Teras Kasi Archive

Thread: Inquiry on The Patch’s Changes To Your Skills (Knockdown and Pos

KathulNadra
Tue Sep 09, 2003 4:17 am
#1

s)

Hi guys. I'm nota normal dweller on your board, so thanks in advance for tolerating this post.



I want to write a reasonably comprehensive post for the Developer's attention dealing with this last patch's disproportional alterations to Knockdowns (melee AND ranged) Posture Changes, and Status Effects. I only have the most general of ideas on how it's affected classes other than mine, and I want to get the classes affected, and which skills have been rendered irrelevant and/or highly ineffective giving the 30 second timer.



As a ranged combatant, I have noticed thatknockdowns, posture change via suppression, and the confusion/dizzy status effect have been affected in4 ways:


1) Significantly lowered % chance to HIT with these specials


2) When the special DOES hit, a significantly lowered % chance to LAND that special successfully


3) Decreased duration/effect of confusion/dizzy


4) Decreased duration of the knockdown and posture change - approximately 2-4 seconds (that's 1 - possibly 2 player moves, essentially)



I truly want this post to remain as informative and cordial as possible, and would like to request the following:


1) Name of special(s) affected by the last patch


2) Way in which the special has been affected, either anecdotally, with a combat log, etc.



Post to this thread or feel free to email me.



Such changes, although they might fall within the "Grand Design" of SOE, are taking away far more than is being left behind. Although such changes might ultimately work to prevent us from taking on reds, yellows, and whites (as per Holocron's own words), is it truly fair to cripple and gut any number of class's lines in such a disproportional manner? Ultimately, if these changes stay as they are, I'd prefer to have the skills taken away, rather than have something that sounds nice... but does nothing.



Hope you can help me with this, folks. It affects MANY combat classes across the board, and that's how it should be represented.



Thanks in advance,



Kathul, Eclipse Server




__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
KathulNadra
Tue Sep 09, 2003 11:19 am
#2

geNo one? I'd love some input here, folks.



__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
Mori-Mori
Tue Sep 09, 2003 11:38 am
#3

gesome anecdotal info. if you group (i do), there's always someone doing a KD or posture change on mobs. as a meleer, it's usually not you, because the ranged guys get their shots off first and don't even consider that the guy up front might want to use strategy in his attack.

this results in the melee guy being even nerfeder than he's supposed to be, because he's the guy who often NEEDS stuff immobilized when he gets close to it--otherwise it gets away. i've grouped with some guys who won't even take suppression fire out of their macros because it just doesn't affect them!

in order for a group to MANAGE these specials a little better (though not solving everything), we need a TIMER on the mobs that we can actually SEE. if not a timer, we need an icon that lets us know the immunity timer is still active.



some feelings i'm getting that i can't verify at all: yes, it seems harder to stick KD when i get the chance. it also feels like KD and posture change are SO brief in their duration that i can't use them to my advantage: it seem the effect wears off before i can hit again (or close the distance). i can't get dizzy on a target that makes them fall down--dizzy appears to have NO use now.
MotherMGA
Tue Sep 09, 2003 1:14 pm
#4

geFrom my experience:

1) Upon a successful knockdown, you have a 5 second action timer; you can't do any other actions for 5 seconds. This is as per patch notes.
2) The effects of knockdown last approximately 2-4 seconds, much shorter than the 5 second action timer.
3) You cannot knock someone down more than once per 30 seconds.
4) Dizzy seems to wear off much more quickly naturally.
5) Dizzy seems to cause people to fall down less.
6) Dizzy seems to wear off immediately after causing someone to fall down, meaning only one falldown per dizzy.
7) VK range does not seem to be 5 meters; the most I could get was 4. This could be server latency issues.
7) Lunge seems to have less range; this could be server latency issues.

There is also supposed to be a 30 second timer with Lunge. It seems to be separate from the timer for knockdown, but I don't remember trying to use it more than once, so I don't know it if is place.

Its alot of changes, and I wasn't expecting the changes to dizzy. I didn't see it in the patch notes, so Dizzy may be a new bug that was introduced. I'm fine with the knockdown timer, but I disagree with the 5 second action timer; knockdown should actually keep someone down for more than 2-4 seconds. Its not very usefull now. Like I said, I didn't test the Lunge timer, but if it is in place, I disagree with it. The effects of lunge are minimal right now that any timer on it all pretty much negates using it. Hope this stuff helps.
KathulNadra
Tue Sep 09, 2003 11:49 pm
#5

anThanks for the info, folks. I plan on writing the post tomorrow morning. That being said, could someone provide me with a list of your TKA specials that have been affected by the patch: knockdowns, posture changes, and status effects, if applicable? I really appreciate your assistance!



