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Тема: Combat Upgrade is coming to Test Center!

  1. #51
    Elder Jedi Аватар для Jaara STORM
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    Ответ: Combat Upgrade is coming to Test Center!

    Camping +5
    Creature Harvesting +5
    Creature Knowledge +5
    Double-Bladed Lightsaber Accuracy +140
    Double-Bladed Lightsaber Speed +100
    Foraging +5
    Force Power Max +6850
    Force Power Regeneration +63
    Force Vehicular Acceleration +3
    Force Vehicular Control +20
    General Melee Accuracy +75
    General Melee Speed +32
    General Ranged Accuracy +12
    Lightsaber Assembly +100
    Lightsaber Block +25 - УБЕЙ ЖЕДИ СПАСИ МИР!!!
    Lightsaber Experimentation +100
    Mask Scent +5
    Melee Defense +20 УБЕЙ ЖЕДИ СПАСИ МИР!!!
    One-handed Lightsaber Accuracy +140
    One-handed Lightsaber Speed +100
    Ranged Defense +20 УБЕЙ ЖЕДИ СПАСИ МИР!!!
    Terrain Negotiation +5
    Trapping +5
    Two-handed Lightsaber Accuracy +140
    Two-handed Lightsaber Speed +100

    Раньше было похоже на БХ, когда у него вообще никакой защиты не было, теперь у жедиков вообще отсутсвует защита как класс, саблей не отмахаться, уродцы...
    Крайний раз редактировалось Jaara STORM; 04.04.2005 в 17:58.
    Jedi это болезнь, и я заболела!
    Думать нужно о хорошем, а мочить кого прикажут!

  2. #52
    Elder Jedi Аватар для Jaara STORM
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    Ответ: Combat Upgrade is coming to Test Center!

    Camping +5
    Creature Harvesting +5
    Creature Knowledge +5
    Double-Bladed Lightsaber Accuracy +100
    Double-Bladed Lightsaber Speed +100
    Enhanced Melee Speed +12
    Enhanced Ranged Accuracy +12
    Foraging +5
    Force Power Max +6850
    Force Power Regeneration +63
    Force Vehicular Acceleration +3
    Force Vehicular Control +20
    Lightsaber Assembly +100
    Lightsaber Block +85 - ПРОЩАЙ САБЛЯ, ПРОЩАЙ ДУША ЖЕДИ!!!
    Lightsaber Experimentation +100
    Lightsaber Toughness +55 - КУДА ПОДЕВАЛИ ИРОДЫ!!!
    Mask Scent +5
    Melee Defense +20
    One-handed Lightsaber Accuracy +100
    One-handed Lightsaber Speed +100
    Ranged Defense +20
    Terrain Negotiation +5
    Trapping +5
    Two-handed Lightsaber Accuracy +100
    Two-handed Lightsaber Speed +100

    А это то что есть сейчас
    Крайний раз редактировалось Jaara STORM; 04.04.2005 в 18:03.
    Jedi это болезнь, и я заболела!
    Думать нужно о хорошем, а мочить кого прикажут!

  3. #53
    Engineer Аватар для rasst
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    Ответ: Combat Upgrade is coming to Test Center!

    ГАДОСТЬ!!! НЕНАВИЖУ CU!!!

    Как ни крути, а не получается Master ranger + TKA + FS Ranged Defence + FS Survival + FS Luck. ИЗ-ЗА ДОЛБАНОГО 2h для TKA!

  4. #54
    Elder Jedi Аватар для Jaara STORM
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    Ответ: Combat Upgrade is coming to Test Center!

    Вопрос, а зачем ТКА двух ручка, почему не одноручка или полеарм?
    Jedi это болезнь, и я заболела!
    Думать нужно о хорошем, а мочить кого прикажут!

  5. #55
    HS_Yokosuka Аватар для Gothrom
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    Ответ: Combat Upgrade is coming to Test Center!

    Jaara: чтобы sp потратить

    По поводу джедай - погоди, не торопись, чует пое Жо, что СОЕ все так сделают, что и джудуяты взвоят и БХ плеваться будут...
    "При посадке самолет лучше выровнять на 10 метров выше, чем на метр ниже земли" - обр.лт. Волль, 3.04.40

  6. #56
    Старший Офицер Форума Аватар для Hokum
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    Ответ: Combat Upgrade is coming to Test Center!

    Wlad Hokum - Elder Commando, Imp Pilot Ace
    Wlas Hokum - Elder BH
    Tipa Opa - Elder Doctor
    Killaruna - Elder Shipwright
    Tigor - Elder Jedi

  7. #57
    Старший Офицер Форума Аватар для Hokum
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    Ответ: Combat Upgrade is coming to Test Center!

