Teras Kasi Archive
Thread: TKN N00B questions please answer all u TKA GOD's out there
questions
1: knockdown1+dizzy ----- according to what i have read if u make a tareget dizzy then knock them down if they get up after the whooping u give them and there still dizzy there suppost to have a persentage chance of falling down again ........... i have yet to see this happen on my targets. is it bugged or am i the only one to see it
2: combo1---- seems quite good and fast but i count 4 hits and i do a max of 1040 dmg with my vibro using this attack now with 4 hits its about 250 points a hit but on a normal hit without a special i hit for about 350 - 400 is the maths wrong on this ?
3: by the time cobo1 has recharged and is up for another attack i could of hit my target 2X so basicly at minimum dmg of 300ish with normal hits 2X for the special and 2X for the recharge that totals a minimum dmg of 1200 and minimum dmg i got so far from the combo1 is 750 is there a point to useing it ?
4: meditate ummm i sat there for a hole 30min and nothing happend am i doing somthing wrong ?
5: Where do i get good vibro knuckles on bloodfin (worth a try asking somone might know)
well thats it for my ranting for now i hope to hear some answers soon as im getting a bit confused on what attack to use since the dmg dosnt seem to add up
1) dizzy will only cause a target to fall down when they attempt to change posture UPWARD. lunge can push them down, from which they will probably try to get up... and may fall over.
2 and 3) the combos have been noted as less effective than their skill requires. this is covered elsewhere in detail. I don't use these, nor the body/leg/head hits, as using NO special will often work out to better damage. using unarmedhit 1, 2, or 3 (at master) do a good amount of damage.
4) meditate won't do much of anything for you at novice.
novice: bleeds
1: bleeds, poison
2: bleeds, poison, disease (also powerboost)
3: as above, but faster
4: bleeds, poison, disease, and wounds (also force of will)
master: as above, but faster.
there's a LOT more to TKA than damage output. the meditate line alone offers substantial support abilities... while the skills from the brawler unarmed skill line gives lunge, blind, stun, intimidate, and warcry. the proper use of ALL these skills will keep you standing while you damage opponents. debuffing opponents can be a lot more useful than the damage that you inflict.
similarly, the defensive skills granted from the balance and precision lines should not be overlooked. while Center of Being still seems to cost more HAM than it protects, the unarmed toughness skill directly reduces the damage you take in melee, and ranged/melee defense work passively to prevent hits.