Teras Kasi Archive
Thread: Why Combo 1 and 2 Don't Work, and Some Nice Fixes
I'd like the combos better if they'd just do stun and blind, but your half movement speed idea helps kill kiters AND makes this skill useful! Kudos!
I get the feeling the intentions behind Combo1 and 2 were to focusdamage on two HAM pools instead of three, but if that's true, then it fails simply because the poolshit by a Combo attack are random each time. This means that the Combo attacks actually have an even distribution of 33% across all HAM pools over several attacks - the same distribution as normal attacks and non-directed attacks (directed attacks being HeadHit, BodyHit and LegHit).
So, Combo attacks average out to be the same asa 1.25x(Combo1)or 2.5x (Combo2) attack. Nothing special about them other than their multipliers, which pale in comparison to other attacks apperaing lower in the skill tree. This makes Combo1 and Combo2 directly comparable to Normal, UAHit1, UAHit2 and UAHit3 attacks because none of them have any effect beyond increased damage, and they all average out to produce 33% of total damage to each HAM pool.
Here's what's happening with the Combos compared to other skills - and just plain standing there on auto-attack. Using a TKm without VKs with SQF 380/360/300:
Combo1 (Power Tech II):
HAM Cost:39
Avrg Dmg:375
Normal Attack:
HAM Cost: 0
Avrg Dmg: 300
UAHit1 (Unarmed Spec I):
HAM Cost:14
Avrg Dmg: 600
Noting thatsince the October patch Combo1 is doing 2.5x damage, which means there's a mistake somewhere since Combo2 is doing the same amount of damage, and I'm using the prepatch Combo1 multiplier of 1.25x.
Obviously,expending 39 HAM points to do an extra 75 points of damage over a normal attackis... inefficient. Particularly when I can expend a paltry little 14 HAM points and do an extra 300 points of damage using a the Inermediate Unarmed Specialist skill /unarmedHit1. Or even expend 22 HAM points to do 300 extra damage and a blind or stun status effect.
Here's Combo2:
Combo2 (Power Tech IV):
HAM Cost:54
Avrg Dmg: 750
UAHit2 (TK Novice):
HAM Cost:31
Avrg Dmg: 900
And just for kicks I'll use the 2.5x multiplier for Combo1:
Combo1 (Power Tech II):
HAM Cost:39
Avrg Dmg:750
UAHit2 (TK Novice):
HAM Cost:31
Avrg Dmg: 900
That's right! Even with the 2.5x multiplier without reaising HAM cost for Combo1, UAHit2 (two skill boxes lower than Combo1) costs 8 HAM less and does 120% of the damage.
Again, the criticalfeature to understand is that the Combo attacks are NOT directed attacks, but that their damage distribution averages out to be even between the three HAM pools.
So, what to do with Combos? We obviously don't need more UAHit-type skills. Here's some humble suggestions and my reasoning:
1. Combo1 and 2 need to be better than Blind, Stun and Dizzy which all do 2x damage plus a chance for status effect, and appear lower in the skill trees.
2. Combo1 and 2 should be either more costly or slightly less effective than their neighboring skills in the Precision Striking branch (because Prec Strikes are more difficult to get).
3. Combo1 and 2 need to be distinctly different from other skills.
Combo1:
HAM Cost: Same as LeghHit1 (about 20% increase in cost).
Dmg Mult: 2x
Status Eff: Chance to halve target movement.
Pool Dmg: 45% Health, 45% Action, 10% Mind.
It's the Shenbit Bonecrusher - let's break some legs.
Combo2:
HAM Cost: Leave as is (same as HeadHit1)
Dmg Mult: 2.5x
Status Eff: Chance tohalve target movement and Stun.
Pool Dmg: 10% Health, 45% Action, 45% Mind.
In the suggestions above, HAM Costs and Damage Multipliersare meant to be on par with skills in the Precision Striking branch on the same level as the Combo attacks (since my goal is to bring the Combos very near as useful as the Prec Strikes). The status effects are intended to make the Combos unique and useful, filling what many TK players have said are holes in the TK skills - lack of status effects and inability tokeep opponents once caught, particularly in PvP. The suggestion for halved movement makes it possible for an opponent to burstrun, which would bring them to normal speed (presuming burstrun doubles movement speed), which still gives them a chance to escape (on that note, slowing movement to 3/4 would give opponents a better chance at escape while not feeling they just blew a burstrun for nothing). The fixed damage distribution between pools is meant to make the combos focus damage on two pools, which differentiates the Combos from the UAHits, without making them more powerful than the Precision Striking skills.
For comparison with the suggestions above, again using TKm without VKs, with 380/360/300 SQF and 300 average damage:
Combo1 (Power Tech II):
HAM Cost:47
Dmg Dist:270/270/60 [600]
Status Eff: Halve target movement.
LegHit1 (Prec Strike II):
HAM Cost47
Dmg Dist: 60/480/60 [600]
UAHit1 (Unarmed Spec I):
HAM Cost:14
Avrg Dmg: 200/200/200 [600]
For Combo2:
Combo2 (Power Tech IV):
HAM Cost:54
Dmg Dist:75/337/338 [750]
Status Eff: Halve target movement and Stun.
HeadHit1 (Prec Strike IV):
HAM Cost:54
Dmg Dist: 75/75/600 [750]
UAHit2 (Unarmed Spec I):
HAM Cost:36
Avrg Dmg: 300/300/300 [900]
As you can see, Combo1 and 2 would now be slightly more effective than UAHit1 and 2 at directing damage to specific HAM pools, but nowhere near as effective as neighboring Prec Strikes. With the addition of slowed movement effects, Combo1 and 2 would certainly bring some much needed excitementand balance to TK PvP, and be additionally useful with those smart NPCs who go melee when you draw a gun, and go to guns when you melee. TKs would still have to catch other players in PvP, but the slowed movement improves a TK's chances of keeping caught prey caught.