Teras Kasi Archive

Thread: Effects of the Knockdown Nerf (Statistics Inside)

Metteec
Wed Aug 06, 2003 11:29 pm
#1

Greetings to you all. My name is Metteec Xenocaw and I am a Teras Kasi Master on the Bria Server. You may remember me from my posts “Knockdown and the Future”, “Improving the Teras Kasi Class”, and “Full List of Unarmed Problems.” For the past few weeks, I have done extensive and routine testing of the Teras Kasi skill tree abilities, strengths, and weaknesses. I also have experience with the Test Server and the changes placed on the Teras Kasi class and several other professions.

On August 6th 2003, the Teras Kasi class was delivered a devastating blow that can be claimed by several members of the profession, as the “class killer.” These changes were directed towards the Knockdown ability that the Teras Kasi relies heavily on. First let me provide some information on effect of the Teras Kasi Knockdown ability.

Intermediate Balance and Conditioning:
Unarmed Knockdown I Sleeping Krayt (/unarmedKnockDown1):
1.75x damage. Hits multiple, random HAM pools on a single opponent. Chance of knocking target down is based on the Opponent’s Percent Restraint. Knocks target down for ten seconds. Opponent's Posture Status icon will show upside-down when effective.

Relative Stat Drains*:
Health: -11
Action: -16
Mind: -12

Master Balance and Conditioning:
Charging Wampa (/unarmedKnockDown2):
4x damage. Hits multiple, random HAM pools on a single opponent. Chance of knocking target down is based on the Opponent’s Percent Restraint with a ten percent bonus to knocking target down. Knocks target down for ten seconds Opponent's Posture Status icon will show upside-down when effective.

Relative Stat Drains*:
Health: -16
Action: -23
Mind: -16

*Stat drains based on:
Health = 1200; Strength = 350; Constitution = 400;
Action = 1075; Quickness = 372; Stamina = 348;
Mind = 655; Fortitude = 300; Willpower = 700
(This information received from www.TerasKasi.net and also been used as a base for experiment). (Control Group)

Firstly, let me state that my Teras Kasi on the Test Center is *not* to the experience level of being able to use the Charging Wampa special ability; however, I have experimented with its lesser version to some extent. Please consider that my speculation in the successor ability to be simply that, speculation, that simply follows a set pattern.

Let me show you the data that I found.

My testing bed was similar to that of the control group:
Health = 1200; Strength = 350; Constitution = 400;
Action = 1075; Quickness = 375; Stamina = 350;
Mind = 650; Fortitude = 300; Willpower = 700
(Experimental Group)

Using careful observation, I found that the cost for the Teras Kasi knockdown abilities have been increased from 40% to 63% in some cases. What does that mean? Let me show you my results

The Health cost of Sleeping Krayt increased by 54% from -11 to -17… a change of -6.
The Action cost of Sleeping Krayt increased by 63% from -16 to -26… a change of -10.
The Mind cost of Sleeping Krayt increased by 54% from -11 to -17… a change of -6.

What does this mean? Well, if we used the Experimental stats as precedent, BEFORE the patch, we could have used Sleeping Krayt fifty-nine times before being completely out of power. After the patch, we could use Sleeping Krayt only thirty-eight times before being completely out of power. That means that we could use Sleeping Krayt twenty times less after the patch.

If we use these statistics on the Charging Wompa skill, maintaining the same percentage values, we can notice a very strong declination of our abilities.

The Health cost of Charging Wompa increased by 54% from -16 to -25… a change of -9.
The Action cost of Charging Wompa increased by 63% from -23 to -37.. a change of -14.
The Mind cost of Charging Wompa increased by 54% from -16 to -25… a change of -9.

What does this mean? Well, if we used the Experimental stats as precedent, BEFORE the patch, we could have used Charging Wompa fourty times before being completely out of power. After the patch, we could use Charging Wompa only twenty-six times before being completely out of power. That means that we could use Charging Wompa fourteen times less after the patch.

Lets place a standard pair of Vibro Knuckles into the equation.
Max Condition: 1000/1000 Volume: 1 Min Damage: 23 Max Damage: 92 Wound Chance: 23 Ideal Range: 1 Max Range: 3 Short Mod: 8 Medium Mod: 8 Long Mod: 8 Damage Radius: 0 Attack Speed: 3.0 Special Health: 38 Special Action: 33 Special Mind: 33.

If we were to use Vibro-Knuckles and Unarmed Knockdown II, we would only be able to ATTEMPT to knockdown the enemy eleven times before being completely out of power. *ELEVEN* times… That means you lose 1/11th of your hit points each attempt!

