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Scrivean last won the day on April 7

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  1. I concur but believe that maybe there should be a loot table review, it is very disheartening to kill end POI mobs of 250k HAM, just to loot CDEF weapons or a few hundred credits. I know how statistics work and believe that some of the loot tables in the POIs are off. Some instances drop too many schematics/parts while other drop none after a few weeks farming. But to not side track this, again I do concur that I always feel bad having to make any vibro motor weapons and concur that the NS motors should at least be moderately better than SB crafted.. I have also yet to kill a NYM's Droidekka and get a motor either.
  2. Fight Club Primer As the second player to finish the Fight Club I wanted to provide some insight/help to others looking to complete all ten levels. Basics: 1. Each fight club takes place on a different planet with the first one being in Coronet, Corellia. 2. You start the whole chain by talking to an NPC Kath Scarlet (17, -4242) in coronet who will examine you (?) to see if you are qualified to enter. This may be a combat level check to make sure a novice marksman does not wander in accidentally. 3. Kath will direct you to the Guard at the entrance to Coronet’s underground, Nritt Vegg (62, -4531) In Coronet you get introduced to the Coronet underground where the FC is as well as the Meatlump Dungeon. When you enter the underground, the fight club is SW, to your left, next building over. Talk to Kadrak Yaus to enter the FC. 4. Make sure you have all your buffs, food, and whatever else you need before entering the ring. As soon as you zone in the first combatant will be there with you, probably attacking you already. 5. As you defeat each combatant, the next will spawn in a few seconds. 6. You have a time limit that gets more generous as you progress through the fight clubs, depending on your weapons. 7. In the first club you have 30 minutes to defeat 12 opponents. Think of it as a DPS check. The first three FCs feel similar in their race against the clock. Once you reach FC3 5 minutes is added on per FC level so you have ~75 minutes in FC10. (They have large HAM pools) Into the Maw, FC3+: 1. When you defeat FC3 at Nym’s, you begin collecting infamy(?) because you are now killing your opponents. Each FC completed ads to your infamy. 2. After FC5 you will be on the BH terminals. It looks like your bounty matches the payout from the fight club. Your Bounty Cap will be at 1.25M credits, the prize of winning FC10, or a culmination of doing lesser ones over and over. You lose ~140 a day so it could take up to 3-4 weeks before you drop of the terminals, if you stop doing the fight clubs. 3. If a BH kills you, you lose your infamy and must go back to FC3. You do not necessarily have to progress through every level, Tigoo and I were able to skip levels after doing 3 again. Preparing to fight: 1. You need some medic skills, figure out what level meets your needs and get it through skills and tapes. 2. Terminal buffs work to a point then you will need Doc buffs, as you go higher the best buffs help mitigate damage through regeneration. 3. Master Dancer and Master Musician combined cost zero points and add 14 total points to ranged and melee defense. 4. Best case for weapons is to have one weapon for each damage type. Boss resistances vary with one stat at 40%, one at 60%, and the rest from 75% to 100%. All FC NPCs have light armor, so Armor Piercing is better than not. Have your system for swapping weapons down, especially in the lower tiers as searching for which weapon to equip can cost you valuable time. Don’t forget to have powerups on your weapons, and extra in your inventory for when yours run out, it is 12 straight fights. Sometimes the 40% resist is on lightsaber so your best damage will be against 60% resist. The NPC armor does not break. 