Inner Strength Wars

60 posts · 2008-08-25 05:00:33 to 2008-08-31 16:42:58

#36300492485 08/27/2008 14:18:37 Re:Re:Re:Re:Re:Re:Inner Strength Wars
Omega0 wrote:
9mmfu wrote:
GoDGiVeR wrote:
Denary wrote:
Skull101 wrote:

I will say one thing though, the only two MA abilities that really should get looked at are Wrist throw and Ki charge Summon. These don't do good damage yet they cost unreal amounts of IS which means no one hardly ever uses them. Which imo makes them useless. And useless abilities, aren't good.

Wrist throw causes more damage than any other non state special ability and has a good chance to cause Stun which is probably the most powerful downgrade that there is. Ki Charged Summon has a huge downgrade to both melee and ballistic accuracy almost completely nullifying the opponent if they are either MA or Gunmen for at least 2 rounds.

Wrist Throw does less damage than Extreme Falling Kick but costs much more. The Stun % is unknown and from personal experience lies around 30%. Before I'd ever use Wrist Throw I'd either use: EFK for damage, SB for partial powerless, PRCS for powerless or plainly Sidekick for nearly equivalent damage with a much lesser IS cost.

Ki Summon may downgrade like hell, but for how long? And at what cost? With what accuracy OoIL? Not worth it. The IS you lose may take the other guys accuracy, but also a good 1k of damage you could have done with other abs of equivalent IS.
Wrist Throw's stun chance is significantly higher than EFK's stun chance, in the range of x4 times as great, there by causing the IS cost to be higher and DPS to be lower no Wrist Throw when compared to Extreme Falling Kick.

Why is it that some abilities explicitly state their debuff chance, but others don't?

unfortunately this is a limitation of the ability system. There is two methods for attaching secondary effects to abilities. In one case the data is not directly part of the ability system and so isn't automatically read by the Tool Tip system and shown to you. You can tell this is the case when the secondary effect is listed in the description. We did this to the abilities in order to let player's know what they had access to when choosing which abilities to load.

#36300492491 08/27/2008 14:24:04 Re:Inner Strength Wars
From my experience Ki Charge summon isn't all that great, the damage is very low from what I have seen, I can probly do more damage with a power attack them that ability can do to someone, imo if you are going to have an area type move for MA it should stun or root everyone if you add a slightly bigger range to it I think people will use this ability more, as it is now, do I care about lowing someone's accuracy with a chance to miss and lose all that IS, I think not.
#36300492566 08/27/2008 16:25:57 Re:Re:Inner Strength Wars
Skull101 wrote:
From my experience Ki Charge summon isn't all that great, the damage is very low from what I have seen, I can probly do more damage with a power attack them that ability can do to someone, imo if you are going to have an area type move for MA it should stun or root everyone if you add a slightly bigger range to it I think people will use this ability more, as it is now, do I care about lowing someone's accuracy with a chance to miss and lose all that IS, I think not.
Maybe you should read my post......

It shall lower your opponents accuracy by half or more for 3 rounds......

(Ki swirl + state)*Interlock = 99% chance double state special > state*Interlock = 50% chance Double state special.

Obviously 99% chance is a bit of a makeup but it makes my point nicely. In 3 rounds and since your obviously such an amazing martial artist you will know that you can cause huge amounts of damage with the right build and half an ounce of skillz. Swirling Ki just makes the job a little easier.

Also block gives 10 IS each round you use it.
#36300492605 08/27/2008 17:59:29 Re:Inner Strength Wars
With a couple of quick clothing changes you can easily up your IS regen to the point where it isn't a problem as an MA.
The out of interlock attacks are useless as an MA due to the close distance required.

Diversify your loadout. A MA vs MA loadout will be rubbish against an MKT. An all around resistant loadout will have rubbish damage or accuracy.

There is always a trade off.

Two of my favorites from the MA tree are the Arial takedown (96ish DPS) and Counter Throw (56ish DPS) abilities which are about 15 to 25 IS to use.
I believe they also have an interlock accuracy boost of around 20. If you get someone off balance and have these Aikido abilities loaded you WILL hit unless they have an IL accuracy based loadout and use a special that out-rolls yours.

If anything throws things out of balance it's those crazy 45% Health regen pants :/
#36300492826 08/28/2008 08:00:57 Re:Re:Re:Re:Re:Re:Re:Inner Strength Wars
9mmfu wrote:
Omega0 wrote:
9mmfu wrote:
Wrist Throw's stun chance is significantly higher than EFK's stun chance, in the range of x4 times as great, there by causing the IS cost to be higher and DPS to be lower no Wrist Throw when compared to Extreme Falling Kick.

Why is it that some abilities explicitly state their debuff chance, but others don't?

unfortunately this is a limitation of the ability system. There is two methods for attaching secondary effects to abilities. In one case the data is not directly part of the ability system and so isn't automatically read by the Tool Tip system and shown to you. You can tell this is the case when the secondary effect is listed in the description. We did this to the abilities in order to let player's know what they had access to when choosing which abilities to load.

