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CU en Jedi

Lantern
(@lantern)
Illustrious Member Admin

Vers van de Forum Pers:

DISCLAIMER:

The following is based on preliminary information and is extremely tentative. It is very likely that any of this could change during the course of testing.

Much of the information has yet to be verified and is pending testing and/or further information from the devs. I've included this information as yellow text to indicate that it is more of a "placeholder" at this time. Please keep that in mind while reading the following...

JEDI GENERAL INFO:

* The goal of the Combat Upgrade is for all profession templates to be balanced now, both in terms of offensive and defensive capabilities. This includes Jedi and, yes, even Bounty Hunter templates.

* A full-template Jedi Padawan is balanced to be 1.5 times as powerful as a regular profession combat template.

* Unknown how this power relation scales through the FRS at this time.

* Profession Roles for Jedi are based on the Disciplines.

* One of the goals of the CU is to have a player's Advancement Level scale realistically to reflect their actual power ability. Character's will supposedly rate much higher than they do currently, allowing the "band" to be much more flexible now. This means that players should actually con correctly and be able to "pull" missions equivalent to their level.

* Jedi are capped at a maximum of 3000-ish Health through the Advancement Level system as well.

* The calculation for your maximum Health is determined by your Advancement Level. Jedi should hit the maximum Health much earlier in their progression than a regular character could, considering that they usually also have other regular profession skills during the grind and the arrangement of the Jedi skill boxes.

* Jedi and regular experience count towards Advancement Level, Force Sensitive skills do not.

* Unknown if PvE bonus damage multipliers will be removed or modified.

* Mezzes are not resisted by state defenses.

* Jedi abilities will be associated into Cool-Down Groups like normal professions as well.

* Jedi Lightsaber specials, Jedi defenses, and Jedi powers still do not work while wearing armor.

* Toughness no longer exists in any of the professions, including Jedi. The primary stat for defenses is simply Melee and Ranged Defenses now.

* General type skill mods will stack into Jedi skills now, such as Melee Accuracy into Lightsaber-type accuracies and Ranged Accuracy into Force Accuracy.

* Speed now scales with a diminishing returns formula. Meaning that the more you get, the less returns you’ll see, but they will always provide some benefits. So Force Speed and Combat Prowess: Melee Speed will still be beneficial even to a Lightsaber Master.

* PSG’s only block ranged attacks now. So Lightsabers are not blocked by them, but Force powers will be.

* Jedi can use personal “stims” now for healing, just like regular professions.

* No changes were made to the Visibility system.

* No changes were made to the experience required for Jedi skill boxes or the caps on the amount that it is earned per kill.

* No changes were made to the skill point costs of Jedi skill boxes.

* Unknown at this time if Jedi will get the opportunity to re-roll their template.

* Unknown at this time if Lightsabers will be converted into the new system.

* Unknown at this time if Power Crystals and Krayt Pearls will be converted into the new system.

* Unknown at this time how Color Crystals will be converted into the new system.

JEDI LIGHTSABER DISCIPLINE INFO:

* Lightsabers now do Energy damage along with a minor bit of Elemental damage.

* Elemental damage is dictated by the color of Crystal used in the Lightsaber.

* Color Crystals associated damage types:

o Red =
o Dark Red =
o Light Green =
o Dark Green =
o Blue =
o Dark Blue =
o Yellow =
o Dark Yellow =
o Light Purple =
o Dark Purple =
o Orange =
o Brown =
o Special...

* Lightsabers now drain from both the Force Power pool and the Action/Mind ability pools.

* Lightsaber Toughness no longer exists.

* A portion of Lightsaber Block has been redistributed to the FRS now, a total of 60 points to be exact, with 25 points total for a Lightsaber Master now.

* Lightsaber specials can be used by any Lightsaber type.

* Lightsaber specials cannot be used with regular weapons.

* Saber Hit is the generic Lightsaber attack (basically the default attack). Saber Strike is an improved version.

* Saber Body Hit, Leg Hit, and Head Hit all hit that specific portion on the target’s body, which can be used to tactically hit unarmored areas. There are basic and improved versions of these abilities.

* The One-Handed line now has Body Hit and Two-Handed has Head Hit (they’ve switched for some reason).

* Saber Swipe is a Dizzy attack. There are basic and improved versions of this ability.

* Saber Sweep is a Knockdown attack. There are basic and improved versions of this ability.

* Saber Slash is a Bleed attack (DOT). There are basic and improved versions of this ability.

* Saber Blind is a Blind attack. There are basic and improved versions of this ability.

* Saber Power Attack is a "large damage" attack. There are basic and improved versions of this ability.

* Saber Armor Break reduces the effectiveness of a target's armor. There are basic and improved versions of this ability.

