Teras Kasi Archive

Thread: The joy of Advanced Dizzy Attack in our masterbox.

MsNiL
Fri Jul 29, 2005 2:01 pm
#1

I have ran some tests with the pre-cu states... They are supposed to meddle with accuracy/defense but do they?


Spotting a difference between being dizzy or not is like spotting a needle in a haystack. The effect is there, although microscopic. I notice no real difference in chance to hit at all, but I do notice a very minor effect on damage output.


Check theese out:
Dizzy: Reduces your defenses. -1 damageoutput when dizzy, +4 damage vs dizzy
Blind: Reduces your accuracy. -4 damageoutput when blind, +1 damage vs blind
Stun: Slightly reduces your damage and defense modifiers. -37 damageoutput when stunned, +1 damage vs stunned


So what's the issue.


The effect is not great enough to be noticeable. When I invest action, time and effort in an attack I expect it to assist me in the battle as much as any other state available from any other profession.

If I do not see a noticeable effect, why would I even care to apply that state?


Which brings up another interesting discussion: Why should my State (which is even my Master ability) be counterable by Dizzy Recovery... a counter givento almost every elite combat character in the game... when none of the Smuggler's new and unique states, and none the Combat Medic states can be countered the same way?

So my profession is given Dizzy. Swordmen gets Armorbreak (non counterable), Pikemen get's Warcry/Intimidate (non counterable), Fencers have Binding Strike (non counterable), Riflemen get's Knee-Cap Shot (non counterable), Pistoleers get lots of states (most non counterable) and the very same with Carbineer.
So why should my given State be recoverable by all professions, while the rests are not?

Sorry for the rant.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Martimus
Fri Jul 29, 2005 3:58 pm
#2

It would be nice to get something useful at master level. In general not many of our attacks actually work well.

Here is the problem I am seeing with TK community... Innate armor works great for us, and everyone is so in love with how great tank we are (TK/DOC), they do not want to hear any of our problems. I get a lot of "We are fine, don't change anything.."...or "Just use your attacks from other prof, like swords...TK is there just there for innate".

- No one wants to hear that we get one shot killed by high end mobs.
- Can not hold agro. Taunt is not that good.
- 2.1.0.0TK is a better tank then MTK when wearing armor.
- Our entire profession can be summed up to 2.1.0.0 and innate.....
- Oh...forgot that our SAC with no weapons is terrible.

I would love to see title MTK mean a bit more then just "innate armor". I would love to see COB and PB moved up the tree (or adv version), taunt fixed, and our attacks improved (not dmg, just something useful), but It doesn't look like many people are lobbying for it. I love being MTK/MDOC, and I can understand that given SOE history, why people are afraid to have anything changed because in general things are quite good now. Without a doubt there is room for improvement.

Message Edited by Martimus on 07-29-2005 06:58 PM

Message Edited by Martimus on 07-29-2005 07:10 PM



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

Roswell
Fri Jul 29, 2005 6:34 pm
#3

I agree with your post, it's realistic. I'm not saying that we should have an incredible damage output, since after all we are tanks, not heavy hitters, but I'd like to see something useful given to us at master. At present it seems like our best attack is Melee Strike, which is kind of sad.




Kamahl | TKM/CM | DJK
Is my sig l33t enough for you?
XTvrnal
Fri Jul 29, 2005 7:55 pm
#4






MsNiL wrote:

I have ran some tests with the pre-cu states... They are supposed to meddle with accuracy/defense but do they?


Spotting a difference between being dizzy or not is like spotting a needle in a haystack. The effect is there, although microscopic. I notice no real difference in chance to hit at all, but I do notice a very minor effect on damage output.


Check theese out:
Dizzy: Reduces your defenses. -1 damageoutput when dizzy, +4 damage vs dizzy
Blind: Reduces your accuracy. -4 damageoutput when blind, +1 damage vs blind
Stun: Slightly reduces your damage and defense modifiers. -37 damageoutput when stunned, +1 damage vs stunned


So what's the issue.


The effect is not great enough to be noticeable. When I invest action, time and effort in an attack I expect it to assist me in the battle as much as any other state available from any other profession.

If I do not see a noticeable effect, why would I even care to apply that state?


Which brings up another interesting discussion: Why should my State (which is even my Master ability) be counterable by Dizzy Recovery... a counter givento almost every elite combat character in the game... when none of the Smuggler's new and unique states, and none the Combat Medic states can be countered the same way?

So my profession is given Dizzy. Swordmen gets Armorbreak (non counterable), Pikemen get's Warcry/Intimidate (non counterable), Fencers have Binding Strike (non counterable), Riflemen get's Knee-Cap Shot (non counterable), Pistoleers get lots of states (most non counterable) and the very same with Carbineer.
So why should my given State be recoverable by all professions, while the rests are not?

Sorry for the rant.






I applaud you. I've been too lazy to test these out myself recently, but I've had lots of curiousity as to whether they actually were worth using in a fight whether it be PvP or PvE. Thanks for saving me time lol.



