Teras Kasi Archive
Thread: TKM Finally A Tank
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Denate
Mon Jun 13, 2005 5:40 pm
#1
Just thought that i would let everyone know about what i found out on Test Center last night when i popped in to test out the TKM changes.
COB seems to have gotten a boost, or is working properly.
Melee Defense and Ranged Defense modifiers seem to be working properly.
Specials Seem to do more damage (proper) while having a weapon equiped (check the stats of the weapon, and you will have to see if your weapon will outdamage your fists or not.) Katarn should easily outdamage your fists now.
Test Scenario:
TKM, Master Brawler, Master Pike, Sword 0430, No weapon. Cob Macro, no clothes but newbie shirt & pants.
Test 1: Naboo Weapons Facility - Levels 25-33, ATST lvl 65
Damage taken- 7-16 points from Imps, 32 from ATST. No heal required to clear entire facility.
Test 2: Endor Marauder Stronghold - lvl 77-79
Damage taken - 22-32 points from melee, 60 from ranged. No heal for single marauder, No heal for two marauders.
Tested to see how many exactly i could take on, and it took 7 of them beating me down before my heal timer got the best of me, with some ruby, pixie, buff, and other foods, i could have taken them all easily.
Test 3: PVP - lvl 80 Swordsman/Doc
Duel lasted 20 seconds before the individual /endduel saying i was too tough. He was at 1/3 health, i had lost 20 health total.
Test 4: PVP - lvl 80 Pikeman/TKM/Doc 4000
Duel lasted 1.5 minutes, incap on doc. 2/3 health remaining. (not a very good player).
Test 5: PVP - lvl 80 TKM, Melee Dabbler (2 from each of the other melee profs).
Total of 3 duels.
Duel one - Incapped playerin 1 minute, 7/8 health remained, no heals. (he was using BS knuckler)
Duel two - Incapped by other player after 20 minutes of fighting. His health was 120 left.
Duel three - Incapped player in 25 minutes, 400 health remained, many heals.
All together, i would have to say that states are working as intended (stun and dizzy where very key), Defenses seemed very strong, even for 100 less then my live template. I am really excited to get these changes on live to have with my regular template.
You know, it almost feels like we got our "toughness" back.
Wanted to test more, but it was 3am, and i was tired.
Jack-Aubrey
Mon Jun 13, 2005 8:03 pm
#4
Are you saying that tkm has gotten a boost in the amount of damage that it does, or are you saying that the amount of damage that we are actually doing is being show rather than something 3 or 4 times less than you are actually doing??
Firewalkerman
Tue Jun 14, 2005 8:01 am
#5
WOOT. Glad to hear that. With my template I cannot soloanything at my level with just unarmed. If I want (or need) to solo something I HAVE to use my rifle and it is still a tough fight.
lashingtung
Tue Jun 14, 2005 5:05 pm
#6
Yep, I'd have to confirm this. Tho I did no PVP testing, (sooo little time), I did manage to do some testing with the NS on Dath and with a template of TKM doc 4400 Swords 4030 and fencer 4000,(likely to change), I was capable of dispatching two lvl 84 Stalkers, within an inch of my life. So this to me is great.
Picofarad
Tue Jun 14, 2005 5:20 pm
#7
Firewalkerman wrote:
WOOT. Glad to hear that. With my template I cannot soloanything at my level with just unarmed. If I want (or need) to solo something I HAVE to use my rifle and it is still a tough fight.
Pre-cu, TKM/Master rifleman was great... KD/Dizzy, run out as far as possible and mind shot them to their death.
Now, ranged and melee don't work well together. My recommendation is specialization. But if you enjoy the template, then thats what matters.
D4rthReven
Tue Jun 14, 2005 5:47 pm
#8
tkm is a tank before this patch so if your saying its gotten drastically better then Im happy Im tka but also sad dont want it to be FOTM again
lycanthropy
Tue Jun 14, 2005 6:36 pm
#9
im not worried about it being FOTM, we have a large number of jedi running around on all servers, so this new token respec just means that more will become Bounty Hunters
Ronaj
Tue Jun 14, 2005 6:41 pm
#10
lycanthropy wrote:
im not worried about it being FOTM, we have a large number of jedi running around on all servers, so this new token respec just means that more will become Bounty Hunters![]()
ROFLMAO How right you most likely are.
Firewalkerman
Wed Jun 15, 2005 6:33 am
#11
Picofarad wrote:
Firewalkerman wrote:
WOOT. Glad to hear that. With my template I cannot soloanything at my level with just unarmed. If I want (or need) to solo something I HAVE to use my rifle and it is still a tough fight.
Pre-cu, TKM/Master rifleman was great... KD/Dizzy, run out as far as possible and mind shot them to their death.
Now, ranged and melee don't work well together. My recommendation is specialization. But if you enjoy the template, then thats what matters.
Yesir I do like this template. I have been told by many many people to drop one or the other and go strickly ranged/ranged or melee/melee but I will not do this because just like you said as I enjoy what I have then keep it. Anyway I will be dropping some of these allong the way on my path to jedi so why drop them now and start all over again.
Even though I can't solo things easily now, the CU totally nerfed solo play so I am very diverse and can do what ever I need to do in the group. E.G. if I am in a uber group I can use my melee skills to keep the mob off the ranged guys and if I need to me a big damage dealer (not so good a group) I can use my ranged skills and take out a mob pretty quickly with the other guys in the group.
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