__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
Pyradius
Wed Sep 10, 2003 1:38 am
#6

an

"1) Upon a successful knockdown, you have a 5 second action timer; you can't do any other actions for 5 seconds. This is as per patch notes."


This is incorrect. This is the effect on the person knocked down, not the player doing the knockdown. This may be affected by how high up TK you are, I am not sure. But I definitely do not have a 5 second delay after knocking someone down.


"5) Dizzy seems to cause people to fall down less."


I've not had this same experience. I definitely have experienced the dizzy wearing off insanely fast, but when I am fortunate enough to have a player or NPC attempt to stand while dizzy, it tends to knock them back down. On players they are staying down a ridiculous amount of time. On NPC's, they seem to have dizzy wear off and immediately stand back up, which is annoying.


"7) VK range does not seem to be 5 meters; the most I could get was 4. This could be server latency issues.
7) Lunge seems to have less range; this could be server latency issues."


Likely latency, though meters seem to factor in decimals. For example, I could be at 5.9m and the game shows 5m, but behind the scenes the game is rounding this up to 6m. I've been at 5m and gotten the "Out of range" messages. Edge slightly closer but still at 5m, and I start hitting.


Warcry is bugged in that is seems to give a timer resist type message even when it's the first move you perform in combat.




Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
Bulbous2
Wed Sep 10, 2003 8:50 am
#7

ChPlease review and re-post. Your post contained a lot of unintentional errors. Most of it was untrue.
Dumahim
Wed Sep 10, 2003 9:46 am
#8

ChKathu, isn't that basically what the corespondants are for?



____________________________________________

Suprak Kal'Avant
Teras Kasi Artist
Master Doctor
KathulNadra
Wed Sep 10, 2003 1:42 pm
#9

reFor each individual class, certainly. I intend to compile information across the board, so as to present as unified a view as possible, leaving no one out. /shrug



__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
Pyradius
Wed Sep 10, 2003 2:51 pm
#10

tu

Well here is a small sample of me taking out a rebel base on Talus. If you have any questions about which move is which, feel free to ask. This might help you know where we currently stand, anyway.