* Saber Spin Attack is an area attack. There are basic and improved versions of this ability.

* Saber Stun Strike is a Stun attack. There are basic and improved versions of this ability.

* There are basic, improved, and advanced versions of Saber Throw, the same as before.

* Unknown if Improved Saber Throw and Advanced Saber Throw will still knock down a target.

* Unknown if Advanced Saber Throw is still a cone area-of-attack.

* Unknown if Saber Throw is still considered a melee attack (?).

* Saber Dervish (master-level special) will use the animation from the old Flurry 2, Phantom, or Dervish 2 specials depending on which type of Lightsaber is used.

* Unknown if the Flurry 1, Frenzy, and Dervish 1 specials and animations are now removed.

* Saber Dervish will no longer Dizzy, Stun, and Blind. It is simply a high damaging AOE attack now.

* Actually, all Lightsaber specials are more defined now, either they do damage or have a utility purpose.

* Melee Accuracy and Melee Speed stack into the respective Lightsaber-type Accuracy and Speed mods.

* Lightsaber-type specific accuracy for a tier IV box is now 115. At Novice Lightsaber there is +15 Melee Accuracy and at each LS-type tier IV box there is also +15 Melee Accuracy, for a total of 30, meaning that the combined accuracy at a single LS type’s tier IV box would be 145. If you also had the Combat Prowess: Melee Accuracy FS skill line (+12 Melee Accuracy) the total accuracy would be 157.

* Lightsaber-type specific for a Lightsaber Master is now 140. At Novice Lightsaber there is +15 Melee Accuracy and at each LS-type tier IV box there is also +15 Melee Accuracy and at Master there is +15 Melee Accuracy, for a total of 75, meaning that the combined accuracy at the Lightsaber master box would be 215. If you also had the Combat Prowess: Melee Accuracy FS skill line (+12 Melee Accuracy) the total accuracy would be 227.

* Lightsaber-type specific speed for a tier IV box is still 75. If you also had the Combat Prowess: Melee Speed FS skill line (+12 Melee Speed) the total speed would be 87.

* Lightsaber-type specific speed for a Lightsaber Master is still 100. At Master there is +20 Melee Speed, meaning that the combined speed at the Lightsaber master box would be 120. If you also had the Combat Prowess: Melee Speed FS skill line (+12 Melee Speed) the total speed would be 132.

* Lightsaber type and generation certs and schemas still exist in the same locations.

JEDI FORCE WIELDER DISCIPLINE INFO:

* Force Wielder powers are now considered ranged attacks. Unknown if they are now resisted by ranged defenses.

* Force Wielder powers now use Force Accuracy and Ranged Accuracy to determine their accuracy.

* Force Wielder powers Force Accuracy at a tier IV box is now 45. At each tier IV box there is also +15 Ranged Accuracy meaning that the combined accuracy for a single tier IV box would be 60. If you also had the Combat Prowess: Ranged Accuracy FS skill line (+12 Melee Accuracy) the total accuracy would be 72. However, since there are Force Accuracy modifiers in every box of Force Wielder and Ranged Accuracy in each tier IV box, the more skills you grab in Force Wielder the more accurate you’ll become. For example, two tier IV boxes equals 100 accuracy and three tier IV boxes would equal 140 accuracy. At Master the total accuracy is 215 (or 227 with the FS skills).

* Unknown if Force Wielder powers now use Ranged Speed to determine their speed…

* Force Wielder powers drain from the Force Power pool only…

* Force Wielder powers will do a base Kinetic or Energy damage along with a little bit of Elemental damage (depends on power).

* Damage types of Force powers:

o Force Hit/Strike =
o Force Lightning Single/Cone =
o Mind Blast =
o Force Throw =
o Force Weaken =
o Force Choke =

* Animal Attack, Animal Scare, Animal Calm, and Jedi Mind Trick are all removed.

* Mind Blast hits a target’s head, which can be used to tactically hit it if it is an unarmored area.

* Force Cloak allows a Jedi to become "invisible". The exact details and restrictions of this ability are unknown at this time. Gained at Force Subjugate IV.

* Force Breach (master-level ability) will remove the following Force buffs from a target: Force Run, Force Speed, Force Absorb, Force Feedback, Force Armor, Force Shields, Force Resist Bleeding, Force Resist Disease, Force Resists Poison, Force Resist States, Force Aura, Force Valor, and Avoid Incapacitation. Unknown if it will affect regular buffs. Unknown if it will remove all at once from a target or one at a time.

* Unknown what defenses/resists exist against Force Breach, or if there are any.

* Force Weaken will Debuff and Snare a target. Unknown what the Debuff or Snare effects are at this time.