5. Foraged food became a must at later levels as an “Oh Crap” you can place all 14 variations of food on a toolbar pane and have a macro to eat them all in less than a second. If you take one each of all 14 foraged foods, you buff your HAM by 1850 My Macro /ui action toolbarPane02; /ui action toolbarSlot00; /ui action toolbarSlot01; /ui action toolbarSlot02; /ui action toolbarSlot03; /ui action toolbarSlot04; /ui action toolbarSlot05; /ui action toolbarSlot06; /ui action toolbarSlot07; /ui action toolbarSlot08; /ui action toolbarSlot09; /ui action toolbarSlot10; /ui action toolbarSlot11; /ui action toolbarSlot12; /ui action toolbarSlot13; /ui action toolbarSlot14; /ui action toolbarSlot15; /ui action toolbarSlot16; /ui action toolbarSlot17; /ui action toolbarSlot18; /ui action toolbarSlot19; /ui action toolbarSlot20; /ui action toolbarSlot21; /ui action toolbarSlot22; /ui action toolbarSlot23; /ui action toolbarPane00; /pause .1; /healDamage; 6. Group your states to minimize button pushing: If you have states from two weapon types, get a pattern down to apply everything periodically. My 1h States (Master Fencer) 1hStates /melee1hHealthHit1; /pause .1; /melee1hHealthHit2; /pause .1; /melee1hBlindHit1; /pause .1; /melee1hDizzyHit1; Macro intimidate so you never forget /intimidate1; /pause 21; /macro Intim; Macro Center of Being CoB /centerofbeing; /pause 31; /macro Intim; 7. Stack your Bleeds. I picked Fencer/Pistoleer because all focused hits and Shots are to Health/Body and that allows me to put 4 bleeds on the same Pool, 2 each from pistol and fencer. 8. Weapon Synergy. KD/Dizzy is great but not all classes have it. Fencer has stun, blind, and dizzy, while pistoleer had a kd that almost always works. I got a routine down of using 1h, applying states, then switching to pistol to kd and apply those bleeds before switching back to whichever weapon was doing the most damage. If you have weapon types that do not bleed the same pool, only bleed the pool you will be focused on. If the best weapon is a pike then you will action bleed, mind for Swordsman, and health for fencer. If you are a carbineer/swordsman only bleed the pool of the most effective weapon type you will be using, skip the other as a waste of time. 9. First Aid. Almost every club has one NPC that seems to put very heavy bleeds on, first aid can slow this down. Watch for this, you may need to hit that “Oh Crap” button for food if it surprises you. The food blood chowder provides bleed resist. I like it, Tigoo laughed at me. 10. Track your Food. Health/Str/Con: Gamorrl (Drink), Won-Won (Food) Action/Quickness/Stamina: Acaragm (Drink), Kiwik Clusjo Swirl (Food) Mind/Focus/Willpower: Vasaian Brandy (Drink), Vagnerian Canape (Food) As soon as you get buffed, eat round 1. When you arrive at the FC you should be able to eat/drink the foods you did not get to consume after buff. Balance these through the fight. Sometimes I used Pikatta for dodge if I felt good about my current food balance. 11. PSG Helps against Energy, Electricity, Stun, Heat, Cold, and Lightsaber. Does not help against Kinetic, Acid, Blast. Is repairable if you do not reach 0. Is sliceable. 12. Armor The NPCs will use all damage types across all fight clubs. Any holes in armor will be hit very hard, the higher you go. The Boss in FC 1 will smash you with a 1 shot if you have a vulnerability…cough…stun. Consider ALL damage types you may face as you proceed, even ones you rarely encounter. 13. Bounty Hunters I know of 7 I track with only 2 that actively seem to watch for Player bounties. Add them to your friends list if you don’t want to be surprised. Tigoo finished the FC as a Master TK/Swords Mentieth (Me) finished as a Master Fencer/Pistoleer I am happy to help anyone and fix errors in this primer if anyone sees them. Getting through all 10 fight clubs takes lots of prep and more fine-tuned execution as you progress but the credits are worth it, and the art and badges are awesome. Lia's Article Thank you to Tigoo who talked through many of these lessons and helped me gather all of this info!
