Teras Kasi Archive

Thread: TKM caps

Darkness4483
Fri Sep 03, 2004 1:00 am
#1

I was just curious about the caps for tka's, ie accuracy, damage, speed, and ect.


Some numbers would be nice thanks



Colonel Traw Darkstar, Twi'lek
Master Riflemen / TKM / Fencer 0404
Warrent Officer 2 Aerro Darkstar, Human
Master Bounty Hunter / Master Carbineer / Medic 2000
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ArdenS
Fri Sep 03, 2004 4:59 am
#2

Yeah, this would be nice. Is there a website that has the caps for a skill mod? IE +melee defense? It sure would be a waste of points to level up to +156 melee defense to find out it wont stack past +125...


Anyone?



Arden
Sovi-FFO
Fri Sep 03, 2004 5:34 am
#3

Technicly there are no hard caps on Accuracy Damage or speed, but it is a waste to spend any credits on Speed since you cap out with 100 (and we have 115)



Accuracy is also something that usualy isnt need because we have 205



As for damage there are foods that raise your skill mod by +25 and skill tapes up to +25.. Also trandoshans get bonuses +10 I think to unarmed.



Melee/ranged defense, Dodge, Block, and counterattack all cap at 125 (we obviously don't use any of these).


Def Vs. States caps at at 90



Sovi | Ninja Exploit Zero
ArdenS
Fri Sep 03, 2004 10:50 am
#4

If you only get +89 in melee defense then why would we not want more???? I could see not using more then 125 bur 89 to 125 is a larger amount of defense. If you are trying to solo melee MOBs you need this.



Arden
ArdenS
Fri Sep 03, 2004 10:55 am
#5

One more. On melee defense or some of the other skill mods, you see something like this.



Melee defense +60/+58



what is the deal with the two different numbers? Is it, I have master 2h sword and done the first column of fencer? If that is the case is this like +DODGE+ that only work with which ever class I am fighting with at the time, IE which weapon?



Arden
Atama
Fri Sep 03, 2004 1:32 pm
#6


"Accuracy is also something that usualy isnt need because we have 205"


I have +227 unarmed accuracy.


"If you only get +89 in melee defense then why would we not want more???? I could see not using more then 125 bur 89 to 125 is a larger amount of defense. If you are trying to solo melee MOBs you need this."


You should want to get melee and ranged defense as close to +125 as possible.


"what is the deal with the two different numbers?


The first number is your base skill modifier. The second number is the skill modifier when you add bonuses from equipment (weapons, armor, and clothes with bonuses, or weapons and armor with attachments).



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Krayt Dragonfist, Trandoshan
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If you claim to "own" me, I want to see the receipt.
Darkness4483
Fri Sep 03, 2004 6:26 pm
#7

Only reason why I ask is that Im planning on going fs with the melee upgrades making a pretty sick TKM. Seeing how I think we have one of the best all around professions.



Colonel Traw Darkstar, Twi'lek
Master Riflemen / TKM / Fencer 0404
Warrent Officer 2 Aerro Darkstar, Human
Master Bounty Hunter / Master Carbineer / Medic 2000
-=[Crimson Empire]=-
Bria Server
Atama
Fri Sep 03, 2004 9:09 pm
#8

Sadly, you can do a better template without the FS skills... After all, Master Fencer Stances and Grips gives +15 melee and ranged defense for 2 skill points, while getting +15 to each in FS reflexes costs 6 skill points.



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Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
PeteCJ1970
Sat Sep 04, 2004 7:21 pm
#9

"Sadly, you can do a better template without the FS skills... After all, Master Fencer Stances and Grips gives +15 melee and ranged defense for 2 skill points, while getting +15 to each in FS reflexes costs 6 skill points. "


I'm pretty sure this is as intended. You have to drop 24 skill points in the FS system for skills that aren't as useful as ones you can get in the "normal" trees and then fight the very tough exit quest before taking on the Padawan Trials. My guess is that the Devs did it this way on purpose as a way of limiting the Jedi population. You have to weaken your character considerably before even getting to the low level Padawan grind. For a lot of people (including me) that isn't terribly attractive.


Unless something changes with the defense caps after the revamp (assuming that still comes after JTL), that is.



Nakim Rekal - Imperial Colonel - 100 Badge Club
TKM - MDoc - Swords 0130
Atama
Sun Sep 05, 2004 10:57 am
#10


"I'm pretty sure this is as intended. You have to drop 24 skill points in the FS system for skills that aren't as useful as ones you can get in the "normal" trees and then fight the very tough exit quest before taking on the Padawan Trials. My guess is that the Devs did it this way on purpose as a way of limiting the Jedi population. You have to weaken your character considerably before even getting to the low level Padawan grind. For a lot of people (including me) that isn't terribly attractive."


I have to agree with that. It's ok though, it's just one more sacrifice to make to get Jedi.



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Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
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