Teras Kasi Archive
Thread: How do I deal with Armor Ratings...?
At the moment, we TKA, unlike other classes have a VERY limited range of weapons to choose from, which is of course the basic "unarmed" idea of the class. This leaves me standing looking at something with an armor rating above "Light" and asking myself, why do I even want to try doing any damage at all.
I was only wondering if there was some way for us to get past this problem.
At the moment, if its got medium or heavy armor our damage is cut in half or more, and then add 40% or more on kinetic resistance, and we might as well be swinging at the air. Our damage is droped so greatly, that its hardly even worth the effort.
If this is SoE's way of forcing large scale groups to hunt these guys, it still comes down to the fact that we are the only class that has not, oneweapon type, that has the high armor piercing abilities. And on top of that... its hardly worth it to group as the group exp bonus is absolute junk...
Problem would be. Of course things such as the rediculous AtSt's should be hard to damage, but combining 70% to all resistances and then a heavy armor rating, we are quite useless against them... but even when I'm only going PvE, I still run into so many creatures that have a medium to heavy armor class, and then top on that mega kinetic resistance and I really feel so **edit** useless attacking and doing crap for damage.
While some people would not like the idea of adding weapons... I think they need to drop 1 to 2 more types for us... one with a medium, and the other a heavy armor piercing ability. This would bring us up to par with ALL other classes in the ability to pierce armor.
Perhaps a Sonic Knuckler for example. Uses very minute and compact sound waves to disrupt the very fabric of heavy armor plating to allow penetration of the attack. I'm reaching into SiFi, but I could see this being possible in a technological age of star wars... this of course, being the solution for heavy armor piercing.
Anyway, this was to be more of a question, than a set of suggestions... if anyone has a way to get past the armor issues, please post and let me know... I'd like to read up on it.
And just passing up on these creatures is not a suggestion. At the moment, its the only thing I know to do.
Thorvald of Flurry
"Why I'm paying to play a beta, I still havn't figuared out"
there have been many great ideas on this forum for weapons that wouldn't hurt the roleplay experience.
currently a TKA can contribute to a group fighting these armored critters (while sacrificing some exp--a master i guess won't mind) by using KD, dizzy, and other debuffs, but soon we won't even be able to do that. i'm not sure what our place is.
Very few classes have heavy armor piercing (Commando and rifleman) so I think we're going to be left out of that category.
I've suggested this a few times, and haven't gotten a response.
Myidea for a solution was to put abilities into the meditation line to temporarily grant light (instead of power boost) or medium (instead of force of will) armor penetration to our unarmed (true unarmed / no VK) attacks.
This would truly channel our energy into fighting abilities.
However, I would never ever ever use it if it cost any more than 10 mental wounds.
Aye... did some research in that near worthless strategy guide, and found out about the commando and rifleman that you spoke about being the only 2 classes with heavy armor piercing weapons.
Still leaves me wondering if they wouldlike to add atleast 1 bloody weapon that does medium armor piercing....
Hitting for 50 points of damage is preety **edit** worthless.... the negatives to hitting something with a higher armor class than our weapons piercing abilities is way way to high, and then add aresistance to kinetic and it really kicks us in the shin hard as I before noted.
Oh well... we can only hope our crys are heard... atleast with a medium armor piercing weapon, we wont get the -100% to our bloody damage when attacking something with heavy armor... which would be a good change.
Thorvald of Flurry
"Why I'm paying to play a beta, I still havn't figured out!" ![]()
three words: flaming dragon punch
oh yeah and one more... HADOKEN!
I don't want SWG to stand for "Street-Fighter With Guns".
I'd just like to see our non-knuckler attacks get a speed increase to compete with knucklers (Why the heck does holding onto a bulky vibrating blade speed up your attacks?), and also light armor piercing at TKM or perhaps master meditation.
I didn't choose Teras Kasi to use a vibro blade. I think the option should be there, but plain unarmed should still be viable.
I would not like to have more weapons as a TKA Master. In fact, while i am forced to use them to penetrate armor ratings in PvE, i do not the idea of using Vibro Knuckles.
I would much rather prefer that at Master Precision, Master Meditate, Master Balance and Master Power Techniques, they havea skill mod of +20 Unarmed Penetration.
This would increase our damage when using no weapons at all (yes, no VKs also) by reducing the Armor rating reduction.
Like;
Master Precision : +25 Unarmed Penetration
Master Power Techniques : +20 Unarmed Penetration
Master Balance Conditioning : +15 Unarmed Penetration
Master Meditative Techniques : +15 Unarmed Penetration
Teras Kasi Master : + 25 Unarmed Penetration
This would equal a mod of +100 Unarmed Penetration. This would mean that we as Teras Kasi Masters, who are able to focus on weak spots on the enemy, would negate 100% of the damage reduction from Armor Ratings.
Likewise, +25 Unarmed Penetration, would mod the damage from Armor rating reductions by 25%.
(400dmgx 50%)x 50% = 100dmg
So if i did 400dmg to a Seething Bol Crusher which has a Armor rating of Medium, it would bereduced down to 200dmg normally.
[400dmgx (50% x 125%)] x (50% x 125%) = (400dmg x 62.5%) x 62.5% = 156.25dmg = 156dmg
But with the +25 Unarmed Penetration, the armor rating would only be 75% effective at reducing our damage.
Using this same example, as a Teras Kasi Master, and having +100 Unarmed penetration, you would render 100% of the enemy's Armor Rating reductions ineffective.
[400dmg x (50% x 200%)] x (50% x 200%) = 400dmg
Personally i believe this is a good idea to have, as i still believe Pikemen and Swordsmen should have the AP: Medium weapons like LVA, 2H-Curved, Cleaver, PowerHammer, as these would and SHOULD be more damaging to unarmored opponents.
Teras Kasi however is a skill, that i believe doesn't increase raw damage, but works around nullifying protections a target might have. Teras Kasi or "Steel Hands" should empower TKAs the ability to push through defensive protections.