Teras Kasi Archive
Thread: Teras Kasi: dmg-wise, where do they stand?
With all the rumours and heresay that travels around, I thought I'd just compare the various professions to figure out where the teras kasi stands.
let's comparemax damagewith other brawlers:
TK:
max recorded damage 6437 with speed 2.1 41-209 damage (sliced) taken from http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=14665
others have reported low 4k hits too with styles.
fencer:
max recorded damage was 5600 (no info on weapon) taken from http://forums.station.sony.com/swg/board/message?board.id=fencer&message.id=2027
swordsman:
"17,077 chat box damage and over 24k overhead damage.. Just so you know i use a 650 damage powerhammer (sliced/poweruped). This hit was with 2handhit3" from http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=4095
pikeman:
max recorded about 9000 to 13000 (depending on how you read the post) with Long Vibro Axe 101-361 3.3 from http://forums.station.sony.com/swg/board/message?board.id=pikeman&message.id=1842
Conclusion: our max damage is the lowest of all brawlers. I believe this is intended to compensate for our speed, thus our max damage is lower, but our speed is faster. The problem with this is that we seem to reach our cap at 1 sec, and no longer make further use of the speed. (need someone to verify) Others can fully use their speed mods to come close to a tka in speed by the time they reach master. Thus they do more damage over time.
note: these numbers are almost all on knockdown NPC victims holding rifles to obtain the largest numbers.
fact: actual average damage is about 1/10th or less of the reported max damage shown above, and even smaller in PvP.
Just for fun, I included some info from a pistoleer post. Usually they don't get tremendous numbers since they can't take advantage of position/weapon bonuses like melee, but it can get up there:
Pistoleer
"2340 was what is was more near.....i dont think ihever quite reached 2400 but havent ran that many tests with my 33% boosters added on top of the 240." and there is another post there for 3400 but without more info from http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=10395
This leads me to believe that ranged users get the same position bonuses as melee however.
Balance:
Besides the obvious problem with brawlers in PvP, there is a lack of balance overall amongst the weapon types. Several factors come into play:
(1) actual speed: Yes, some professions have the potential of having awesome attack speed, but if it is capped, then it no longer acts as a good balance between professions.
(2) damage: Most marksman look at brawlers in PvE, and think they are damage dealing machines. Why? Because we are hitting for tons against targets that are knocked down and holding rifles. In reality, our damage is fairly close in line with ranged professions, and in some cases less than certain special abilities.
(3) HAM costs: Melee tend to have a higher ham cost. From a designers point of view, it makes sense because we carry big weapons and swing them. However, without the proper balance to damage and attack speed to compensate, we end up on the short end of the stick in all categories. Either keep damage as it is, and lower melee HAM costs, or raise damage and keep melee HAM costs where it is. I prefer lowering the HAM costs.
(4) position/weapon bonus against target: Perhaps this is what the devs intended as a balance between melee and ranged users. However, from the pistoleer numbers, I am starting to believe they may get similar bonuses as melee. (with the exception of perhaps the weapon type bonus)
The HAM costs probably have the biggest contribution to the balance in damage between ranged and melee. The ability of ranged professions to spam their special abilities, combined with our (or more specifically, the TKA's) ability to spam our special moves.In addition,I hope the devs realize the necessity of armor to melee professions and their affect on HAM costs when making comparisons.
Recommendation: lower all HAM costs for melee special moves. (I believe the devs said they were looking into this) At least it should done for TKA. We have one of the lightest weapons, if not the lightest, yet our HAM costs are one of the highest for our special moves.
Good post, most of it's known, but thanks for compiling.
Swordsman can't KD, and have by far the highest damage(700+ maxdam on the hammer)
Speed is capped at 1 for allprofesssions, every brawler profession achieves this.(Correct me if I'm wrong? I think pikeman might fall .1 or .2 seconds off)
Elanae: The numbers are fairly accurate, though there would be some difference based upon the quality of resources and such. (209 vibroknuckles are VERY good though)
The numbers listed ARE the DPS. The brawler professions all hit the speed cap of one hit per second. Therefore, a single attacks damage are the DPS.
Yep those numbers are worthless for the most part. Hits that high WERE ACHEIVED BY HITTING SOMEONE THAT WAS HOLDING A RIFLE and probably KDed as well. Melee get huge bonuses for hitting someone with a rifle equiped and another one for the mob laying on the ground.
Pistoleers also get a damage multipier against mobs that are KDed. I know this to be true because I use KD then swithch to pistol and I always do alot more damage when the mob is KDed.
UncleJay wrote:
Yep those numbers are worthless for the most part. Hits that high WERE ACHEIVED BY HITTING SOMEONE THAT WAS HOLDING A RIFLE and probably KDed as well.
I don't see how this invalidates the information that's presented. If they were all taken under the same circumstances then they're all comparable. He clearly stated that he included pistol 'just for fun' and anyway, if I remember the patch notes everyone gets a damage bonus on knocked down opponents, not just melee.
As High-on-bread states, if all melee classes can reach the 1 second cap then all this data is representative of dps. Maybe it isn't typical of what we see in game but for comparison purposes it's as valid as anything.