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Dodecahedron87

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About Dodecahedron87

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  1. If I did my math right, then Ataru saber is actually a fairly insignificant factor, adding less than five percent. Without Ataru but with all of the rest of the above, you have a 47.5% chance of a critical with a sufficient attack bonus (50% chance of a threat). The threat range of 11 comes from: 2 base 2 Keen 6 Master Critical Strike (1 Ataru) Total: range 11 (10-20) = 55% This is assuming that Ataru's bonus is added after all the multipliers to the crit range. I don't know if this is true, but if it is added before, your threat range would be 15 (6-20), which seems a bit unlikely. To get the most damage from Critical Strike, the form that increases your critical damage multiplier is a better idea than Ataru.
  2. With a Keen single-bladed saber, Master Critical Strike, and Ataru form, you have a 55% chance of a critical threat. The actual critical chance is only this high if your attack bonus is so high that every attack is a hit. Actually, since a natural 1 is always a miss, the highest hit rate you can achieve is 95%, so that means the greatest chance of a critical hit you can achieve is 52.25%. I might have made a mistake in calculating the greatest possible threat range, but I think that's right.
  3. JD had the same problem and did some testing on that; seems to happen in Firefox far more frequently than in other browsers. So if you're using Firefox, try it in IE (as painful as that may be ). Other than that just try downloading it (right click->save as). <{POST_SNAPBACK}> What, really? I thought that was the joke. Aurora says, "We have an exciting update. It's exciting. It sure is. Okaaaay, over at the HK fac-," which made me laugh. Well, I guess a real update is better than a cruel joke, no matter how funny it is.
  4. This is not quite accurate. You must score a hit normally before you can get a critical hit. If your attack roll is high enough to hit the opponent AND to fall into the critical threat range, then there is a CHANCE of scoring a critical hit. When this happens, you make another attack roll, and if this one is high enough to score a hit as normal, then your attack is a critical instead of a regular hit. A "natural 20," or a roll of 20 before modifiers are added is always a hit, but not always a critical hit. Even if your critical threat range is from 17-20, if a 17 is not high enough to hit the opponent, you won't score criticals after a roll of 17. The lightsaber form which says it adds +4 to critical rolls (or something like that) only adds to the SECOND roll, the one which sees if your regular hit becomes a critical instead. It does not increase your threat range by four, which would be broken.
  5. That's the analysis from GameFAQ's, isn't it? It's somewhat off. I wouldn't take the error-prone work of a single person and claim that "people" have already calculated the best setup. First of all, your claim that lightsaber stances favor neither Critical Strike nor Flurry is not correct. Shien Form's increased crit multiplier aids Critical Strike much more than Flurry. However, this is included in the analysis you found, so this fact does not invalidate it. The big problem with the analysis for our argument is that it claims that the Flurry user will get one critical hit out of four attacks. This is true if the Flurry user is using single-bladed lightsabers. However, since you suggested using a double-bladed lightsaber, even if Keen this will only get a critical on a 19 or 20, one out of every 10 attacks. Thus, a more accurate analysis of the same sort: Flurry does four attacks, each of which have a 10% chance of doing triple damage. The attacks thus have an average damage of 50*.9 + 150*.1 = 60 damage. Five attacks lead to 300 damage, which is less than the 350 damage suggested by the FAQ. 300 damage from Flurry, 400 damage from Critical Strike. I think it's pretty clear that Critical Strike does more damage. [EDIT] Though the Crit vs. Flurry comparison is accurate for single-bladed lightsabers, the Power Attack vs. Flurry comparison is highly flawed because it does not include the increased multiplier from Power Attack. With a Keen saber and Juyo stance (+1 attacks/round), Power Attack crits for 3x on 20% of attacks. This means the average damage for an attack is 62*.8+186*.2 = 86.8, and over the five attacks this adds to 434 damage, which is higher still than Critical Strike and vastly superior to Flurry. Note that all these analyses assume that one's attack bonus is so high that every attack is a hit, which is not unreasonable late in the game.
  6. How does Flurry possibly do more damage than Critical Strike? Could you tell me where you found this info? Do these calculations include the lightsaber stance?