    Кто может это внятно на русский перевести?

    Combat Upgrade and Commando (So far)

    Weapons

    Flame throwers automatically do a flame cone AoE attack with every shot.
    DoTs are not given to commandos as innate abilities. DoTs come as effects on heavy weapons and grenades.
    Placement of certs are not final, but represent their prospective level
    Grenades will not have 500 use stacks on live, but will be significantly higher than current 5-stack grenades
    You should only see weapon certs in the skill trees that can be crafted by smiths. Loot/quest weapons will most likely not show up in the trees.
    Commandos will definitely get a master box weapon./There is at least one weapon that is not listed on the skill tree.
    Our grenades have a fairly medium range and a 20 meter or so radius - they flat out rock!
    No more disposable Hvy Weapons aside from grenades, they ALL are now new and viable (cool looking) weaponry that can be equiped

    Link to commando weapons: Clicky

    Specials and Abilities

    The commando specials are built into the weapon. This means when you start to stack commando weapon certs (that give you special attacks via the weapon itself) with special moves from say Rifleman or Bounty Hunter or Carbineer you get some really potent attacks.
    Our weapons make other professions "our own" - they enhance them and make them stronger for our profession, even marksman specials. Our weapons define us!
    Commandos seem to be very potent with AoE attacks
    We do not get recovery specials (aside from knockdown recovery)
    We get generic melee mods for our knucklers in the Explosives tree
    We get more melee defenses than ranged - but we get +45 Heavy Weapons defense which works only if we have a heavy weapon equipped
    We are certed for Assault Armour
    Any ranged special that you own can be used with any ranged weapon you are certed for.


    Templates

    Commandos will be having an edge in the "unknown factor" during combat - all our weapons enhance specials
    We "power-up" the damage capabilities of any specials that we "further enhance" specials when used with our weapons. Not so much an enhancer profession - as all professions do that, but our weapons give us an unique advantage.
    We get a "5" in offensive power, a "3" in defensive power, and a "1" in crowd control
    New skillpoint cost is 121 skillpoints, affording us enhanced flexibility at virtual no cost to our profession (ie its not a nerf - we’re getting far more versatility and flexibility than what we have now)
    Commando Trees are now named: Explosives, Heavy Beam Weapons, Heavy Incendiary Weapons, Heavy Acid Weapons
    We have the freedom to "shop" for our specials
    TKM/MC won’t be a gimped template - TKM gives us tanking power as well as natural armour-like mitigation (without armour penalities), hence we’ll have enhanced toughness at the cost of lesser damaging specials
    A MC/Ranged template may not have as strong defenses, but will have more damaging specials as we can shop for higher level specials
    Regardless, each template will have its own strengths and weaknesses, commandos will always have great offensive power and good defenses regardless - its up to you to define how more defensive or offensive, or role you want your commando to be!
    Wlad Hokum - Elder Commando, Imp Pilot Ace
    Wlas Hokum - Elder BH
    Tipa Opa - Elder Doctor
    Killaruna - Elder Shipwright
    Tigor - Elder Jedi

  8. #58
    Engineer Аватар для rasst
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    Ответ: Combat Upgrade is coming to Test Center!

    Обновление боевой системы и Коммандо

    Оружие

    Огнемёты автоматически делают огненную коническую атаку с действием на облась при каждом выстреле.
    Повреждения в течение времени изначально коммандо не даются. Они появляются вместе с использованием гранат и тяжелого оружия.
    Расположения сертификатов пока не окончательно, но отражают примерный уровень.
    В штатном режиме гранат не будет по 500 штук в пачке, но их количество будет значительно выше пять в существующем варианте.
    В дереве скиллов будут показаны сертификаты только на то оружие, которое может изготовить крафтер.
    Квестовое и отбираемое у врагов оружие скорее всего в дереве скиллов упоминаться не будет.
    У коммандо определенно будет оружие, получаемое на мастерском уровне./Будет по крайней мере одно оружие, которое не будет показано в дереве скиллов.
    Наши гранаты имеют неплохую дальность и радиус поражения около 20 метров - они сравнивают скалы!
    Кроме гранат, тяжелое оружие не будет "кончаться", все его виды, которые можно брать в руки, получат новый клёвый вид.