* Force Choke will inflict a DOT with a Snare effect. Unknown what the Snare effect is at this time.

* Unknown if the state effects inflicted from Force powers still exist.

JEDI FORCE DEFENDER DISCIPLINE INFO:

* Jedi Toughness has been removed.

* Force Defender defenses do not stack with TKA defenses.

* Force Melee Defense and Force Ranged Defense work exactly like the general Melee and Ranged Defenses, except that they won’t function while wearing armor. The related mods will stack together.

* Melee Defense type mods make a target harder to hit with melee attacks.

* Ranged Defense type mods make a target harder to hit with ranged attacks.

* Force Defense makes a target harder to hit with Force abilities.

* Jedi State Defense makes a target harder to hit with state affects (ie. Stun, Blind, Dizzy, and Intimidate).

* A Master Defender has 235 total melee defenses (+95 Melee Defense and +140 Force Melee Defense). With the FS skill, Enhanced Reflexes: Melee Defense, the combined total is 255.

* A Master Defender has 215 total ranged defenses (+75 Ranged Defense and +140 Force Ranged Defense). With the FS skill, Enhanced Reflexes: Ranged Defense, the combined total is 235.

* A Master Defender has 100 Force Defense (or 80 at Force Defense IV).

* A Master Defender has 65 Jedi State Defense (or 50 at Preternatural Defense IV).

* Dominate Mind is a taunt ability, and as such is only useful in PvE combat.

* Force Aura increases a Jedi’s Melee, Ranged, Force, and State Defenses by a certain amount (only if they have them). Unknown if this only has a Force Cost on initial use or if it also has a drain.

* Force Valor allows a Jedi the chance to block, but lowers their offensive capability as well (ie. Lightsaber attacks and Force powers). This ability will have a Force cost on initial use and it will also drain Force as you block attacks.

* Avoid Incapacitation still exists and still prevents a Jedi from being incapped when they reach zero Health. However, it will likely have a wind-up and cool-down timer now.

* Jedi do not suffer hindrances while using Force Defender abilities.

* Unknown if it is possible to stack Force Aura, Force Valor, and/or Avoid Incapacitation.

* Unknown if Force Breach will cancel Force Aura, Force Valor, and/or Avoid Incapacitation.

* Unknown if 100 Force Defense (master defender) will still equate to 100% to-hit defense against Force attacks.

* Unknown if ‘armor break’-type abilities will have any affect on Force Defender defensive mods or abilities.

JEDI FORCE ENHANCER DISCIPLINE INFO:

* All of Force Enhancer’s original abilities are still present and are relatively untouched, with the exception of wind-up and cool-down timers being added of course.

* Force Enhancers now have several crowd control abilities as well, such as Force Suppression, Force Wave, and Stasis.

* Force Wave will snare a target by slowing their movement speed and lowering their resists (unknown which resists). The duration of this effect on the target increases in the higher version. Unknown if striking the effected player or having a DOT “tick” will remove this effect.

* Force Suppression will root a target in place by stopping their movement. The duration of this effect on the target increases in the higher version. Unknown if striking the effected player or having a DOT “tick” will remove this effect.

* Stasis will root a target in place by stopping their movement as well as restricting any actions by them for the duration (delay). Striking the effected player or having a DOT “tick” will remove this effect.

* Force Feedback still reflects just Force damage.

* Channel Force will now draw from the Action and Mind ability pools. Unknown if it will also draw from the Health pool as well.

* The Master Force Wielder ability, Force Breach, can remove Enhancer Force buffs, such as: Force Run, Force Speed, Force Absorb, Force Feedback, Force Armor, Force Shield, Force Resist Bleeding, Force Resist Disease, Force Resist Poison, and Force Resist States. Unknown if it will remove all at once from an individual or one at a time.

* Force Speed will benefit even Lightsaber Masters now since there are no caps in the new diminishing returns speed formula.

* Apparently Force Run can now be countered by Force Breach and interrupted by mez abilities (snare, root, etc).

* Force Resuscitation will not suffer from the new resurrection sickness penalty (that the resuscitations for Doctors and Combat Medics have).

* There are still three versions of Force Run: basic, improved, and advanced.

* Unknown if there will still be a damage reduction incurred while using the Improved and Advanced Force Runs.

* Unknown if ‘armor break’-type abilities will affect Force Armor/Shield.

* Note that Force Armor and Force Shield are the only places a Jedi can get damage reduction now without wearing armor (since toughness has been removed).

* Unknown how the mez abilities accuracy is determined or if there are resists to them.

