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Jedi profession discussion
saboteur
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Is force int suppose to have the same reduction that brawler int have?
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It was 2/3 reduction, but some folks report that one of the two force intimidates was 50%

That I think actually matches up with an earlier publish number on SOE SWG. I would need someone to confirm that though.
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skyhunter11
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Before pub 8 force intimidate 1 was 50% damage reduction and force intimidate 2 was 66% damage reduction.

I heard, I haven't tested yet, force intimidates are only reducing damage by 33%. Please don't take this as 100 percent accurate. It was a conversation with another player who told me what he experienced post pub 8.

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Not got any personal data on those ints yet, but word is both force ints are at 66% reduction.



I also noticed in tests that damage from mindBlast2 and forceThrow2 - although comparable to some sabre hits to a degree in damage (480ish mind and 410ish throw) the cooldowns/casts made them 4 seconds and 3 seconds between hits.

This means that where the tier3 sabre hits are at 450-500 DPS the mind hit becomes a 120 DPS attack and the mind a 140 ish DPS attack.

Pretty poor for a tier 3 pair of attacks to be honest, DPS wise.

I was thinking, and it's more of a cloud than a formed idea ;) that if these powers were boosted to be viable with LS, then in the FRS DJKpower should drop from 4 to 3 and LJKpower from 3 to 2. This is just a cloud of an idea, embryonic if you will.

Or course a KD helps the above attacks, but it also helps any attack.
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skyhunter11 wrote:Before pub 8 force intimidate 1 was 50% damage reduction and force intimidate 2 was 66% damage reduction.

I heard, I haven't tested yet, force intimidates are only reducing damage by 33%. Please don't take this as 100 percent accurate. It was a conversation with another player who told me what he experienced post pub 8.

Narrk
Both normal intimidates are 50% now. I think they were both 50% previously as well, but I don't have data on hand to say for sure.
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Drakathos
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I did some testing on intimidates prior to rollback. In my small test batch it seemed that in pve the dmg reduction was 33% and in pvp it was 50% but this was a tiny test so can not be sure about this.
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Royan
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Yeah on that note my numbers were specifically for PvP since that's much easier to test. I haven't done PvE tests yet for intimidate
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saboteur
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Does Nov. Brawler Int give the same reduction? I never heard of a 33% reduction.
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As I understand brawler int cannot be used with an LS equipped. However I have no idea what it does normally now.
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I'll grab some data later to compare powers attacks' DPS to mLS DPS. Of course these will always be an added force cost for powers, but that just means work smarter not harder ;)

Unless someone already has data on LS attacks at master LS using a half decent lightsabre. :)

I suppose if we keep the numbers at PvP it will be easier - they can always be converted out to PvE by anyone if they ever needed those figures.

The very worrying thing is the current DPS. True most would say LS does not get affected by control, power or manipulation, I never knew how it was on SOE SWG.

I do know control is to increase the strength of any healing or enhancement skills.
Manipulation is to increase the efficiency of ANY force ability (force cost, force regen? Maybe 5% on each at knight?)
Power increases the strength of any force attack. I wonder if this could be treated as LS too as it's an attack that uses force pool...from a certain point of view ;)

So, if power attacks are boosted by the FRS it cannot be that much (based on the SOE SWG setup) as it would make in turn control mods creating unkillable mHealers, mEnhancers would have very little force pool reduction using fArmour, mDefs would need extraordinarilly low force pools to spam avoid incap (they would not avoid the occasional KD though) and mLS would have little force cost per attack but maybe possibly might be affected by power in the FRS.

mPowers would have thier cost reduced by manipulation and the output by power increased, but the FRS calculation from power control manip - well I cannot see it boosting powers too much.

I also have no idea how the FRS could play out so I could be way out!

Still, even if midway through the FRS a 480 mindBlast2 became a 1k mindblast2 (using 110 frs power numbers - still not sure if it would be around 35 or 110 for say consular 1) it would still be at a 4 second cast making it a poor 250 DPS attack, which is an LS at tier 1 LS attacks (presuming at least force speed 1 is active capping the LS speed at 1s).