If we look at the changes in a more ominous perspective, we can see that these changes are debilitating and disastrous to the Teras Kasi ability in Player Versus Environment (PvE) encounters. Currently, every high end encounter, the enemy has the ability to incapacitate and usually slay any person in a single hit. A Dark Jedi Knight hit me, as a Master Teras Kasi, for 2,753 damage, killing me in one hit with Neutron Pixie activated.
I stood no chance against him, even at the highest level, having reasonably good equipment. Sony, let me ask you this: How does having every high end monster kill a person in one swipe incorporate strategy, player interaction, and cooperation? It doesn’t! It is a Total Zerg Environment (TZE). You have developed a game that looks down on strategy that only benefits artificial intelligence (A.I.) abilities or lack thereof and encourages players to choose ranged professions. The melee professions simply transgress into one hit chew toys that the other professions could live without. THIS SHOULD NOT BE THE CASE! MELEE CHARACTERS SHOULD BE AN ITEGRAL PART OF EVERY GROUP!

I have heard many times that Sony’s Star Wars manifestation being called “Everquest in space.” For the passed few weeks, I have agreed with this statement; now I think I will just call it crap that can be expected in the bargain bin in a few weeks and offering free 7-day downloadable trials like Asheron’s Call II and Planetside have done. Tell tale signs of a game that is going down the crapper. This game had so much potential.

I hope that this post has been informative to some and answered the questions anyone had based on the recent changes. Please feel free to comment and respond.

Metteec Xenocaw (TKO) Teras Kasi Order
Teras Kasi Master / Master Creature Handler
Bria Server
RunemonIV
Wed Aug 06, 2003 11:37 pm
#2

hey metteec this is greegan also from the bria server..


when did this change happen?


why is this change happening and are they going to fix the things that are broken?


or are we to just delete our characters because the lil runny nosed 14 yr olds are screamin its a knife to a gunfight gig.. because this is starting to piss a lot of people off




Day one Veteran of the game.. just a little fed up.. /tiny
Elenkis
Wed Aug 06, 2003 11:48 pm
#3

That's it? That's all they've done?


LOL, right now when I get lazy I take on red con "instant death" mobs by using knockdown and keeping my VKs on for 120+ total HAM cost and can still keep them from ever hitting me - so I hardly seehow raising the unequiped cost from 30 to 60 is going to be "debilitating and disastrous". All this means is that I wont spam knockdown anymore and I'll have to time it so I do a new knockdown right before the old one wears off, which is what I already do when I cant be bothered to unequip knucklers anyway.

Metteec
Wed Aug 06, 2003 11:55 pm
#4

Elenkis, I am guessing that you have very little if any experience in large encounters (i.e. Jedi, Krayt, Kimogilla, Witches, etc). If you did, then you would see how only having 26 tries at knocking a creature down is "Debilitating and disaseterous."

You see, if you are fighting a Dark Jedi Knight, one knockdown out of every sixteen to twenty knockdowns will actually be effective. If I was fighting a knockdown after the patch, I would only be able to knock it down once of twice before being totally useless in the fight (Zero Mind Bar). Because of that, it is a very destructive attack at the Teras Kasi class.

Greegan, these changes were made on August the 6th 2003 on the Test Center.

Metteec Xenocaw (TKO) Teras Kasi Order
Teras Kasi Master / Master Creature Handler
Bria Server
Afra_Lyon
Wed Aug 06, 2003 11:58 pm
#5

Very good post. Well thought out, eloquent, and to the point. Will the Devils (oops, I meant Dev...elopers) listen and change knockdown back to the original form for the TKA? Nope. My understanding of the player/developer relationship has always been that it is a give and take: We give our money, and they take our working skills.


I'm incredibly upset by this nerf. I've always been big on PvE. Only games that should have PvP are First Person Shooters and the like. (Only PvP I play is Day of Defeat.) That's why I switched characters from a Rifleman to a TKA. By nerfing our most important and useful ability, the Devs (I'll let you decide what they are) have completely gated my chosen profession. But, oh well, not much I can do about it. We, however, can do something.


I encourage this community, all TKA's, to stand up and state with vehemence that "We won't take this crap!!" Post new topics on the test center board emphasizing the extreme displeasure we all feel and maybe, just maybe, we can let our voices be heard above those of the "Nerf" whiners. Please, let's band together and stop this nerf in its tracks.