    Спецатаки и способности

    Спецатаки коммандо втроены в оружие. Это означает, что когда вы совместите сертификат на оружие от коммандо (который дает спецатаку благодря оружию) со спецатакой от, скажем, стрелка, охотника за головами или карабинёра, получится по-настоящему мощная атака.
    Наше оружие делает другие профессии нашей "собственностью" - оно расширяет возможности и делает их мощнее, даже спецатаки снайпера. Нас делает наше оружие!
    Коммандо получается весьма мощным с атками с действием на область.
    Мы не получаем специальные восстановления, кроме восстановления из нокдауна.
    Мы получаем базовые модификаторы к кулакам в ветке Explosives.
    Мы получаем больше защиты от рукопашных атак нежели от дистанционных, но у нас будет +45 защиты от тяжелого оружия, если держать тяжелое оружие в руках.
    Нам выжан сертификат на штурмовую броню.
    Любая дистанционная атака может быть использована с оружием, на которое есть сертификат [хедшот из гранатомета? жестоко...].

    Схемы развития

    Коммандо будет иметь самый высокий фактор непредсказуемости во время боя плагодаря улучшению спецатак за счет оружия.
    Мы усиливаем наносимые повреждения любой спецатаки тем, что ещё больше усиливаем спецатаки, когда используем наше оружие. Не так сильно, как профессии-специализации [видимо, речь о стрелок->снайпер, кулачнй боец->мастер единоборств], так как все профессии это делают, но наше оружие ждает нам уникальное преимущество.
    Мы получаем "5" при нападении, "3" при защите и "1" при руководстве толпой [общий групповой модификатор?].
    Новая стоимость профессии - 121 очко скиллов, позволяя нам получить расширенную гибкость практически бесплатн (т.е. никакого снижения способностей - мы получаем больше гибкости и многосторонности, чем сейчас).
    Ветви скиллов теперь называются: Explosives, Heavy Beam Weapons, Heavy Incendiary Weapons, Heavy Acid Weapons (Взрывчатка, Тяжелое лучевое оружие, Тяжелое огневое оружие, Тяжелое кислотное оружие).
    У нас есть свобода выбирать наши спецатаки.
    TKM/MC не будет кривой схемой развития: TKM дает силу "танка" вместе с естественными снижениями повреждений как у брони (без недостатков брони), следовательно, мы получим большую стойкость при меньшем снижении силы специальных атак.
    Схема MC/профессии дистанционных атак не имею таких же сильных защит, но получают более мощные спецатаки, поскольку мы можем взять спецатаки высших уровней.
    Несмотря на то, что каждая схема имеет свои преимущзества и недостатки, коммандо всегда получит бОльшую величину наносимых повреждений и хорошую защиту - всё зависит от вас, насколько больше будет повреждений или защиты или какую роль будет играть ваш коммандо.

  9. #59
    Старший Офицер Форума Аватар для Hokum
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    Ответ: Combat Upgrade is coming to Test Center!

    Хе-хе-хе.... Я ЛЮБЛЮ СВОЮ ПРОФЕССИЮ
    P.S> Мечта на перспективу... Кто видел 3DMark05, вспомните, там сцена есть... Когда идет захват космического корабля, из десантных машин на палубу высаживаются сначала легкобронированные штурмовики и захватывают небольшую территорию, а за ними медленно выходят боевики в тяжелой броне с силовыми приводами на суставах, держа на поясе некие орудия а-ля гатлинг-кэнон... Доходит один такой до рубежа обороны, и нажимает на гашетку... А дальше сплошной поток снарядов смывает всех, кто был против... вместе с укреплениями из контейнеров и частью сооружений на палубе... Вот это для меня - идеал тактики применения коммандоса в такой ситуации
    Wlad Hokum - Elder Commando, Imp Pilot Ace
    Wlas Hokum - Elder BH
    Tipa Opa - Elder Doctor
    Killaruna - Elder Shipwright
    Tigor - Elder Jedi

  10. #60

    Ответ: Combat Upgrade is coming to Test Center!

    "Руководство толпой" в данном случае - это удержание дополнительных мобов неактивными (не знаю, как это будет тут реализовано, вроде догого КД, например), чтобы можно было разобраться с толпой нападающих по одному.
    Kitty Karate Club
    Specializing in "The Crazy Claw" and "Fierce Fang" techniques.
    New students welcome!

  11. #61
    Elder Jedi Аватар для Jaara STORM
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    Ответ: Combat Upgrade is coming to Test Center!

    А про жеди есть такое описалово? Чем они обосновывают +25 на блок саблей?
    Jedi это болезнь, и я заболела!
    Думать нужно о хорошем, а мочить кого прикажут!

  12. #62
    HS_Yokosuka Аватар для Gothrom
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    Ответ: Combat Upgrade is coming to Test Center!

