Register an Account - Join our Discord Server
Have any questions? Need help with something? Contact us on Discord or check out our Help Forums.
Announcement: We have updated our multiple accounts policy. Please read here and submit the required information if your household plays on more than one account.
Donations are always welcome and help us with the upkeep of the server. Click click here to donate.
we have now added donorbox for those of you who cant use PayPal too. Thank you!
Help us stay #1 and vote for us Here and Come Join Us on Twitter
Have any questions? Need help with something? Contact us on Discord or check out our Help Forums.
Announcement: We have updated our multiple accounts policy. Please read here and submit the required information if your household plays on more than one account.
Donations are always welcome and help us with the upkeep of the server. Click click here to donate.
we have now added donorbox for those of you who cant use PayPal too. Thank you!
Help us stay #1 and vote for us Here and Come Join Us on Twitter
18/02/18
- TheTinyPebble
- Commodore
- Posts: 218
- Joined: Wed Oct 04, 2017 3:47 pm
18/02/18
Few things are going up on test:
QoL/misc:
Medicine use tapes are now activated
Combat medicine effectiveness is now activated
Able to store bikes in combat
Pistoleer:
Add intimidate chance to Disarming shot 1 and 2 (pistoleer)
Lightsaber:
10% reduction on force cost for attacks.
Saberblock receives a penalty vs high acc. (no clue if working)
Enhancer:
Force run can now be toggled. Credit to Infinity.
50% Force cost for Force Armor
Increase in force armor effectiveness to match new Defender toughness (41% and 57% damage reduction for 1 and 2 respectively).
Powers:
Reduced the cooldown of mind blast 2.
Mind blast 1 and 2 now targets the mind pool.
Reduced the cooldown of force lightning 1 and 2, force lightning area 1 and 2.
Changed all force lightning to lightsaber damage.
Reduced the cooldown and force cost of force intimidate 1 and 2.
Reduced cooldown on force knockdown 1, 2, and 3, and raised effectiveness.
Carbineer:
Increase damage of Leg Shot 3. It is currently the same damage as Leg Shot 2. From 2x to 3.5x (split the difference of rifles and pistols).
Pikeman:
Move Posture Down from Hit 3 to Stun 2.
Ranger:
Add BF healing to ranger camps.
QoL/misc:
Medicine use tapes are now activated
Combat medicine effectiveness is now activated
Able to store bikes in combat
Pistoleer:
Add intimidate chance to Disarming shot 1 and 2 (pistoleer)
Lightsaber:
10% reduction on force cost for attacks.
Saberblock receives a penalty vs high acc. (no clue if working)
Enhancer:
Force run can now be toggled. Credit to Infinity.
50% Force cost for Force Armor
Increase in force armor effectiveness to match new Defender toughness (41% and 57% damage reduction for 1 and 2 respectively).
Powers:
Reduced the cooldown of mind blast 2.
Mind blast 1 and 2 now targets the mind pool.
Reduced the cooldown of force lightning 1 and 2, force lightning area 1 and 2.
Changed all force lightning to lightsaber damage.
Reduced the cooldown and force cost of force intimidate 1 and 2.
Reduced cooldown on force knockdown 1, 2, and 3, and raised effectiveness.
Carbineer:
Increase damage of Leg Shot 3. It is currently the same damage as Leg Shot 2. From 2x to 3.5x (split the difference of rifles and pistols).
Pikeman:
Move Posture Down from Hit 3 to Stun 2.
Ranger:
Add BF healing to ranger camps.
Re: 18/02/18
Loot chance changes have also been made to:
- Acklay
- Fire Spider
- Jantas
- Giant Wampa
- Sith Spirits
- TheTinyPebble
- Commodore
- Posts: 218
- Joined: Wed Oct 04, 2017 3:47 pm
Re: 18/02/18
Saber block penetration is working, although not how I'd like. So it'll be delayed until I manage a fix.
Re: 18/02/18
hello friends! Awesome and myself went and tested the saber block vs. high acc and i am hitting roughly 60-70% of shots fired with high acc carb, lower acc wepons like the llc and heavy weapons did not hit (with capped acc they might though). Seems like this could make mbh or ranged hybrid feasable
Re: 18/02/18
spent some time in the wampa cave, good couple hours. i would day that the drop rate in pretty ridiculously low, cleared all the way to the bottom and back and down again and the only drop was from the big one, one really crappy shock lance. I would say still very much broken, Unless the intention is that high end mobs just dont drop good loot...Will test out tomb tomorrow
- TheTinyPebble
- Commodore
- Posts: 218
- Joined: Wed Oct 04, 2017 3:47 pm
Re: 18/02/18
Few more jedi changes coming up:
Force Drain is now 200, up from 100
Damage on force choke is now 2x.
Force weaken is now a percentage, so it should be useful in PvE.
Force Drain is now 200, up from 100
Damage on force choke is now 2x.
Force weaken is now a percentage, so it should be useful in PvE.
Re: 18/02/18
went and played in great wampa cave again today, gyran said he increased it a little and it seems to have worked, granted all i found was a couple really bad nge weapons, but something dropped and that makes me happy. i would say that it is fixed now at least, though drop rate still seems lower than before, but that is an ok thing
-
- Midshipman
- Posts: 4
- Joined: Tue Nov 07, 2017 11:30 pm
Re: 18/02/18
Me and maldito tested the saberblock penetration yesterday I'm gonna say it went pretty well but when I tested choke that was still alittle off but better then what it started with lol
Re: 18/02/18
Buzzo wrote: ↑Wed Feb 21, 2018 10:15 pmhello friends! Awesome and myself went and tested the saber block vs. high acc and i am hitting roughly 60-70% of shots fired with high acc carb, lower acc wepons like the llc and heavy weapons did not hit (with capped acc they might though). Seems like this could make mbh or ranged hybrid feasable
call me negative but that way too high a percentage
- TheTinyPebble
- Commodore
- Posts: 218
- Joined: Wed Oct 04, 2017 3:47 pm
Re: 18/02/18
It's been lowered a bit. It won't be that high in a proper combat scenario, as movement will have an effect on it.