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Camp Freddie

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Everything posted by Camp Freddie

  1. Hmmm, that's odd. Out of interest, did you look at the combat message logs? Did you take the damage it said you would? I was fighting the duel vs the mandalorian merchant. He was doing 20-ish damage per hit regardless of how much slashing damage immunity I had. I'll have to try experimenting with some energy immunity items. The only other thing I can think of is that I'm on hard difficulty. That could be messing up the damage, and forgetting to take off the immunity reduction. I'll have to try it with normal difficulty, solo vs a hsssiss (I've just landed on Korriban). I'll see how long it takes one to kill me with and without ballistic underlays.
  2. I'm suprised I haven't seen anyone else mention it, but all items and feats that block a percentage of damage don't work at all! i.e. Tougness level 2 and those items that say "immunity 10% slashing". Note that "damage resist 5/- slashing items seems to work okay" I was wondering how a certain pathetic guy in a certain duel was doing lots of damage to me with a pathetic vibrosword, despite me having toughness 2, plus gauntlets and armour that block slashing damage! At first I though they must simply not stack, although my armour should still be giving me 30% reduction on its own. So I looked at the combat logs. They showed the proper drops in damage (though I didn't work out if items should stack), with 4 or 5 points being deducted from the "base damage + str mod". However, the red numbers displayed onscreen didn't include the deductions and equalled the "base damage + str mod". Maybe this was just a display error in the 'red numbers'? But no, I checked my vitality points before and after the hit, and they matched the red numbers. So, the combat logs show the correct damage amounts, but they aren't applied. The % damage deductions mentioned in the logs aren't actually used. I haven't tested this for grenade, mine or force damage yet, only for melee/shooting damage. If a dev reads this, can they make sure this is included in the patch. A huge amount of items are broken because of this bug. Until this bug is fixed, I urge everyone to ignore % damage reduction items (like ballistic shielding overlays) and instead favour those which remove an exact quantity of damage from each hit (Mira's jacket does this). I've wasted a lot of cash on items that don't work!
  3. So what you're saying is that LA spent a huge amount of money on an expensive music score, then made the decision to convert it to telephone quality before giving it to Obsidian for use in the game? Seems odd, although maybe LA are actually that stupid... Their QA certainly is!
  4. I reckon I'll go for: Consular STR 8 DEX 14 (using finesse w/sabre and ranged until then) CON 14 (for implants and to offset low consular hit points) INT 14 (for persuade, repair, awareness, security) WIS 14 CHR 14 Feats: Skill:security, toughness, finesse, flurry, 2-weapon, other stuff... I don't like going over 14, because you start spending too many points. If this is anything like the first KOTOR, my force powers should be almost irresistable without needing higher WIS/CHR at the start. I'll be taking Jedi Master as a prestige class.
  5. Charisma boosts the DC of your force powers and boosts your persuade skill. In KOTOR1, it also gave you more force points per level, I don't know if it does this in KOTOR2. It also seems like charima in KOTOR2 does what Jeremiah says above. I assume it only helps party members if you have the feats or force powers that let you do that. In short, Charisma is hugely important for Consulars, Masters and Lords.
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