Teras Kasi Archive

Thread: TKA needs different dmg types badly.

Gamexaholic
Sun Oct 05, 2003 10:18 am
#1

TKAs need different dmg types on the VK or fists , there had to be a way. If you go to Dathomir there are countless monsters that have 100% melee resistance which means we can NOT fight them ever. We cant switch to a different weapon to change the damage type and VK just as bare fists are kinetic damage type only.


We need help here.

Pyradius
Sun Oct 05, 2003 11:08 am
#2

What are these 100% melee resistant creatures called? As it stands I never use VK's anymore, it would be nice to see them get an upgrade...not in damage but as an armor piercing weapon when it comes to creatures such as you describe.



Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
vortex4
Sun Oct 05, 2003 4:18 pm
#3

Ranged users have a host of options for dealing with resists. They can simply choose weapons for each creature. All melee professions need at least one or two options other than kinetic, even if the weapons aren't as good as the kinetic ones.
Declarent
Sun Oct 05, 2003 5:51 pm
#4

I'd like to see some energy/electric/whatever VK variants.
Udi_C
Mon Oct 06, 2003 12:10 am
#5

avoid seething bols 75%, grauls 50% for regular, andmauler 75% theres a few others but most things usually have weak kinetic so just know when to burst run.


but a blast damage or another alternative like every other combat class has would be nice




I /bo trans for a living.
jakak
Mon Oct 06, 2003 12:45 am
#6

elder night sister. medium ropr heavy armor i forgot and 100% kinetic resist. 1/10 of my hits will land and will be obsorb by the armor. the rest well get obsorb by the 100% kinetic resist.
Louis_Cypher
Mon Oct 06, 2003 5:20 am
#7

I feel all brawler professions need more choices of damage types. And I'm only just a TKM.



You see a new creature that gets dropped in the game, first thing I do is check the armor and it's resists.


Doesn't really matter though, since if it has ar2 and high kinetic resistance I would just pass on it.



If it had a vuln to say electric or cold and we did actually had a variety of damage types to choose from, I could then start to plan a attack using the best weapon I happened to have , instead of knowing it just was meant for a brawler "class" er.. profession.


Louis_Cypher
Mon Oct 06, 2003 5:23 am
#8

I meantthat it wasn't meant for our profession, instead of having a fair chance.


boobooq5425
Mon Oct 06, 2003 6:32 am
#9

They could make them like a vibro lance which is electrical damage(dont ask me why)
Mister_Heavy
Mon Oct 06, 2003 8:56 am
#10

I'm pretty sure the combat dev is looking into putting different "types" of VKs into the game. I wouldn't hold my breath though.



Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
evetsleep
Mon Oct 06, 2003 4:43 pm
#11

It has been mentioned a number of times by the DEVs (search the DEV posts if you want proof...I don't feel like digging it up) that they are looking at adding additional melee weapons, which include additional VBKs (which was mention specifically I believe).





Orzi - Light Jedi Assasin
Apol - Master Rifleman

"Your eyes can decieve you. Don't trust them" -o.k.




GalacticBulge
Mon Oct 06, 2003 5:02 pm
#12

Fencers have the Stun Baton, which deals out Stun damage. VERY nice because most mobs are resistant to stun damage. However the weapon itself isn't very powerful (come to think of it, fencers don't do much damage anyway), even when made by high-end weaponsmiths.




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Narsil Anduril:
Teras Kasi Master - Master Brawler - Master Swordsman - Pikeman 0/4/4/3
Bria Galaxy

Ma-o Awe (hawt Twi'lek.. LEGGO MY LEKKU!):
BH 2/3/1/4 - Medic 0/0/3/0 - Rifleman 4/4/3/3 - Pistoleer 0/0/0/3
Corbantis Galaxy
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