So that means that it's NOT a secret what the stun % on EFK and Wrist Throw are? If so, tell us please.

/target 9mmfu
/puppyeyes
#36300492829 08/28/2008 08:06:22 Re:Re:Re:Inner Strength Wars
Denary wrote:
Obviously 99% chance is a bit of a makeup but it makes my point nicely. In 3 rounds and since your obviously such an amazing martial artist you will know that you can cause huge amounts of damage with the right build and half an ounce of skillz. Swirling Ki just makes the job a little easier.
Someone with KI Swirl downgrade will hopefully be clever enough not to try to spam abs in your way. In other words he preps his defense in which case your attack merely made him go more into defense (MA def can be easily maxed out, 3 rounds in which YOU will loose alot of Is due to highened def of opponent and ab spammage on your part). In a duel that is not necessarily life saving, though it's a good tactic in PvP, more or less, rather less actually.

Also your argument fails if you consider my point that the opponent will go into defense, lowering your "99%" down to the 50% from before.
#36300492884 08/28/2008 10:46:34 Re:Re:Re:Re:Re:Re:Re:Re:Inner Strength Wars
GoDGiVeR wrote:
9mmfu wrote:
Omega0 wrote:
9mmfu wrote:
Wrist Throw's stun chance is significantly higher than EFK's stun chance, in the range of x4 times as great, there by causing the IS cost to be higher and DPS to be lower no Wrist Throw when compared to Extreme Falling Kick.

Why is it that some abilities explicitly state their debuff chance, but others don't?

unfortunately this is a limitation of the ability system. There is two methods for attaching secondary effects to abilities. In one case the data is not directly part of the ability system and so isn't automatically read by the Tool Tip system and shown to you. You can tell this is the case when the secondary effect is listed in the description. We did this to the abilities in order to let player's know what they had access to when choosing which abilities to load.

So that means that it's NOT a secret what the stun % on EFK and Wrist Throw are? If so, tell us please.

/target 9mmfu
/puppyeyes
Well you know that Wrist Throw has x4 times the chance EFK has to stun per my previous post in this thread.
#36300492889 08/28/2008 10:53:33 Re:Re:Re:Re:Re:Re:Re:Re:Re:Inner Strength Wars
9mmfu wrote:
GoDGiVeR wrote:
9mmfu wrote:
Omega0 wrote:
9mmfu wrote:
Wrist Throw's stun chance is significantly higher than EFK's stun chance, in the range of x4 times as great, there by causing the IS cost to be higher and DPS to be lower no Wrist Throw when compared to Extreme Falling Kick.

Why is it that some abilities explicitly state their debuff chance, but others don't?

unfortunately this is a limitation of the ability system. There is two methods for attaching secondary effects to abilities. In one case the data is not directly part of the ability system and so isn't automatically read by the Tool Tip system and shown to you. You can tell this is the case when the secondary effect is listed in the description. We did this to the abilities in order to let player's know what they had access to when choosing which abilities to load.

So that means that it's NOT a secret what the stun % on EFK and Wrist Throw are? If so, tell us please.

/target 9mmfu
/puppyeyes
Well you know that Wrist Throw has x4 times the chance EFK has to stun per my previous post in this thread.
/claphands

Thanks 9mm, but I'm capable of simple Math myself. I wouldn't have asked you if we knew the Stun % of EFK already, but we don't (it's in none of the descriptions). Except if you don't want to spill the beans about the stuff we ought to know.

Once again, please?
#36300492995 08/28/2008 15:03:52 Re:Inner Strength Wars
Since you's were talking about the cost of IS for an ab, Ki Burst costs 70 IS but does very low damage for something like a 30% enraged. Any reason behind the high IS cost?

Ah dammit can't remember who posted but yeah Counter Throw and Aerial Takedown are quite good moves. Counter Throw can stun i think. Aerial Takedown boosts your toughness. Only bad thing is they two abs and tomo all sit on the same timer. Would be good if one ab sat on i different timer like Wooden Dummy and Dim Mak.
#36300493933 08/31/2008 16:42:58 Re:Inner Strength Wars

In my expereince it isn't a given tree that is over or under powered for any one reason, it comes down to the individual (or group) you are fighting against/with. For example, there are some people who no matter what tree I am useing or what tree they are useing they are always tough to put down. But there are also some who are just always total push overs.

I know that is kind of an easy answer, and I don't know why some people are tougher then others so I guess I have to assume it is just because they know the trees better or what not. That said, the IS cost of MA moves only appear to be high at first glance but thats not looking at the whole picture. You have to aslo consider gear and basic strategys such as attacking the weakest opponent. I mean, the IS cost is nothing if you attack a MKT or sniper who is wearing all commando gear when you figure that MA prowess + tomo can easily be a 1 hit KO...for 65 IS.

What abilities or combos in other trees beat that? not many.