Teras Kasi Archive
Thread: Teräs Käsi FAQ's, Links, & Information Rev. 27 Oct 2004
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Ryutek
Tue Aug 10, 2004 6:45 am
#1
This Section Is For Repeatedly Asked Questions (Including Information That Is Currently In The FAQ) and "Hot" Topics. If you have anything you would like to contribute please PM me or post in this thread.
NOTE: See Second Section Below for FAQ's and Guides.
Ryutek
We have a couple of threads to pull from currently, but as much input as possible is always needed. Please add your comments HERE.
- Teräs Käsi Discussion and Focus Threads
This thread is a way to consolidate posts that are important to discuss without having to have multiple stickies..
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=81066#M81066
THUNDERHEART wrote:
Teras Kasi Artist
All player run tests to this point have shown Defensive Acuity, and thusly CenterOfBeing, to provide little to no benefit when used. Are these two abilities working as intended, and if not, what is the future of these two abilities for TKAs.
Defensive Acuity and CenterOfBeing are working, but like the original intent for “tumbling”, changes in the game since those two abilities were put in the game have really caused them to be ineffective tools at the high end of combat. These are two very important melee considerations for the combat balance. A melee artist’s ability to defend him or herself in a galaxy that is focused on ranged combat is a tricky thing. We want it to make sense in that a melee artist has a solid role in combat party make-up and to give the melee artist the tools they need to survive when they aren’t part of a larger combat unit.
19 Answers, April 29, 2004
Defensive Acuity is a Teräs Käsi specific defense modifier that allows us a chance to Dodge, Block, OR Counterattack our opponent. Basically it works as follows:
Opponent attacks TKA. Opponent succesfully "hits" TKA. TKA rolls to see if they make a "save" (the game handles all "rolls"). If the roll is succesful then another roll occurs to see if the TKA Dodges, Blocks or Counterattacks.
For Other Professions the second roll never takes place. Their "save" type is predetermined by the weapon they are holding (Dodge for Fencers and Pistoleers, Block for Riflemen and Pikemen, and Counterattack for Carbineers and Swordsmen).
Yes they were pulled before they hit live Servers. Yes they will be back in the game eventually (Official word is after the Combat Balance).
Razor Knuckler / Alternate Knuckler Discussion Thread
They DO NOT work per the Developers.
Official information on Unarmed Damage and Caps - 26 Oct 2004
Ryutek wrote:
Unarmed Damage Attachments do not work. The Issue is known to the Developers, and will be corrected with the Combat Upgrade (per the Developers themselves).
Hard Caps are on Dodge, Block, Counterattack, Melee Defense, and Ranged Defense of +125, which can be reached through a combination of skills and tapes/attachments. The only things that will help beyond the +125 cap are Chef Foods and Squad Leader Bonuses.
Current Testing Thread.
Center of Being Tested new results...
- Defensive Acuity Has No Counterpart and Therefore Does Not Stack.
- Ranged and Melee Defense Stacks up to +125.
- Defense Versus States Does Stack.
- Dodge, Block, and Counterattack are Tied to The Weapon You are Using, and Therefore Do Not Benefit TKs.
Message Edited by Ryutek on 10-27-2004 11:15 AM
Ryutek
Tue Aug 10, 2004 1:07 pm
#4
LOL.
Well, I was prodded by others, so I decided to go ahead and get the threads started. Regardless of who is named Correspondant I know these will be helpful. 
LordMaxx
Wed Aug 11, 2004 12:11 am
#5
man seems to be taking over already
whens the nameplate for your desk come in?
Ryutek
Wed Aug 11, 2004 6:29 am
#7
Thanks for the link TussekSuurg. I added it into the main post as well (forgot about that one
)
-Ferox-
Sat Sep 04, 2004 11:37 pm
#8
I had a +25 unarmed damage looted bandolier and I can say I noticed no difference what so ever. I know this wont make much sense but my damage actually DECREASED while wearing it *shrugs* was really odd. I was hitting for harder and had a better average of having a high damage shot without it on.
Issik
Wed Nov 24, 2004 6:34 pm
#9
Question:
When running a COB macro, our dodge/counterattack/blokc rates go up. We do them a fair bit, while Center of being'd.
Does anyone have the resources to check and see if I + to dodge/counterattack/block CA/AA would increase the amount of blocks etc we do???
It would be pretty easy if you had 3 pieces of armor, one with +10 dodge, one with +10 block, and one with +10 counterattack.
Just a thought for testing...
When running a COB macro, our dodge/counterattack/blokc rates go up. We do them a fair bit, while Center of being'd.
Does anyone have the resources to check and see if I + to dodge/counterattack/block CA/AA would increase the amount of blocks etc we do???
It would be pretty easy if you had 3 pieces of armor, one with +10 dodge, one with +10 block, and one with +10 counterattack.
Just a thought for testing...
Atama
Thu Nov 25, 2004 3:51 pm
#10
TKA does not do dodge/block/counterattack. We have a 4th kind of defense called Defense Acuity. Defense Acuity can imitate block, dodge, or counterattack but isn't the same thing. Bonuses to those other skills are meaningless to a TKA. Read the first post above, where it talks about stacking, it specifically states that.
Message Edited by Atama on 11-25-2004 02:52 PM
Blackjack_Nova
Wed Dec 01, 2004 7:03 pm
#11
Great post this does help to get things into perspective. Well done!
Ryutek
Tue Jan 04, 2005 3:45 pm
#12
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