Teras Kasi Archive
Thread: Fencing VS TKM, and some extra tid bits.
Well some of you know me, and some don't i suppose, and i havn't really been on this forum in a while. A few interesting things concerning TK i i'd like to share for what ever its worth.
a small background of who i am:
I am a long time Teras Kasi Master, as the name of my forum name suggests, and mastered tka sometime late augest. I droped TKM because of holocrons about 3 weeks ago, and finished my jedi grind last week, and started reworking my character back to TKA.
first stop, master fencing though.
right now im 0/4/4/0 fencing, and will be getting 4/4/4 before i move onto tk, and now for some interesting and supprising things ive found out.
1) ive dueled many TKMs with novice fencing, and supprisingly win nearly all of the duels. As a TKM i was clearly under the impression that TKM was not less then novice fencing, and certianly not less then master fencing.
i tested a few things about
1) dmg from a straight fight using 363 max damage gafti baton, if the tk does not power boost, novice fencing is dealing more rare dmg unstyled vs the TKM rare dmg unstyled
2) defensive acuity isn't even in the ball park of working, from what i can tell. I have around 40 accuracy mods with fencing,and by all means i should never hit a TKM once who uses center, but i have have hardly missed in a duel vs a TKM, all they do is miss me as i dodge or flat out miss.
3) i constructed a test with a tkm/comando and myself, and a master pistoleer to see how mitigation was working.
3a) i duel the pistoleer who has no armor using my baton, and i do around 250 damage to him, and rightly so as pistoleers have no melee mitigation. No change, about what im doing to someone pre patch.
3b) i duel the comando who is also a master TK, specificly wanted to duel a comando who was master TK. i am hitting the comando with no armor for 190 and have not hit higher then that, with hits much lower. Bug or intended, tkm/comando mix, the comando is recieving melee mitigation with a flame thrower on
3c) i have the TKM duel me, and i have no ranged mitigation, and he is doing around 350 with his pistol, then the pistoleer duels the TKM with VKs on and comando, and he is doing around 350 give or take. It apears that TKM is not receiving ranged mitigation from having comando, like the comando is receiving melee mitigation from having TKM.
4) i wanted to really get to the bottom of KD2, and decided to run a little unofficial test. I have 50 defense vs knock down, and 40 defense vs dizzy. I had a TKM use KD2 on me 20 times. Out of the 20 hits 8 were dizzy, 12 were knock downs. So i tried it again, but decided to only do 10 times this time. 4 were dizzy, and 5 were knock downs. It appears that although by my resists i should be getting dizzied more then KD'd, i find that it is the exact oposite, which only brings me to believe that the dizzy on KD2 is buged, or nerfed, and or needs to be looked at.
so in short, comandos have turned into a hell'va fine tank from the patch, fencers are out performing TKMs atm, and im not even master, simply novice. Our defensive aucity is not working STILL, and KD2 is utterly buged.
i say our because i'll always consider myself a TK, and even if we are garbage, id still be a tk. Thats what i am, so i figured id share my findings with the profession i love.
Valkari-TKM wrote:
Well some of you know me, and some don't i suppose, and i havn't really been on this forum in a while. A few interesting things concerning TK i i'd like to share for what ever its worth.
a small background of who i am:
I am a long time Teras Kasi Master, as the name of my forum name suggests, and mastered tka sometime late augest. I droped TKM because of holocrons about 3 weeks ago, and finished my jedi grind last week, and started reworking my character back to TKA.
first stop, master fencing though.
right now im 0/4/4/0 fencing, and will be getting 4/4/4 before i move onto tk, and now for some interesting and supprising things ive found out.
1) ive dueled many TKMs with novice fencing, and supprisingly win nearly all of the duels. As a TKM i was clearly under the impression that TKM was not less then novice fencing, and certianly not less then master fencing.
i tested a few things about
1) dmg from a straight fight using 363 max damage gafti baton, if the tk does not power boost, novice fencing is dealing more rare dmg unstyled vs the TKM rare dmg unstyled
2) defensive acuity isn't even in the ball park of working, from what i can tell. I have around 40 accuracy mods with fencing,and by all means i should never hit a TKM once who uses center, but i have have hardly missed in a duel vs a TKM, all they do is miss me as i dodge or flat out miss.