250DPS for a tier 3 mPowers attack at consular level does seem odd.

As a comparison, using the same calculation (and again I may be waaaaaaaaay of the mark with the FRS values and how they translate) force lightning 2 say hits PvP for 1k of damage, that makes it 500 DPS (although it IS LS damage so is not mitigated much by many) making it 2k ish at consular at 1k DPS. This doesn't mean that that amount will hit the opponent though :)

Just some food for thought. Turned into another wall of text (TM) again :)
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RemusStorm
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I know you REALLY want MPowers to be = to MLS mate, but maybe in live they wanted it to be seen as more of a support template??

Choke dmg + Reduces HAM
45m range on Lighting 2
Ranged Cone intim, other abilities etc

Just an idea mate?

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StepoKedur
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I get what you are saying Rem, and would have agreed totally back in the day, but there is a couple of posts from the bosses saying theyvwant powers to be a viable alternative to LS, but as a glass cannon (ie same output as mLS initially but way less defense).

I shall endeavour to remember to post the quote :)
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saboteur
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Was there always a different in reduction for int depending on whether the target was pve or PvP?
StepoKedur
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I think there was, daft as I am I only realised this recently when a guildie asked me to test other things with him a few weeks back.

Balance wise (between PvE and PvP) it makes perfect sense! :)
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saboteur
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StepoKedur wrote:I think there was, daft as I am I only realised this recently when a guildie asked me to test other things with him a few weeks back.

Balance wise (between PvE and PvP) it makes perfect sense! :)
This is only true if brawler int works the same way. Force Int has a huge cost to it and has a long cast time while normal int has no cost and is instant. The bright side of force int FC is the cone/area effect and the duration of 60/90 secs. Would like to see a flat 50% for all Int PVP/PVE.
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Sorry, I misread the question as being about general PvP reduction in all combat :) oops!

For the intimidations in PvP and PvE you will have to ask young Mr Dunka :)
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RemusStorm wrote:I know you REALLY want MPowers to be = to MLS mate, but maybe in live they wanted it to be seen as more of a support template??

Choke dmg + Reduces HAM
45m range on Lighting 2
Ranged Cone intim, other abilities etc

Just an idea mate?

Rem

MPowers always was a good support template on live. I know since i played it. Always have...always will and still do. It was even more fun in the krayt graveyard sicking krayts on rebs while they were out there grinding pearls.

The big advantage we had on live as opposed to MLS was that Mpowers absolutely WRECKED melee stackers due to force KD bypassing their KD defense and thak

The area kd+ dizzy combo on multiple peeps can turn the tide sometimes along with area intim. Or for just taking out solo targets a weaken 2 could wreak havoc as there is nothing to defend against the spike dmg with a much lower HAM.

It was always MLS>MPowers>Melee Stacker>=MLS even those melee stackers with nasty DOT weapons would still be dead before they DOT could do its thing :)
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I wonder what pub 9 and pre pub 9 will bring?

Hopefully the bosses are reading this thread :P (and by bosses I don't mean these guys!):

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saboteur
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Nee Jabba no badda
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saboteur wrote:Nee Jabba no badda
Had to get my Huttese to basic dictionary out for that...Turns out the bantha ate it and I had to wait!

Quite so sir, quite so!

Been playing around with powers at last, I gave in :)

It is rather fun I must say!

It isn't quite a viable alternative to LS yet, but has some great stuff to it. Casting as I mentioned before is slow, a lot of DPS is wanting and basic counters to other (jedi) profs would be great.

Not sure if weaken2 affects an enemy's force run, that has to be tested. A counter to mHealer and mEnh (of which is designed to be a foil for powers) in choke would be interesting (increasing cooldowns making them heal slower or less efficient or reducing shielding/reflect as thier mind would be a little pre occupied if they were choking!)

Will be interesting to see what both Pub 9 and those tweaks that did not make it to Pub 8 bring.


Any chance sone tidbits can be thrown our way to whet our appetites on these matters? ;)
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