  3. What is the purpose of armor in the game? Armor is a system of equitable items that mitigate the various types of damage used by hostile entities. In live armor was designed with “holes”, even Mandalorian, that caused players to focus on the content they enjoyed and plan carefully how they approached their desire content. If you were headed in to the Geo caves, you knew you were going to face stun damage, and had to plan accordingly. To augment armor and help alleviate some of the damage types, players could equip personal shield generators which were rated at lower percentages than available on armor. Armor on TR. The armor system on TR has been adjusted, I believe, to allow for any armor to be worn based on aesthetic appeal. Specific type Armor Segments have been replaced within the crafting system to allow Composite armor segments to be used in any armor type. While this sounds good, several other factors have come in to play that can affect gameplay: Bone Armor, crafted by Artisans, and requiring no actual Armor Smith points can be crafted to 80% resists across the board, excluding Stun and LS. Stun can be filled by a layer if desired. The cost of making this armor is 9 Composite armor segments (assuming cost and quality of resources is even). Mabari, Ubese, Padded, Composite, Tantel, and Bounty Hunter all take 21 Composite Armor Segments and can also be crafted to 80% with the same Stun/LS hole except for BH which can be made with no holes. R.I.S., schematics gained through a quest chain, can be crafted to 80% as well for 9 segments though they do require looted parts dropped by Mobs on two planets (Lok and Yavin). Capping R.I.S. gets much easier when using Interwoven segments, the patter that drops rarely from the Acklay in the Geo cave. The new pattern takes another layer, and adds a geo cube, which in armor calculations, boosts the initial and final effectiveness percentages. This allows the armor to be capped often with multiple experimentation points left over for redistribution to either encumbrance or durability. All Armor can then be sliced to 90% effectiveness. All creature Mobs do kinetic damage while the NPCs can vary, and in the fight club you will face every type of damage, except choke. I have read that most content can be completed with 10k terminal buffs and 64% armor, considered starter armor, and that the more difficult content can be completed with lightly better armor and crafted Doc buffs, which are limited to only the A or B versions. Given top tier buffs and 90% armor almost everything is soloable, if not everything depending on profession selection. I understand that this may all be my own perception and opinion but I feel that the resist stats are too high and the lack of holes in armor is a limiting factor in PVP. Additionally, non-AS armor being crafted and sliced to that of a master AS makes the AS class worthless except in the case of crafting BH, R.I.S, and Mando, if the Artisan has a MS to supply advanced composite segments to them. Recommendations: 1. Bone armor be capped in crafting to 55% sliced to 67.5%, with stun/LS holes. 2. All other normal armor capped in crafting to 65% sliced to 75%, with various holes + LS. 3. R.I.S. capped at 70% sliced to 80%, add 10% LS resist to R.I.S. layers for each used in making a segment, max 30%. 4. BH capped at 70%, sliced to 80%, LS capped at 50%. 5. Mando/Crusader capped at 75% sliced to 85%, LS capped at 75%. 6. All armor except R.I.S changed to the same number of composite segments either 1:1/piece or 21 for a suit, bone included. 7. Bone armor uses composite segments, not advanced. 8. Another option to keep percentages low would be to make Mando/Crusader percentages equivalent to 80% but adjusted within the damage formula to be listed as medium armor. Looking forward to a great discussion. Scrivean (Sogrene Sushi, Master AS)