3) i constructed a test with a tkm/comando and myself, and a master pistoleer to see how mitigation was working.
3a) i duel the pistoleer who has no armor using my baton, and i do around 250 damage to him, and rightly so as pistoleers have no melee mitigation. No change, about what im doing to someone pre patch.
3b) i duel the comando who is also a master TK, specificly wanted to duel a comando who was master TK. i am hitting the comando with no armor for 190 and have not hit higher then that, with hits much lower. Bug or intended, tkm/comando mix, the comando is recieving melee mitigation with a flame thrower on
3c) i have the TKM duel me, and i have no ranged mitigation, and he is doing around 350 with his pistol, then the pistoleer duels the TKM with VKs on and comando, and he is doing around 350 give or take. It apears that TKM is not receiving ranged mitigation from having comando, like the comando is receiving melee mitigation from having TKM.
4) i wanted to really get to the bottom of KD2, and decided to run a little unofficial test. I have 50 defense vs knock down, and 40 defense vs dizzy. I had a TKM use KD2 on me 20 times. Out of the 20 hits 8 were dizzy, 12 were knock downs. So i tried it again, but decided to only do 10 times this time. 4 were dizzy, and 5 were knock downs. It appears that although by my resists i should be getting dizzied more then KD'd, i find that it is the exact oposite, which only brings me to believe that the dizzy on KD2 is buged, or nerfed, and or needs to be looked at.
so in short, comandos have turned into a hell'va fine tank from the patch, fencers are out performing TKMs atm, and im not even master, simply novice. Our defensive aucity is not working STILL, and KD2 is utterly buged.
i say our because i'll always consider myself a TK, and even if we are garbage, id still be a tk. Thats what i am, so i figured id share my findings with the profession i love.
i said rare, when it was raw, my point in the beginging was simply.
1) in a straight fight, it apears that the fencing at cap speed, vs the tk at cap speed, is landing harder hits.
the exception that i did not point out is that, TK styles have higher multipliers. UH3 is twice as devistating then any fencing move. But rare unstyled dmg per second, goes to the fencer.
i also dueled a smuggler/pistoleer yesterday (im a master smuggler/master pistoleer also). we were both buffed by doctors. we dueled for about 2-4 minutes until she finally ended the duel since it was pointless. we had the time to kd+panic shot each other about 5 times each lol. we were hardly doing any dmg to each other and both of us werent wearing any 85% composite or anything like that. and no its not because i dont have a good pistol lol i was using a 472 max dmg republic blaster so i couldnt believe it when i was only able to hit for about 200-300! if i were to duel anyone with ranged mitigation doctor buffed, entertainer buffed and wearing a suit of 85% comp i would NEVER be able to kill them since they would probably regen faster then i could dmg them. also combat medics and doctors have a HUGE advantage now. combat medics can throw a 600 per tick mind poison on u and bring u down in about 5 seconds or so (probably the UBER class atm for pvp). also if u do not have a mind targeting shots like me, taking down a doc who keeps stimming himself is *much* harder now. NOT that doctor should be nerfed or anything im not saying nerf that or nerf this i just think its damage mitigation thats screwed.
Very good post Val,
Yeah..you are on the spot right again as usual. I admire you willingness to leave this profession and try other stuff. I left TK and went fencer and I hated it. I am just to use to TK i guess. I managed to make it to 0-4-3-2 before dropping it and I could beat a TKM easily.
This game is so God**** fricked up and the DEVS are ninja nerfing even though they say they arnt. Instead of leveling the playing field they nerf whoever has the best working class. I am sick of it! I was a TKM and MCH....now both are freaking worthless cause all my pets are fricked up and now I have to wait on the **edit** BioEngineers to start making good pets before I am worth a **edit** against mobs and on top of that, the only thing TKM is good for is PvE!
well to make matters worse, they fixed rancor teeth, and you can get rancor teeth with +300 to max damage, so a baton could have around 650 max damage hehe.
then again those are uber rare.