--Osrito Ostusx, TKA/Doctor (eventually), Valcyn




Shale Relyt: Heavy Hammerman/Ranger, Kauri
Osritro Ostusx: TKA/Doctor, Valcyn
Rascal: Sniper/CH, Ahazi

"A man convinced against his will is of his own mind still."
RunemonIV
Wed Aug 06, 2003 11:59 pm
#6

ahhh man this is sooo gonna blow also someone find our profession correspondant because he is severely lacking in his duties..


why are all of our skills still broken yet they choose to nerf us again




Day one Veteran of the game.. just a little fed up.. /tiny
linzen
Thu Aug 07, 2003 1:06 am
#7

Elenkis, we are all on the same page here except for the fact that we are saying that they need to improve the class BEFORE they nerf KD. If they fix the class so we can tank and, god forbid, kill something, then they can nerf down knockdown.


However, Knockdown needs to be effective too. using it 4 times in a row and not landing one of them against stuff I used to knockdown every time is just ridiculous. They could puta refresh timer on it or something if they wanted to, but if it isnt going to work AND it takes a chunk out of my HAM, then I will never use it. Might as well take it out of the game at that point.

Elenkis
Thu Aug 07, 2003 1:12 am
#8

>>this will mark our 5th nerf since the game went live and still we have broken and useless skills... <<


Yup, I understand exactly what you mean. In fact in the other thread about this nerf I stated that whileI think they should nerf knockdown theyalsoneedfix our other skills and make improvements at the same time.


My only argument in this thread and realreason fororiginally posting to itis that I believe this nerf is really not half as bad as some of you people are making it out to be, I was expecting it to bemuch worse. This is exactly the same way people reacted to the last knockdown nerf: "oh noknockdown is completely useless now andour profession isunplayable" - what bs that turned out to be.

Elenkis
Thu Aug 07, 2003 1:18 am
#9

>>However, Knockdown needs to be effective too. using it 4 times in a row and not landing one of them against stuff I used to knockdown every time is just ridiculous.<<


But has this nerf made knockdown not effective? That was my point, all it's done is make it cost a bit more and the cost is stillnot even that draining. Come on, people are acting like knockdown has suddenly been ruined (where have we seen this before?), but isan increased total HAM cost of ~40 to ~60 reallyTHAT badof a change?

Selwynn
Thu Aug 07, 2003 1:24 am
#10

The Health cost of Sleeping Krayt increased by 54% from -11 to -17… a change of -6.
The Action cost of Sleeping Krayt increased by 63% from -16 to -26… a change of -10.
The Mind cost of Sleeping Krayt increased by 54% from -11 to -17… a change of -6.

What does this mean? Well, if we used the Experimental stats as precedent, BEFORE the patch, we could have used Sleeping Krayt fifty-nine times before being completely out of power. After the patch, we could use Sleeping Krayt only thirty-eight times before being completely out of power. That means that we could use Sleeping Krayt twenty times less after the patch.


Bwahahahhahaha THAT's the class killer? Wow am I so relieved...


I don't know that I think a TK should be able to solo anything that requires him/her to use knockdown FIFTY NINE TIMES.
Sel



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Selwynn
Thu Aug 07, 2003 1:29 am
#11

"t ISN'T about SOLOING! It is about grouping and fulfilling our roles as front line fighters."


Yeah... get a heal in a group. Not really much a problem in my opinion. There are too many ways to get around this. I'm so glad their idea of a nerf was an increase in HAM cost and nothing else.

Some of you might want to consider the TK/Doctor combo that was brought up a while back - buffing those secondary stats just got a whole lot more interesting.
Sel



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Mister_Heavy
Thu Aug 07, 2003 9:23 am
#12


Well I'm not sure if this is acceptable or not, but we might just have to burn some money on buffs to keep up. I hate to keep bringin up Tat Sunburns, but last night was my first real experience with them, and it kinda blew my mind. I paid 10K credits (a very small amount of money), for 2 hours worth of tat sunburns, and suddenly, Action and Health costs were simply not a problem. I'm just looking for something to give my mind a similar buff, and I'll be superman.


It's not that I'm not concerned with the increased costs, esp. since KD2 (knockdown with dizzy) is not working and the dizzy does not effect the mob properly. But I think that with buffs, and perhaps the use of lunge + KD (need to test), we can continue to be as viable as we ever were. It's about adapting to change. I'm confident we'll be able to do it.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Selwynn
Thu Aug 07, 2003 10:37 am
#13

So some other guy is saying KD has 120 point action cost per use in test center --- WHO IS RIGHT?



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

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