Teras Kasi Archive

Thread: Little help please ? :)

JBrad95706
Fri Dec 31, 2004 11:56 am
#1

Let me start by saying... Yea, I did read the FAQ and it was very good. 5 Stars.


Question 1:


I was looking to find a little information on Combo1 and 2.


The FAQ had great info on just UA1-3, etc... I didn't see anything on the combos.


Does anyone have any info on these ? SpecialDelayMod, etc...


Question 2:


Melee defence ? Cuts dow the damage I take ? Thats what Im thinking but not 100%


Question 3:


Is there a trick or somthing to getting up ?


A few people say yes, a few say no. I seem to getstuck on my back for most of my time in combat...


I have Pistoleer 0/0/4/0 and Take KD food, but every now and then I just cant get up and if I do I go right back down.


Is there somthing I am missing.


If I did miss some of this in the FAQ just let me know (Im going back to look again after I his submit) but, any help at all of direction/links would be great.


Thanks

Mankind00
Fri Dec 31, 2004 12:15 pm
#2

Me in Purple in the Quote.




JBrad95706 wrote:

Let me start by saying... Yea, I did read the FAQ and it was very good. 5 Stars.


Question 1:


I was looking to find a little information on Combo1 and 2.


The FAQ had great info on just UA1-3, etc... I didn't see anything on the combos.


Does anyone have any info on these ? SpecialDelayMod, etc...


I havn't got any information to hand on these so can't really add anything on this, one of the others probably will though.

Question 2:


Melee defence ? Cuts dow the damage I take ? Thats what Im thinking but not 100%

Melee Deffence effects how often you get hit, you're melee deffence is taken in to account when a Player or NPC (or creature) attempts to hit you during melee combat. It's hard caped at 125. Basicly the higher it is the less chance of been hit. TK does have a mod that reduces damage taken & it is Unarmed Toughness, this is a % reduction that effects any melee attacks while you are fighting as a TK.


Question 3:


Is there a trick or somthing to getting up ?


A few people say yes, a few say no. I seem to getstuck on my back for most of my time in combat...


I have Pistoleer 0/0/4/0 and Take KD food, but every now and then I just cant get up and if I do I go right back down.


Is there somthing I am missing.


I find the best way is to just tap stand every now & then, KD food won't help you stand up, it will only help you stay up, though if you are spaming stand it's the dizzy that is puting you on the floor & not the KD. I also find if you get forced to kneeling it is often better not to stand then either, insted let your Combat Equalibrim stand you up, it could just be pure luck but I find I fall over less this way.

If I did miss some of this in the FAQ just let me know (Im going back to look again after I his submit) but, any help at all of direction/links would be great.


Thanks






I hope that helps, theres a few damage output calculators in the TK FAQ & Links thread, you might be able to get some of the information you're after about the Combo moves there, but I don't have any I can find at the moment, if I have time I'll look if you have no luck or if no one else fills in that bit.




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Ryutek
Fri Dec 31, 2004 12:46 pm
#3

For a long time the Combo moves were disregarded as being ineffective due to the way the damage from them is spread across the HAM pools randomly. (I also remember a period of time where they were bugged if memory serves me correctly)

Basically they are additional moves that are rarely used by many, and many will even argue that there is no point to use them. To be fair, they do have very convincing arguments as well. That said, however, many do use the combo moves as often (or more often in some cases) than the Unarmed Hit moves.

The Combos are fairly low HAM cost and decent damage, making them excellent to use when fighting unbuffed (though most still use Unarmed Hit 2 instead). They are pretty much a "try it, if you like it use it" type of move.



Ryutek

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ValcynChiana
Fri Dec 31, 2004 5:08 pm
#4

there was a bug with unarmed combo (cant remember if it was 1 or 2, think it may have been 1) that made it the best move against fencers. Basically, if the combo was 'dodged', the damage would completely bypass the defenses and still hit. meaning their armor, melee defense, toughness, and anythign else protecting them was completely useless when they dodged the hit. Made it even worse when they used CoB.
Iowapoe
Sat Jan 01, 2005 11:03 pm
#5





Basically they are additional moves that are rarely used by many, and many will even argue that there is no point to use them. To be fair, they do have very convincing arguments as well. That said, however, many do use the combo moves as often (or more often in some cases) than the Unarmed Hit moves.





Actually Unarmedcombo1 has a higher DPS to Health than any other special, which is great for fighting jedi, since it does more health damage than hit3, and hurts mind as well so they have to use healallself2, or total heal or whatever which takes more force than healiong 1 pool.



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Atama
Sun Jan 02, 2005 12:03 pm
#6


"Actually Unarmedcombo1 has a higher DPS to Health than any other special"


Test it in-game against Unarmed Body Hit 1. It doesn't even come close. This is a rumor that doesn't hold up to real testing.

It's a nice move for the reasons Ryutek said, it has a pretty low HAM cost and still does decent damage, and also it does tend to hit Health more than any other pool. But if you're looking for something to target Health exclusively, Health Hit will do more DPS to that pool though it uses up more HAM.

Just look at the numbers. Health Hit 1 does 2.5x damage to the Health pool exclusively with a 2x delay modifier. Combo Hit 1 does 2x damage divided between Health and Mind with a 2x delay modifier. However, Combo Hit 1 has a base HAM cost of -13/-19/-13 (modified of course by secondary stats and VK HAM costs) and Body Hit 1 has a base HAM cost of -16/-24/-16.



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Sovi-FFO
Sun Jan 02, 2005 1:26 pm
#7

The bugged part about Unarmed Combo 2, Scatter Shot, and Scatter hit was that it bypassed any dodges, counter attacks, or blocks. Not to mention it went right through toughness.



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