(nn[[[[[[[[[[nln)Xgggggggggggggggggggggggggg)
XTvrnal :: I'm Not Poorts


MsNiL
Sat Jul 30, 2005 6:31 am
#5




Roswell wrote:
I agree with your post, it's realistic. I'm not saying that we should have an incredible damage output, since after all we are tanks, not heavy hitters, but I'd like to see something useful given to us at master. At present it seems like our best attack is Melee Strike, which is kind of sad.




You know, "Combo Hit" is pretty wierd. The description suggests "A flurry of attacks". Well, I see 1 attack, that do like 1-300 damage (depending on what I am hitting). The template I am using have Impale as wellthat do like 5-600 damage. I am currently using Impale+Melee Assault as combo, and I am even wondering if it's time to give up TKA for Swordman since Innate Armor cannot be armorbreak sliced...


Whoever say "TKA is fine and working as intended" are fooling themselves


I am hoping Dizzy could be something like ArmorBreak's little brother, reducing defense with up to 60-65%, and thereby give a nifty boost to both hitchance and damage against high-level pve and in pve. Someone said that the entire Defense+Accuracy system is way off right now. In our tests we had to boost ourselves beyond 1000+ defense to note any real difference. With maxed defense, center of being and pikatta pie we dodged 30-40% of the incoming attacks. Without the pikatta pie it was more like 20-30%... And this was against someone with just 150 accuracy.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Ktwhobbes
Sat Jul 30, 2005 2:02 pm
#6

that 1-300 dmg your doing with combo is x3 so its actually 300-900 your doing. If you have TKA/swordI usually use head hit, crit strike, and adv combo.



...Veteran of Iraq war
Airborne
Ranger
75th Ranger Regiment
Vander_Legion
Sat Jul 30, 2005 3:02 pm
#7

same here (for attacks i use)



Vander Legion
Teras Kasi Master
Swordsman 0444
Doctor 4004
Whatever pilot squadron I am today.
Terkesh
Tue Aug 02, 2005 6:58 am
#8

I like what is being said good job and thanks for looking out. Very well studied.
keenism
Tue Aug 02, 2005 7:02 am
#9

Mankind should simply copy/paste this along with your armor break thread and relay it along to the devs. You seem to be one of the few who understand this profession is nothing more than a pickpot, and there is no real reason to master it unless you cannot afford armor. Nice job on the research btw.
MsNiL
Tue Aug 02, 2005 10:42 am
#10





keenism wrote:

Mankind should simply copy/paste this along with your armor break thread and relay it along to the devs. You seem to be one of the few who understand this profession is nothing more than a pickpot, and there is no real reason to master it unless you cannot afford armor. Nice job on the research btw.



Yeah "Defense (5) mybum. ^_^


Remember this one?


Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)


Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy.Their damage output is only moderate however making them less than ideal for taking opponents on their own.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
iijin
Tue Aug 02, 2005 1:58 pm
#11






MsNiL wrote:





keenism wrote:

Mankind should simply copy/paste this along with your armor break thread and relay it along to the devs. You seem to be one of the few who understand this profession is nothing more than a pickpot, and there is no real reason to master it unless you cannot afford armor. Nice job on the research btw.



Yeah "Defense (5) mybum. ^_^


Remember this one?


Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)


Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy.Their damage output is only moderate however making them less than ideal for taking opponents on their own.







this is the one I dont get, but every swords/tkm will shoot you down and say that TKM is fine, "you just need to get swords"....pathetic



Iijin Myriiv | DFR
Phantom Wing
|
88th Imperial Fighter Squadron

SkySpear Industries
- Talus, Imperial Outpost, Just off the Corellian Run in the Core Worlds Sector
-1966, 2704, contacts: iijin - venya - bladestorm - cyx
Martimus
Tue Aug 02, 2005 2:14 pm
#12



iijin wrote:


MsNiL wrote:

keenism wrote:
Mankind should simply copy/paste this along with your armor break thread and relay it along to the devs. You seem to be one of the few who understand this profession is nothing more than a pickpot, and there is no real reason to master it unless you cannot afford armor. Nice job on the research btw.

Yeah "Defense (5) my bum. ^_^
Remember this one?

Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate (3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)

Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy. Their damage output is only moderate however making them less than ideal for taking opponents on their own.




this is the one I dont get, but every swords/tkm will shoot you down and say that TKM is fine, "you just need to get swords"....pathetic






They should just take away all of our attacks... Who needs them... TK is just about free armor...right ?....just pick up some swords or PISTOLS and you will not see any problems with this profession.



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

MsNiL
Tue Aug 02, 2005 2:18 pm
#13





Martimus wrote:
They should just take away all of our attacks... Who needs them... TK is just about free armor...right ?....just pick up some swords or PISTOLS and you will not see any problems with this profession.



Or you go MBH/MPis/0440 Carbineer and armorbreakslice your armor. You will then have more defense than TKA can even dream of, with CoB as the only exception. (MBH only get +250 for their Parry Riposte).





--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
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