    Описания есть по многим проффесиям. Я такое же видел про Райфл. Все смотерть на офф-форуме в "проффесиональных" разделах.
    "При посадке самолет лучше выровнять на 10 метров выше, чем на метр ниже земли" - обр.лт. Волль, 3.04.40

  13. #63
    Старший Офицер Форума Аватар для Hokum
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    Ответ: Combat Upgrade is coming to Test Center!

    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. There are selections for "Jedi Saber", "Jedi Powers", "Jedi Healer", "Jedi Enhancer", and "Jedi Defender" roles.
    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, as it was before, no longer exists in any of the professions, including Jedi. Instead, there is now "Innate Jedi Armor", with +20 gained in the Jedi Initiate box and +50 from Force Defender, for a total possible of +70.
    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.
    A Knockdown Recovery ability is gained at Jedi Initiate.
    Jedi can use Instant Stimpacks now for healing, just like regular professions.
    Unknown if Inspiration buffs will increase the amount of Jedi and Force Rank experience earned.
    Unknown if Inspiration buffs will work on top of the Force Sensitive Crafting (Assembly?) skills.
    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:
    Red =
    Dark Red =
    Light Green =
    Dark Green =
    Blue =
    Dark Blue =
    Yellow =
    Dark Yellow =
    Light Purple =
    Dark Purple =
    Orange =
    Brown =
    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.
    Wlad Hokum - Elder Commando, Imp Pilot Ace
    Wlas Hokum - Elder BH
    Tipa Opa - Elder Doctor
    Killaruna - Elder Shipwright
    Tigor - Elder Jedi

  14. #64
    Старший Офицер Форума Аватар для Hokum
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    Ответ: Combat Upgrade is coming to Test Center!

    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:
    Force Hit/Strike =
    Force Lightning Single/Cone =
    Mind Blast =
    Force Throw =
    Force Weaken =
    Force Choke =
    Animal Attack, Animal Scare, Animal Calm, and Jedi Mind Trick are all removed.
    Force Hit is the generic Force Wielder attack (basically the default attack). Force Strike is an improved version.
    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. There is now "Innate Jedi Armor" instead.
    Unknown how Innate Jedi Armor works at this time, whether it is a direct percentage damage reduction or something else. Also, unknown what damage types/classifications it resists, for example Melee, Ranged, Force Powers, and Lightsabers.
    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 70 total Innate Jedi Armor. There is +20 in Jedi Initiate, +10 in Novice Defender, +12 in the Force Melee Defense line (2+2+4+4), +12 in the Force Ranged Defense line (2+2+4+4), and +16 in Master Defender.
    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).
    Force Defender defenses do not stack with TKA defenses.
    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.
    Unknown how the mez abilities accuracy is determined or if there are resists to them.
    Wlad Hokum - Elder Commando, Imp Pilot Ace
    Wlas Hokum - Elder BH
    Tipa Opa - Elder Doctor
    Killaruna - Elder Shipwright
    Tigor - Elder Jedi

  15. #65
    Старший Офицер Форума Аватар для Hokum
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    Ответ: Combat Upgrade is coming to Test Center!

    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 Instant Stimpacks like other players now as well. They are made by Medic/BE's and there are versions from A-E. The strength of the heal increases through the versions, as does the Combat Level requirement for their use. Currently their cool-down is about 60 seconds. Apparently they can also be used while Knocked Down.


    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 reduction (innate armor)
    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
    Wlad Hokum - Elder Commando, Imp Pilot Ace
    Wlas Hokum - Elder BH
    Tipa Opa - Elder Doctor
    Killaruna - Elder Shipwright
    Tigor - Elder Jedi

  16. #66
    Elder Jedi Аватар для Jaara STORM
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    Ответ: Combat Upgrade is coming to Test Center!

    Все здорово, а перевод?
    Jedi это болезнь, и я заболела!
    Думать нужно о хорошем, а мочить кого прикажут!

  17. #67
    Siberian Аватар для -Lizard-
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    Ответ: Combat Upgrade is coming to Test Center!

    Ммм.. Меня тут мысля еще посетила. Насчет брони. Влад, ты ее там на ТЦ рассматривал? У нее сокеты есть? Вобщем, не зря я наверное аттач в форме кристалла слутил, я так думаю, оно будет вставляться в новые био-имплантанты. Не я один такое слутил, есть еще, и они уже пробовали пихать в одежду - не лезет.

  18. #68
    HS_Yokosuka Аватар для Gothrom
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    Ответ: Combat Upgrade is coming to Test Center!

    На ТЦ брони пока нет
    "При посадке самолет лучше выровнять на 10 метров выше, чем на метр ниже земли" - обр.лт. Волль, 3.04.40

  19. #69
    Старший Офицер Форума Аватар для Hokum
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    Ответ: Combat Upgrade is coming to Test Center!

