Teras Kasi Archive

Thread: TH please read: suggestions on why tka should also have stun and restraint damage types

HashiEno
Thu Feb 19, 2004 11:38 pm
#1


limiting the damage type of the highly skilled unarmed fighter to kinetic damage robs the profession of depth and accurate representation. unarmed fighters are masters of close range, empty handed combat who utilize a wide variety of strike and damage types, the outcome of which has a broad enough range of effects to deserve more varied implementation than a generic "kinetic" description.


for quick examples:


kinetic: this would be damage associated with long, penetrating blows with effects such as a knockdown or general damage. this is the large, sprawling type of movement such as a haymaker or roundhouse punch generally associated with punching. the damage here comes from muscle and speed and is thus generically kinetic.


stun: this is the damage produced by short, percussive blows such as the "one inch punch" made famous by bruce lee. in real life application the damage caused by these blows differs greatly from the damage of the long kinetic strike, as well as the skills used to deliver the blow. the effect is much more stunning in nature, and the effects are often more internally damaging than the relatively diffuse, surface damage of the long strike.


in terms of the artistry of the combatant, these are the strikes which represent more of a developed mastery of the body and its mechanics. failing to represent this important distinction leaves out an important step in the unique world of unarmed combat. stun damage at higher levels wouldadd definition and dimension to the teras kasi profession, based on the real life mechanics and peculiarities of skilled unarmed combat.


restraint: this is the damage produced by the various joint locks and pins utilized in unarmed combat. since this type of attack isnt well implemented in the game, i suggest that the unarmed combatant could beconsidered forthis type of damage. almost all forms of grappling must be performed unarmed, and the damage inflicted by this type of attack is distinctly restraint based. once again, this would also add depth and accuracy to unarmed combat in swg.


IVIafioso
Fri Feb 20, 2004 12:21 am
#2

that all sounds well and good on paper but implementing it the system the way hte system is already set up would require a major overhaul of melee profs


the reason TK should never get more dmg types is becuase they are already overpowered (or maybe the other 3 profsa re underpowered , you take your pick)


more dmg types would make them more overpowered


please try to think reasonably





Lenoc wrote: Behold my awesome might as I fearlessly chase you across Talus with my stick and butterknife, deftly catching every bolt of energy you kindly toss into my face!!! I will remove all of my clothes to hit you better! Nudity saves!! Armor and Clothes kills!! I will laugh as you kite me, since you do not know the glory of the naked butterknife/stick wielder! Your pets will whine and cringe, licking at my unshod feet just before they DB me and still I will laugh! Why?! They are naked and do not wield a butterknife or carry a stick! Only a fool does not fully follow the true path of the Fencer! Long live nudity, sticks and butterknives!!!
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Castigula
Fri Feb 20, 2004 11:13 am
#3






Cakins7005 wrote:
Lol, if TKA's get stun and restraint I want an AP3 powerhammer that does restriant damage and has a damage ranged of 20,000-40,000 per hit. You guys will be lucky if you do half the damage that you do now.







why you guys can still solo krayts even after bleeds BALANCE...


here is a post from a REAL sm, that knows how to play, and btw nothing but love for you cakey


I can solo krayt dragons. Juvenile and canyon fairly easy. So all i got to say is even with the bleed nerf. swordsman still rule. I DO NOT solo them by leting a juvenile any canyon fight..... no no no. I toe to toe solo for 5 min for juveniles 35 min for canyon hack away. no exploit no other cmbat classes. SWORDman is best PVE for non running away mobs ( ie storm troopers) cause the med armor pierce and melle mitigation 3. riflman suck at krayt because no melle mitigation. commandoes same deal if they get ganked soloing a canyon they die cause no melle mitigation. pike man would seem good but they miss to often fencer has no armor pierce and teras can hold there own but cant do enough dam. Jedi are only thing better then swordman for krayt. oh also i found a way to lower the restiance on the dragons from the 60 some odd heavy down to around 14 by time it dead. hehehe. not an exploit either it is an ingame feature meant to be there. But it new post patch i think. oh and FYI if u on kauri and need high end tissue 96+ or pearls or armor segemnts I can hook u up. imagine u with a 96 dam tissue on a rebel theme park fwg5 bleed dot weapon oh and -.76 speed.


