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Patch 8.3 Testing

Test Server Information & what needs currently testing
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Tyclo
Developer
Posts: 163
Joined: Mon Jan 01, 2018 10:08 pm
Location: Las Vegas, NV
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Patch 8.3 Testing

#1

Post by Tyclo » Sat Mar 09, 2019 11:26 pm

Patch 8.3 Hotfix Notes
  • [Added] Event NPC Teleporter System
  • [Added] Installation Beacon and Harvester Resource Extractor back end. (Unobtainable)
  • [Added] Additional items to Staff Tools
  • [Added] Event Dungeon Instance Screenplay
  • [Adjusted] Lowered PSG decay
  • [Adjusted] Reverted armor decay to pre-pub10 rate
  • [Adjusted] Event NPC Teleporter max NPCs
  • [Adjusted] Saber block PvP 70% max, -20% stunned, -10% blinded
  • [Adjusted] Saber block PvE 85% max, -10% stunned, -5% blinded
  • [Adjusted] Event loot command added SR Coin
  • [Adjusted] Increased Black Sun BH Armor and Jetpack base loot chance
  • [Adjusted] Mandalorian Armor increased condition from 40k to 60k
  • [Adjusted] Various respawn timers of non-essential NPCs and creatures across the galaxy.
  • [Fixed] Event NPC Teleporter 10 minute timer
  • [Fixed] Smuggler keypad terminal slicing
  • [Fixed] Neutral Even Teleporter NPC Conversation typo
  • [Fixed] Reverted Krayt Dragons to Sentinel Republic stats and loot from SWGEmu
  • [Updated] /findstructures command overhaul
  • [Updated] Event loot command gives the same loot type to all players
  • [Removed] Loot from various non-essential NPCs and creatures across the galaxy
  • [Removed] Kaas Separatist Screenplay
  • [Removed] Factory crate auction category listing (No player facing changes - This change was never on live due to a bug that was found, will be readded in the next SWGEmu update)
PSGs: Lowered Decay from 10% to 5% of damage taken.
Armor: Lowered Decay from 20% to 10% of damage taken.

Note: When this patch is live, we will be trading any previously crafted Mandalorian Armor pieces for new pieces.

Last Updated May 23rd 2019

Patch 8.3 Notes (Currently live)
Sentinels Republic Notes

Added
  • Bunch of new items. (Super secret)
  • Duplicator Prototype object, MenuComponent, Combinations and data module objects
Updated
  • Elite Prophet Trooper fall backs, checks, balances and logging.
Changed
  • Professions:
  • Jedi
    • Force Cost is now displayed properly with decimal stats on Jedi Crystals and Pearls
    • Saberblock capped at 75% random roll, stunned state decreases further to 60%
    • Ranged weapon accuracy no longer matters in Saber block calculation due to the high variation of weapon accuracy from profession to profession. This may be revisited, but for now please test with the hard cap.
    • Force throw hits Health/Action, now does LS damage
    • Force Lightning variations now do electricity damage, does more damage, higher force cost and slower attack speed
    • Mind Blast slightly adjusted stats
  • Pistoleer
    • Disarmingshot1: Increased chance to intimidate from 20 to 30%, lowered duration to 15s from 30s
    • Disarmingshot2: Increased chance to intimidate from 40 to 50% for 30s, removed 15 degree cone from ability (Single target attack only)
    • DoubleTap: Added 100% chance to stun (before resists) with 45s duration.
  • Carbineer
    • wildShot1: 30% chance to intimidate for 20s single target 64m
    • wildShot2: 30% chance to intimidate for 20s in a 30 degree 24m cone
  • Locations:
  • Kaas
    • Renamed Kaas Imperial Garrison to Prophet Trooper Garrison
  • Jakku
    • Jakku Boundary to not use CreatureWith and added 15 seconds to SF battlegrounds timer
  • Other:
    • mixed_force_weapons (Nightsisters/SMC/FS NPCs) weapon group no longer contains stun baton
    • Duplicator is now no trade
Adjusted
  • Jakku Battleground Respawn timers
Fixed
  • Jakku Cratertown shuttle
  • Purple flower collection, Jakku spawn
  • Duplicator can no longer be used inside of a player's backpack
  • Propose Unity and Divorce options on rings.
Removed
  • SKYNET fallback on non-player galaxy broadcasts
  • Various instances of withCreature
Test Center Specific Notes

Adjusted
  • Lowered force cost on Force Lightning variations - 3/20/2019
  • Lowered Force Choke damage and force cost - 3/20/2019
Other
There are many unlisted changes that have yet to be validated and are omitted from the patch notes.