  4. Good discussion all, I also like the load time, or getaway timer.
  5. Good morning TR community. I am writing this post not to complain but to work as a community in support of the Devs to hopefully find a solution or accept, as a community that the fight club – TEF system is as it is. I play Mentieth as one of my characters and have been participating in the fight club. Since it was released, like some of you, I have worked my way up, gathering the things I need to succeed. I understand that at Nym’s, Level 3, a player begins to gain infamy, which increases at every level after that. I believe I entered the bounty system after Level 5 at ~300k credits, hit 600k at 6, and 1.1 million after completing level 7. The bounties cap at 1.2 million credits. I want to be clear that I am OK with this system. I played FC and accepted that I would be on the terminals. As far as I can tell, payouts are ~110K at 3, 250k at 4, working their way up to ~850k or thereabouts after finishing 8. By the time I died, I had made almost 3 million credits, so there is no loss there knowing some BH could get one mil for killing my player. Anyone who has done the fight clubs know that you have to prepare meaning get buffed, not terminal, get foods, foraged foods, get weapons for as many damage types a you can, and have good armor in without holes in resistances, which means interwoven RIS until Level 9 and 10 in which case you need BH because there are some Lightsaber users in there. The time a player must complete an arena starts at 30 min for Level 1 and is around 70 minutes in round 10. Up until this point, I see no issues. I understand, having talked to Lia, that up to three BH may take a mission, fight club or Jedi, and that they may all attack at once with only the BH getting the deathblow receiving the bounty. Still good here. The possible flaw in the system is that as a bounty mark, once you begin a fight club, you are locked in that location for as long as it takes you or until the timer runs out. When you are done, through completion or surrender, you will spawn in a fixed position outside the instance. This is where I believe we need to focus. Having played Jedi on live, part of the fun was the cat and mouse chasing each other all over the galaxy. As a BH, you never knew where your mark was until you tracked them down. As a Jedi, you should always be aware and on the move. If you left yourself vulnerable, it was your fault. As a fight clubber, that option is removed while in the FC. Seeker droids will bring the BH right to your location, and they can set up an ambush. They can then attack you while you load into the world, and have your exits blocked. The similarity in the Jedi realm would be the necessity to meditate at a force shrine at each level up, and that you had to stay there for 30-70 minutes not moving, because if you do you cannot meditate for another 12 hours, which is the lockout for surrendering in the Fight Club. With a 15 second timer on being moved from the instance, there is not enough time to log off either. At this point, I would like to solicit input from the community for suggestions that are feasible for the system to allow for a fair fight/opportunity for both sides. One that I like comes from live, and the Jedi death system is where a Jedi would respawn in a random location on the planet. I would liken this to an underworld fighter using their network to get away after a fight. After a timer runs out or a fight club is completed, randomly teleport the fighter to a location in the wilderness of the world where the fight took place. As a side note, I would ask that a look be taken at the way TEF works with the poison/disease system of CM. I am not faulting anyone for using it, but there could be a flaw in the system that allows for an unfair advantage. A BH with TEF can attack a mark at will; once the damage is done, the TEF opens for the target to attack the BH. With poisons, the first damage tick does not occur until 10 sec after application, with a disease the first application does not happen until 40 sec after application. Until the damage is done, the mark cannot fight back. If timed right, a CM/BH could apply mind poison c, intelligence c, focus c, area mind c, and then use mind poison and area mind poison before the first tick of damage. When it all hits the TEF kicks in, but your bars and pool are shot in a single stroke. A Good CM could get multiple diseases on you and then get poisons on before the time of disease does damage. I did have very strong prevent disease and poison buffs (+250 each) on, but they did not stop application at all. Having talked to another player, who has also run the buffs and has had very few stick to him since he started using them, we postulated that the lack of reciprocal TEF might have allowed the disease/poison application, which otherwise may have helped. On the other hand, I may have just rolled one on all the application saves—just a thought. As for the fight specifics, well done to the three players who took me down, two BH and a third guild member on a speeder as a spotter. I look forward to fighting you all again.
  6. Scrivean

    Village Phase 2

    Aurilia will shift to phase 2 on Thursday, Mar 19.
  7. Build on the reverse engineering and collect x number of ns/smc/DC garb and re a one use schematic so that Master tailors have a shot at making the same clothing with sockets, no guarantee.
  8. These seem like good ideas. Would love to expand my droid capabilities.
  9. I have read the posts that all broken attachments were removed so that anything looted is useable. I applaud the admin efforts on that. Is there a list of which attachments are still in game? A second question regards caps on tapes, specifically regarding CM use of medical experimentation. Can we get from 5 to 12 or is the limit set at 7? As I post this I realize I could ask in Discord, love this community!
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