Right now the TKs defenses dont work at all, then again neither does the pikemens defenes and the swordsman when they style.
whent hey dont style it works great, but for some reason styles in the Que mess it all up, and makes it not work right.
fencing is the only one that works 100%, and probably works too good.
i would maybe suggest making it weapon cert only for the dodge ability, so that you can't stack fencing with pistol to get a better effect, because if this is the way of defense in the future, some class's will be gods, while others will suck.
what ranged class has defensive acuity? none
also 3c should be
I have the pistoler duel me, you said TKM dueled me, and it doesn't make sense with the TKM.
small oversight, but we see what your saying.
the comando that is a TKM also has both passive mitigations stacking right now, while the TK does not get ranged mitigatino from comando.
ya thats a bug, they specificly said mitigations would not be stacking, and comandos should exspect this to be fixed asap. so they get owned at range.
You are right on with this post, I can confirm that fencers are the melee champs.. hands down.. (ouch)
When it comes to duels, for sure.. I wouldn't fight a fencer for any kind of bet.. they seem to never miss and I seem to never land the good hits. And although they don't have 'knockdown'.. their lunge and dizzy has yet to fail in putting me on my back unable to get up.
Not sure about swordsman and pikeman, their weapons making them so slow to swing probably make up the biggest difference as to why they are probably not so tough..
Valkari-TKM wrote:
4) i wanted to really get to the bottom of KD2, and decided to run a little unofficial test. I have 50 defense vs knock down, and 40 defense vs dizzy. I had a TKM use KD2 on me 20 times. Out of the 20 hits 8 were dizzy, 12 were knock downs. So i tried it again, but decided to only do 10 times this time. 4 were dizzy, and 5 were knock downs. It appears that although by my resists i should be getting dizzied more then KD'd, i find that it is the exact oposite, which only brings me to believe that the dizzy on KD2 is buged, or nerfed, and or needs to be looked at.
try checking the description of KD2, is it something like "a chance to dizzy"? sry i cant get on the game to check atm.
Ludakrishna wrote:
Valkari-TKM wrote:
4) i wanted to really get to the bottom of KD2, and decided to run a little unofficial test. I have 50 defense vs knock down, and 40 defense vs dizzy. I had a TKM use KD2 on me 20 times. Out of the 20 hits 8 were dizzy, 12 were knock downs. So i tried it again, but decided to only do 10 times this time. 4 were dizzy, and 5 were knock downs. It appears that although by my resists i should be getting dizzied more then KD'd, i find that it is the exact oposite, which only brings me to believe that the dizzy on KD2 is buged, or nerfed, and or needs to be looked at.
try checking the description of KD2, is it something like "a chance to dizzy"? sry i cant get on the game to check atm.
well that is an interesting point, but im sure when the people designed this game, the 30 second timer on knock down was in place.
and it wasn't.
So perhaps a revist to the old designers table for KD2 is in order. It seems to me that as you progress through trees and grat higher experience, that the rewards should be a plus, and thus more benifitical to use.
I will not argue that KD2 does the most damage of any Knock down in the game, but the intent of the aucutal style is to Knock down and dizzy.
perhaps the orginal intent was to knock down, and have a chance to dizzy the target, but then with 30 second imunity from this being placed apon the TKA, perhaps this special should be rethinked.
It is aslo interesting to point out that with the imunities does KD2 really save you time, when you can dizzy+kd1? and seeing as it dizzys far less then it knocks down.
it would be truely interesting to run a comparison.
as for the last part of the orginal post, the light is more clear, then it was the day of the patch.
it is intended that mitigations stack, and the devs explain this much like a little can, you can't get higher then 3, but you can layer it with both range and melee, so when your holding either a VK, or a flame thrower, you will get both mitigations.
although the TK not receiving the ranged mitigation seems either wrong, or a bug, because in all rights he/she should be receiving the ranged mitigations from comando with VKs equipted.
Yea, the Dodge that Fencer get is insane. I was missing 8 out of 10 shots when I was using a pistol. It took 3 people to kill the Fencer because he was blocking everything.