  7. It was far too easy. All the potential depth of the combat and character systems was wasted by the fact that you simply didn't need any of it.
  8. If you want truly huge amounts of damage, two sabers is the way to go, not double-bladed. Why? Because the crit range is higher on single-bladed sabers, and to get the highest amounts of damage, you need to take advantage of the crits on either Power Attack or Critical Strike. On the other hand, if you simply want to get through the game as effortlessly as possible, double-bladed may be better because you can just Flurry for every single attack to win easily. For the best possible setup, however, two lightsabers is better. Also note that there are advantages to single saber. You get the higher crit range as before, so you can still take advantage of the high-damage feats. The key is that when using a single weapon, you add 1.5 times your str modifier to your damage instead of the modifier itself. This can easily get up to an extra 8 damage or so (or maybe more, I haven't actually tried to max strength). This extra damage applies to every attack, and when included in the crits from either Critical Strike or Power Attack, can do quite a bit of damage. Of course, you also get the bonuses to attack and AC from Dueling, and all this is in exchange for only a single attack that is weaker than your main attack that you would get from a second weapon with the second best crystals. Is this worth the bonuses lost from having twice as many crystal slots? I don't know. However, single saber is definitely a viable alternative to two weapons in KotOR2 and nowhere near as weak as many people claim.
  9. I don't know for sure, but I thought Atris never actually went to Katarr. She was trying to use the jedi on Katarr as bait to draw out the Sith and maybe even leaked information about the meeting to do so. Of course, she didn't know that Nihilus would wipe them out so easily, so she failed. The jedi are surprised because they were tricked by Atris.
  10. A common fault in RPGs. <{POST_SNAPBACK}> Yeah, this really bugs me too. It seems to me that the reason this always seems to happen is because: 1. Later in the game, you have more options (more abilities), so it is easier to find a workaround to anything that would be difficult. 2. The reward for a skilled player who completes side quests is to make the game easier! The game essentially scales DOWN in difficulty when a skilled player plays. If I had it my way, completing sidequests and optional tasks would make the game harder, instead rewarding the player with either more storyline, hidden areas, or unlockables. Eh, I don't know if that would really work, though. I thought Kreia was harder than Malak, but maybe that was because I was auto-levelling my character all game in KotOR2 in a vain attempt to make the game more difficult.
  11. You had to run and heal during the Sion fight? Ahahaha!
  12. I would agree that KotOR 1 was more challenging, but the balance was way off. There were some tough moments on Taris that took me several tries (on Hard mode, of course), such as Bendak Starkiller, the people in the Black Vulkar basement, the Sith Governor, and Calo Nord + Davik. However, after you head to Dantooine, there are no tough battles for the rest of the game. A big problem is that after you complete one planet, all the others will be very easy because they are all designed to be possible to complete first. If the whole game had been at Taris difficulty, I would have been very pleased. However, the difficulty curve was backwards: the beginning was hard and the end was easy! On the other hand, KotOR 2 had no challenging moments whatsoever. Maybe beating the first Jedi master without abusing (running around and sniping, using many mines, etc.), but that was it.
  13. Depends on what you are looking for when you're creating a power character: - If you want the character most suitable for completing the game, strength is better. Both STR and DEX builds will be able to breeze through the later stages, but the STR build will do so faster because it does more damage and finishes enemies sooner. - If you want the best character at fighting possible, then choose dexterity. If you like the feeling that your character is a perfectly designed killing machine, then DEX is better: in other words, if in a hypothetical player vs. player mode a DEX build and a STR build faced off, I believe that the DEX build would win.
  14. You may be right about stat modifiers in conversation. I was thinking about Persuade, which does include the stat modifier. At least it does in KotOR 1, from which I remember using Master Valor to pass some of the harder checks (Matale and Jagi in particular). What you say about Power Attack crits is not exactly correct, though. Power Attack crits increase the multiplier by 1, usually from x2 to x3. Thus, if a normal crit did 50 damage, that means the base was 25, so with Power Attack it is 75 damage, not 100.
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