Teras Kasi Archive

Thread: Thoughts for discussion...

Atama
Wed Sep 01, 2004 3:50 pm
#92

I've used the argument myself many times that something called "steel hands" could use something made of steel in their hand.

But you can interpret it either way... Hands as strong as steel, or hands containing steel.



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

If you claim to "own" me, I want to see the receipt.
tiberian_death
Thu Sep 02, 2004 11:21 am
#93








Id like to see VK's out of the picture


Enter this scenario , VK's no longer exist , weaponsmiths are taken care of and happy with their new VK windchimes or whatever (not to make light of it, existing stocks of VK's would have to be seriously addressed to be certain)


We nowhave no VK , we are truly an unarmed melee profession , so now what? heres an idea, not soley my own, but based on other posts


1) Augmenting our Powerboost skill..



  • Channeling energy is what powerboost is. This could reasonably be used by you to channel energy into your hands for added armor piercing and an alternate damage type.

  • The level of focus and discipline necessary to channel energy in this manner would only be attainable by the Ascended Masters of our order (put it in the master box /nod)

a quick example would be


A Master Teras Kasi uses Master Level Powerboost (or powerboost II if you will) adding elemental damage to his hands. This elemental damage being Cold , Heat or possible Electricty. At the Master level.. The energy channeled through powerboost not only has boosted the H/A/M as before, but now also imbues the fists with an aura of heat (or cold ) providing an acceptable method of introducing a New damage option..


To further clarify what im proposing, it would work this way



  • Powerboost one
(meditate tree ) temporarily increases HAM as it does now , but also adds AP1 .. you now have your AP1 kinetic



  • Powerboost two (master box) temporarily increases HAM as it does now, but also adds AP1 AND a new dmg type cold heat or electricty... not all three but one to be determined with further discussion you would now have a new dmg type with AP1


our default dmg type unarmed remains Kinetic so you would only use Powerboost 2 for the new dmg type, and if you wanted to use Kinetic still you would just use Powerboost one and still benefit from AP 1


this would work on the same timer as powerboost does now, so it is not always active this to me seems to balance it already , further in this scenario we no longer use VK's , the exact impacts/reduction of this on our dmg output need to be hashed out as does the weaponsmith impact , its quite possible that with ap 1 we would do similar dmg as we did with high end VK's thoughim not much for the numbers so couldsomeone take a crack at that please >.


In the above scenariowe address the reasonable arguments such as




  • Unarmed should be exactly that, Unarmed

  • Not talking about gloves that leaves the leezards feeling unloved

  • Not relying on rare drop/spawn/campfiasco to get a second dmg type

I think this is something that most sides of the debate in our community could see common ground on (time and sentiment will tell)


It also lends to getting back to our Mystic side in the spirit of meditation, channeling, focusing mind over matter and discipline.


Mota


Flurry






That also sounds good, cuts the WS out of the picture but VKs don't go for much anyways. However the only problem is since we not only get AP 1 from the VKs, we also get a pretty nice increase in damage from them so no VKs will actually make us hit less then we do now. So an AP of 2 at the master level would actually balance that out and bring us to the level of damage we do know at Master Level with a VK of AP 1.




Maller Malice
Former Mayor of New Aldera
Selling Loot, Meat and Resources south of Cnet at 364, -5476, vendor named Loot, Meat, and Resources.
Silence---
Fri Sep 03, 2004 10:46 pm
#94

Didn't you guys ever see that ripley's believe it or not when a monk would meditate for a while and then through extreme consintrationraise the temperature of his hands to make them actualy hot. This could aply here a TKM should be able to meditate for like 2 minutes then be able to change their damage type to heat or cold based on the temperature of their hands. To do this u could not have a vk and this "buff" would only last like an hour (maybe). Without the vk u would have no armor piercing or damage bonuses so it could make it more fair to other proffesions.



ign: Merumeru
project303
Thu Sep 09, 2004 2:36 am
#95


Ryutek wrote:
Two Cold Damage weapons as far as I know, a Grenade and a Rifle...




Lets not forget the DE-10 Pistol. Cold damage
dont see em everyday but they definately around

Message Edited by project303 on 09-09-2004 04:41 AM



Krangk
sposey
Thu Sep 09, 2004 5:52 am
#96

Earlier, someone mentioned the removal of mitigation......when is this gonna happen? I guess I have been under a rock because this is the 1st I have heard of it.
Ryutek
Thu Sep 09, 2004 7:03 am
#97






project303 wrote:

Lets not forget the DE-10 Pistol. Cold damage
dont see em everyday but they definately around

Message Edited by project303 on 09-09-2004 04:41 AM



Yep, forgot about that one




Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Utess
Thu Sep 09, 2004 11:15 am
#98

The DE-10 fires blue bolts but is still an AP 1 energy weapon It does, however, have really high damage at the cost of heavy ham requirements(for a pistol) and generally much slower speed(which doesn't really matter much until the Combat Revamp).



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
Ryutek
Thu Sep 09, 2004 1:58 pm
#99

Well, then I didn't forget about it

Seriously though, it is one of the few I have not seen yet, so that is good to know for reference.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
FuryoftheStars
Tue Sep 14, 2004 7:42 pm
#100

I'd like to see TKs lose their VKs as well, or at least become less dependant on them. While I don't know the best way to go about it as I haven't been a TK for too long, I would have to say that a lot of the suggestions here appear to me to bepretty good/resonable.
Digitalphobia
Wed Sep 15, 2004 1:04 am
#101

Hi,

How about Grapple? "Restrain Damage." I have seen it on /examine before. But then it could be anything ... anything that pinch/grip/crush-in. People do that you know?

Q
Atama
Wed Sep 15, 2004 1:58 am
#102

Restrain damage was apparently removed from the game.



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

If you claim to "own" me, I want to see the receipt.
Jenky
Wed Sep 15, 2004 12:19 pm
#103

im not sure...


I would rather see VK and RK as an alternative method for playing your tka.


we are all so similiar looking in style and fighting way.


using VKs should have benefits and disadvantages.. a person should be just as good unarmed, if he plays him right..


acuracy, ham, damage, speed... 4 things we can fool around with...


what goes for dmg type i expect them to nerf comp and buffs into the stoneage(i cant wait)



______________________________________
Regarding Star Wars Episode III: "Right or wrong this is my movie, this is my decision, and this is my creative vision, and if people don't like it, they don't have to see it." -George Lucas

"What we do in life, echos in Eternity" - Gladiator
Page 8 of 8