    Да, брони нету еще.... Может через неделю и появится...

    А вообще такой кристалл-аттач пробовали в LS засунуть? Вот что интересно....
    Wlad Hokum - Elder Commando, Imp Pilot Ace
    Wlas Hokum - Elder BH
    Tipa Opa - Elder Doctor
    Killaruna - Elder Shipwright
    Tigor - Elder Jedi

  20. #70
    Engineer Аватар для rasst
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    Unhappy Ответ: Combat Upgrade is coming to Test Center!

    Цитата Сообщение от Jaara STORM
    Все здорово, а перевод?
    Не... Это в данный момент выше моих сил

  21. #71
    Elder Jedi Аватар для Jaara STORM
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    Ответ: Combat Upgrade is coming to Test Center!

    ??? а я так ждала, так ждала...
    Хотя бы про ЛС и Хилера....
    Jedi это болезнь, и я заболела!
    Думать нужно о хорошем, а мочить кого прикажут!

  22. #72
    Siberian Аватар для -Lizard-
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    Ответ: Combat Upgrade is coming to Test Center!

    Цитата Сообщение от Hokum
    Да, брони нету еще.... Может через неделю и появится...

    А вообще такой кристалл-аттач пробовали в LS засунуть? Вот что интересно....
    вот.. http://forums.station.sony.com/swg/b...ssage.id=19503
    чего там было, 25 карабин аккураси? в ЛС? хе-хе..

  23. #73
    Siberian Аватар для -Lizard-
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    Ответ: Combat Upgrade is coming to Test Center!

    Во что из меня получается в текущей будущей раскладке

    Armor Customization +20
    Artisan Assembly +20
    Artisan Experimentation +20
    Augmentation Efficiency +5
    Bio-Suppression Efficiency +95
    Clothing Customization +20
    General Ranged Accuracy +108
    General Ranged Speed +26
    Healing Efficiency +80
    Hiring +20
    Medical Assembly +10
    Medical Experimentation +10
    Medical Warfare Efficiency +100
    Melee Defense +95
    Pistol Accuracy +40
    Pistol Defense +20
    Pistol Speed +20
    Ranged Defense +160
    Rifle Accuracy +85
    Rifle Defense +30
    Rifle Speed +65
    Surveying +35
    Vendor Item Limit +250
    Vendors +2

    Battle Armor Accuracy Mitigation 20%
    Battle Armor Accuracy Mitigation 30%
    Battle Armor Accuracy Mitigation 40%
    Battle Armor Movement Mitigation 20%
    Battle Armor Movement Mitigation 30%
    Battle Armor Movement Mitigation 40%
    Battle Armor Rate of Fire Mitigation 20%
    Battle Armor Rate of Fire Mitigation 30%
    Battle Armor Rate of Fire Mitigation 40%

    Reconnaissance Armor Accuracy Mitigation 10%
    Reconnaissance Armor Accuracy Mitigation 30%
    Reconnaissance Armor Accuracy Mitigation 40%
    Reconnaissance Armor Movement Mitigation 10%
    Reconnaissance Armor Movement Mitigation 20%
    Reconnaissance Armor Rate of Fire Mitigation 30%
    Reconnaissance Armor Rate of Fire Mitigation 40%
    Reconnaissance Armor Rate of Fire Mitigation 60%

    Радует, что освободятся SP под кусочек артизана (ха-ха, вендоры, если не понерфят их storage функцию, и поиск ресурсов для собственных нужд). И совсем не понятно откуда у меня возьмется пистолетная ветка марксмана, которая теперь требуется для СМа (ага, почти как у ТКА с двуручным мечом). Еще одна вещь радует, что в отличие от дока, СМ крафт оставлен, а не перенесен на био инженера, и мой 15-experiment/23-assembly костюм + ожерелье Алекса и накопленные ресурсы, возможно все еще будут полезны, но калькулятор пока это не показывает.

  24. #74
    Старший Офицер Форума Аватар для Hokum
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    Ответ: Combat Upgrade is coming to Test Center!

    Хмммм... Уверен, что CM-крафт останется на CM?
    Wlad Hokum - Elder Commando, Imp Pilot Ace
    Wlas Hokum - Elder BH
    Tipa Opa - Elder Doctor
    Killaruna - Elder Shipwright
    Tigor - Elder Jedi

  25. #75
    Siberian Аватар для -Lizard-
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    Ответ: Combat Upgrade is coming to Test Center!

    Не уверен, но пока именно так. Иначе био инженег просто задохнется копаться в схематиках - их там ОЧЕНЬ много будет

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