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=20932#M20932




Casti
Wookie Miner, Master Creature Handler, Master Bounty Hunter, X-Master Swordsman,
X-Master Pistoleer,X-master Scout
And the last line of defense against Nerf whiners

- I support additional character slots!. You can too

Cakins7005
Fri Feb 20, 2004 1:13 pm
#4

Lol, if TKA's get stun and restraint I want an AP3 powerhammer that does restriant damage and has a damage ranged of 20,000-40,000 per hit. You guys will be lucky if you do half the damage that you do now.



Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
HashiEno
Fri Feb 20, 2004 1:15 pm
#5

it is perfectly reasonable. they are overhauling the professions and all that. right now the devs are seeking input and perspectives for these changesand im giving some.


yes, if everything stayed the same, which it isnt, and tka were given these attack types it could be overpowering. but keep in mind that they are changing everything in ways that we can only guess at the moment. since one of the standard tka complaints is that we only get one type of attack, i thought i would give input as to why it is quite reasonable that we have the ability to use stun and restraint.


each of the melee profs should be more distinct from each other, and ihave simply outlined some suggestions for makingteras kasi more distinct. ideallyswords would primarily bleed, while pikeman would primarily pummel, involving more damage in generalwith some stun strikes as well. however, tka should have the most stunattack type capability out ofthe melee classes since short, percussive strikes are a specialty ofclose range, unarmed combat.


basically, i am suggesting that we distinguish between stun as a state change and stun as an attack type. lower levels ofunarmed combatrely upon kinetic damage, but the more advanced techniques of a trainedunarmed fighter rely more and more upona short burst of stunning power.



HashiEno
Fri Feb 20, 2004 1:41 pm
#6

since i know this post is going to come under attack from the tk bashers, look at it this way:


ranged professions damage type is based on the weapon. melee profs damage type should be based, at least in part, on the technique.


melee combat relies upon technique to deal different types of damage. this can be said for all forms of melee combat. a sword is a sword- it cant fire anything different to achieve a different damage type. same for fists, or poles. so the only thing that separates the effects of one attack from another in melee combat is the technique employed. as any melee combatant improves, they refine and develop all the possibilities of the art... hence the term master.


just as i have suggested that the teras kasi specials gravitate towards stun and restraint damage at the higher levels, swordsman and pikeman should also have a similar development in breadth of technique. however, the melee profs should differ from each other in whatthe path tomastery ofthe artentails. as it is now, swords are the bleeders and the pikemen are the crowd controllers, at least in theory. if developed properly, these characteristics would give fairly accurate description and definition of sword and pike fighting. teras kasi have no bleeds and very limited aoe attacks and this seems an acceptable trade-off for balance and definition purposes.


as far as the inclusion of these damage types for melee profs, i am merely suggesting that certain techniques, ie. certain specials, would perform a different type of damage since this is how this would occur in the melee world. the pikeman should have at least one stun damage special since a highly trained pikeman would know how to deliver a stun type of blow (remember, im suggesting a difference between stun as a state change and stun as an attack type). even a heavy swordsman could have a weak stun type attack, since the could perform this type of attack with the flat of the blade.


i realize i posted this in terms of teras kasi, but it would have implications for all melee profs ifspecial techniques were viewed as the melee way to differentdamage types. its an exciting prospect for all of us if we can all get on the same page.


HashiEno
Fri Feb 20, 2004 1:43 pm
#7

sorry about all the red. it looks so angry!


its late, im tired, and just trying to make it easier to read.


atimes
Sat Feb 21, 2004 1:53 am
#8

We are limited to one damage type because of our unique abilities. The meditation line alone seperates this profession from every other profession in the game. a +250 damage mod, mediataion, the ability to target any HAM pool, very fast attacks for high damage and insane accuracy.


I think we are just fine. Asking for an additional damage type would be too much regardless of how logical it seems (your request actually is logical I just think that it'soverpowering)


RL and EU TKA/Martial Arts uberness must be tempered by ingame balance.
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