JEDI FORCE HEALER DISCIPLINE INFO:

* In the Combat Upgrade players will only have a Health bar for damage and wounds now. The Action and Mind bars are used solely for special abilities and cannot be damaged or wounded. Battle Fatigue still exists as it did before. Due to these changes some major modifications were made to the Force Healer discipline.

* All of the specific healing abilities for use on other players are now gone.

* Unknown if all beneficial healing abilities will work on other players as well now. Specifically: Force Heal, Force Infusion, Force Wound Heal, Stop Bleeding, Force Cure Disease, Force Cure Poison, Heal States, Force Extinguish, and Total Heal.

* Force Heal is the primary ability for healing damage now in Force Healer.

* Force Wound Heal is the primary ability for healing wounds now in Force Healer. Unknown if Force Wound Heal will also heal Battle Fatigue.

* Force Infusion will Heal Over Time (HOT) once applied. Unknown how it works exactly at this time (ie. amount/tick and number of ticks).

* Force Extinguish is a new ability that can remove a Fire DOT from an individual.

* Force Shock lowers a target's state resistances.

* Force Sap will debuff a target’s Action and Mind regeneration. The amount and length of the debuff increases with the higher version.

* Unknown if Total Heal will now extinguish Flames when used on others.

* Unknown if Total Heal will now truly “totally heal” an indivdual (ie. all damage, wounds, BF, states, and DOT’s).

* Unknown if Total Heal will also include the HOT from Force Infusion.

* Unknown if the delays for Healer abilities have been adjusted/fixed.

* Unknown if the Force Cures will now be more effective in PvP.

* Unknown if a player will get more proficient (speed/effectiveness) as they master Force Healer now.

* Unknown how the debuff abilities accuracy is determined or if there are resists to them.

* Unknown if the FS Skill, Heightened Senses: Healing, will benefit Force Healers now.

* Note that Jedi will also have the option to heal using personal “stims” like other players now as well.

JEDI FORCE RANKING SYSTEM INFO:

* FRS Jedi can earn a total of +60 Lightsaber Block throughout the FRS ranks.

* The Jedi Force Ranking System will not be touched otherwise in the Combat Upgrade, which unfortunately also includes the broken mods.

* Unknown if/how the FRS mods will affect the various new Jedi abilities.

JEDI DISCIPLINE SUMMARIES:

LIGHTSABER

* close range damage dealing (single and crowd)
* limited medium range damage dealing
* single opponent control through states (all) and KD
* single opponent armor debuff
* location specific attacks
* bleed DOT
* limited ranged defense

FORCE WIELDER

* medium range damage dealing (single and crowd)
* opponent control through snares and KD
* opponent damage reduction (single and crowd)
* single opponent stat debuff
* single opponent Force debuff
* limited location specific attacks (head only)
* Force DOT
* limited stealth ability

FORCE DEFENDER

* damage avoidance (melee, ranged, and Force)
* state defenses
* combat survivability
* single opponent control through aggro management

FORCE ENHANCER

* ability enhancing self-buffs (speed, running, resists, Force power counters)
* single opponent control through snares, roots, and mezzes
* single opponent control through Force pool reduction
* damage reduction (regular and Force)
* DOT and state defenses
* self-rejuvenation of Force pool
* self-resuscitation

FORCE HEALER

* single target damage recovery (high) and DOT/state removal
* single opponent debuffs
* single target heal over time

Quote
Topic starter Posted : 04/04/2005 4:59 pm
(@xcaret)
Prominent Member

klinkt best leuk, ze gaan nu ook is wat aan force powers doen dus.
denk toch dat ik bij mls master def. en heal 4-0-0-4 blijf. nog ff denken 😛

ReplyQuote
Posted : 04/04/2005 9:06 pm
Dashea
(@dashea)
Illustrious Member

Ben ff op TC geweest, en ik werd er stil van......

Hoop dat ze nog een hele hoop gaan verbeteren en aanpassen, anders gaan er denk ik een hoop mensen stoppen na de CU

ReplyQuote
Posted : 04/04/2005 9:19 pm
(@xcaret)
Prominent Member

wat ik tot nu toe lees en hoor middels andere nederlandse spelers, is het overschot erg blij met de veranderingen.
Word gewoon alles vergeten, en opnieuw beginnen. Iedereen is n00b na de CU 😛

ReplyQuote
Posted : 04/04/2005 10:31 pm
Dashea
(@dashea)
Illustrious Member

Je mag je skillpoints weer inzetten toch, als ze dat ineens gaan veranderen dan stop ik ermee, ga niet als een noep met helemaal nix beginnen iig

ReplyQuote
Posted : 04/04/2005 11:10 pm
(@xcaret)
Prominent Member

je houd gewoon je huidige proffs

ReplyQuote
Posted : 04/04/2005 11:41 pm