[Combat] 15:28:40 You start following Oorda (a Rebel Sergeant Major).
[Combat] 15:28:40 Oorda (a Rebel Sergeant Major) shoots at you and misses.
[Combat] 15:28:44 Oorda (a Rebel Sergeant Major) kneels.
[Combat] 15:28:44 Oorda (a Rebel Sergeant Major) shoots at you and hits for 151 points of damage.
[Combat] 15:28:46 You use Charging Wampa on Oorda (a Rebel Sergeant Major) for 791 points of damage!
[Combat] 15:28:47 Oorda (a Rebel Sergeant Major) looks dizzy!
[Combat] 15:28:47 You use Spitting Rawl on Oorda (a Rebel Sergeant Major) for 1951 points of damage!
[Combat] 15:28:48 Oorda (a Rebel Sergeant Major) looks like she's having trouble seeing clearly!
[Combat] 15:28:48 You use Spitting Rawl on Oorda (a Rebel Sergeant Major) for 1915 points of damage!
[Combat] 15:28:48 Oorda (a Rebel Sergeant Major) looks a bit steadier on her feet.
[Combat] 15:28:49 You use Riding Bantha on Oorda (a Rebel Sergeant Major) for 6 points of damage!
[Combat] 15:28:50 Acop Ko-Aje (a Rebel trooper) swings at you and hits for 62 points of damage.
[Combat] 15:28:50 You use Gundark Slap on Oorda (a Rebel Sergeant Major) for 656 points of damage!
[Combat] 15:28:50 Oorda (a Rebel Sergeant Major) looks dizzy!
[Combat] 15:28:51 Your attack failed to knock down your target.
[Combat] 15:28:51 You have been awarded 10 points of Imperial faction standing.
[Combat] 15:28:51 You cannot lose any more of Rebel faction standing.
[Combat] 15:28:51 You use Charging Wampa on Oorda (a Rebel Sergeant Major) for 800 points of damage!
[Combat] 15:28:51 You stop following Oorda (a Rebel Sergeant Major).
[Combat] 15:28:53 Acop Ko-Aje (a Rebel trooper) swings at you and hits for 71 points of damage.
[Combat] 15:28:53 Lostoost Dany (a Rebel scout) swings at you and misses.
[Combat] 15:28:54 You swing at Acop Ko-Aje (a Rebel trooper) and hit for 329 points of damage.
[Combat] 15:28:55 You swing at Acop Ko-Aje (a Rebel trooper) and hit for 315 points of damage.
[Combat] 15:28:55 Acop Ko-Aje (a Rebel trooper) swings at you and misses.
[Combat] 15:28:56 You swing at Acop Ko-Aje (a Rebel trooper) and hit for 323 points of damage.
[Combat] 15:28:57 You have completely looted the corpse of all items.
[Combat] 15:28:57 You swing at Acop Ko-Aje (a Rebel trooper) and hit for 319 points of damage.
[Combat] 15:28:57 Acop Ko-Aje (a Rebel trooper) swings at you and misses.
[Combat] 15:28:57 Lostoost Dany (a Rebel scout) swings at you and hits for 58 points of damage.
[Combat] 15:28:58 You use Charging Wampa on Acop Ko-Aje (a Rebel trooper) for 804 points of damage!
[Combat] 15:28:58 Acop Ko-Aje (a Rebel trooper) looks dizzy!
[Combat] 15:28:59 You have been awarded 9 points of Imperial faction standing.
[Combat] 15:28:59 You cannot lose any more of Rebel faction standing.
[Combat] 15:28:59 You use Spitting Rawl on Acop Ko-Aje (a Rebel trooper) for 1975 points of damage!
[Combat] 15:29:02 Lostoost Dany (a Rebel scout) swings at you and misses.
[Combat] 15:29:02 You swing at Lostoost Dany (a Rebel scout) and hit for 316 points of damage.
[Combat] 15:29:03 You use Charging Wampa on Lostoost Dany (a Rebel scout) for 816 points of damage!
[Combat] 15:29:04 Lostoost Dany (a Rebel scout) looks dizzy!
[Combat] 15:29:04 You use Spitting Rawl on Lostoost Dany (a Rebel scout) for 1951 points of damage!
[Combat] 15:29:05 Lostoost Dany (a Rebel scout) looks like he's having trouble seeing clearly!
[Combat] 15:29:05 You have been awarded 9 points of Imperial faction standing.
[Combat] 15:29:05 You cannot lose any more of Rebel faction standing.
[Combat] 15:29:05 You use Spitting Rawl on Lostoost Dany (a Rebel scout) for 1962 points of damage!
[Combat] 15:29:08 You loot 219 credits from corpse of Lostoost Dany (a Rebel scout).
[Combat] 15:29:12 You loot 207 credits from corpse of Acop Ko-Aje (a Rebel trooper).
[Combat] 15:29:25 You start following Oofo (a Rebel Sergeant).
[Combat] 15:29:27 Oofo (a Rebel Sergeant) shoots at you and hits for 95 points of damage.
[Combat] 15:29:31 Oofo (a Rebel Sergeant) kneels.
[Combat] 15:29:31 Oofo (a Rebel Sergeant) shoots at you and misses.
[Combat] 15:29:34 You use Charging Wampa on Oofo (a Rebel Sergeant) for 2022 points of damage!
[Combat] 15:29:34 Oofo (a Rebel Sergeant) looks dizzy!
[Combat] 15:29:35 You have been awarded 9 points of Imperial faction standing.
[Combat] 15:29:35 You cannot lose any more of Rebel faction standing.
[Combat] 15:29:35 You use Spitting Rawl on Oofo (a Rebel Sergeant) for 4930 points of damage!
[Combat] 15:29:35 You stop following Oofo (a Rebel Sergeant).
[Combat] 15:29:39 You loot 235 credits from corpse of Oofo (a Rebel Sergeant).
[Combat] 15:30:32 You swing at a large Rebel base and hit for 318 points of damage.
[Combat] 15:30:33 You swing at a large Rebel base and hit for 317 points of damage.
[Combat] 15:30:34 You swing at a large Rebel base and hit for 325 points of damage.
[Combat] 15:30:35 You swing at a large Rebel base and hit for 328 points of damage.
[Combat] 15:30:36 You swing at a large Rebel base and hit for 327 points of damage.
[Combat] 15:30:37 You swing at a large Rebel base and hit for 330 points of damage.
[Combat] 15:30:38 You swing at a large Rebel base and hit for 322 points of damage.
[Combat] 15:30:39 You swing at a large Rebel base and hit for 320 points of damage.
[Combat] 15:30:40 You swing at a large Rebel base and hit for 321 points of damage.
[Combat] 15:30:41 You swing at a large Rebel base and hit for 325 points of damage.
[Combat] 15:30:42 You swing at a large Rebel base and hit for 324 points of damage.
[Combat] 15:30:43 You swing at a large Rebel base and hit for 319 points of damage.




Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
Pyradius
Wed Sep 10, 2003 2:53 pm
#11

tuThis was without knuckles on btw, I don't really use knuckles any more.



Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
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