldnt keep ur enemy from bleeding


And the 500dmg thing is meant to be without VK's, as like other ppl dont want to rely on them, especially with this stupid Decay crap. bye.

Page 6 of 12