SWG Emu Notes
Thanks to Gyrantol we are now running on a more up to date version of Core3 and PublicEngine
Added
  • A few missing creature hues
  • Ability to pass cmake args from command line
  • Additional templates for Dark Jedi NPC's - Part of Mantis 8016
  • Arena duel checks to other healing commands
  • asab, ubsan and tsan engine3 linking
  • Auction window text filtering and min/max price filtering functionality (needs Updated client ui file)
  • Building and Structure debug code to verify stucture decay process
  • Check for existing frs boxes to frog frs granting option
  • CleanupMailCount config option Change-Id: I5ed0d197b189039e006e052f9c53d7a2197f988c
  • Coa3 convo templates
  • Compile time option DEBUG_STRUCTURE_TASK_NO_DESTROY
  • deleteall option to /createSpawningElement to destroy all objects created via that command on current planet
  • Dress group functionality to allow generic template lists to be used across different mobiles
  • engine3 as a git submodule, cmake now downloads engine3 automatically if it doesnt find it along MMOCoreORB
  • Export building to JSON file
  • Force defense skill mod damage reduction to force attacks
  • Functionality to set hue of creatures
  • gcc min version check
  • Generic SceneObject JSON export
  • Geo caves loot containers
  • Hues for some Dantooine and Dathomir creatures
  • Hues to Endor and Lok creatures
  • Hues to Rori and Talus creatures
  • Hues to some Corellian creatures
  • Hues to Tatooine and Yavin4 creatures
  • Jedi bounty reward validation on login
  • json support to more objects
  • Logging of structure task destruction reasons
  • Mail message when building is destroyed because of decay
  • make build-ninja targets
  • Minefield perimeter messages. Mantis 6025.
  • more data component json serialization methods
  • more json annotations
  • more json serialization annotations
  • more json serialization methods
  • more json serialization to classes
  • More rank data validation to rank maintenance task and rank voting update task
  • moved mysql from engine to core
  • Noble and commoner dress groups
  • objectCount to JSON export metadata
  • objects created via /createSpawningElement are now tracked serversside, per planet
  • Open seats to showCouncilRank sui
  • Random hues for some naboo creatures
  • rest endpoint to query object data
  • SceneObject recursive JSON write function
  • setting StackTrace binary name for addr2line in case its not core3
  • Show number of hours out of maintenance in log
  • simple restapi.html example to explore objects
  • ubsan compile option
  • Unit test to verify mobile templates with hues have a palette variable
  • Configurable message for inactive accounts on login.
  • Admin list generation runs in multiple threads now
  • Player entry check for Combat Medic Area of Effect DoTs
  • Player entry check for Area of Effect attacks
  • Player entry check for Bomb Droid detonation damage
  • Player entry check for all healing and enhancement abilities
  • Factory crate contents search to bazaar search function
Changed
  • Force Armor/Shield FRS Efficiency Modifier - Mantis 7890
  • HQ terminal positioning
  • Locations of non objective gcw terminals
  • Schedule handling of hero of tat events
  • FRS timers to live values
  • Bestine election timers to live values
Fixed
  • Planetary Record Keeper convo template file typos Mantis 7974
  • /createSpawningElement spawn heading arg not being used for non-buildings
  • Armour condition decay rate currently incorrect.
  • A couple heal command arena checks
  • a warning in old compilers and new warning in gcc7 and java 10
  • Account object race
  • Added locking to JSON export
  • Always show the destroy email in log
  • Another geo caves assistant bug
  • Assistant and engineer tech convo bugs
  • Bug with lua persistent events
  • Burst run costs are now modified by secondary stats - mantis 7930
  • Check for potential int overflow
  • clang 7 warning
  • Clarify code around decay process
  • cmake dependencies on engine3 submodule
  • Coa2 rebel mission terminal position
  • Coa2 typo
  • compiling with clang on linux
  • converting to proper json in content output for the rest endpoint
  • Council leader now has half the normal cooldown when using the light side demote function
  • crafted droid mobile typos
  • Createspawningelement not working on static structure objects
  • Creature hue bug
  • Debris not playing effect when destroyed
  • deleting mail objects on boot without loading into ram
  • Diagnose command to work on NPC and Creature objects (Mantis#7912)
  • Dontknowyou string for some themepark escort targets - mantis 7560
  • Droid deeds losing their modules - mantis 7994
  • duplicate values in baseHAM of the templates
  • DWB bomb droid detonation bug
  • DWB voice terminal bug
  • Error trying to select non-one time vet rewards
  • Force attacks should no longer use lightsaber secondary defense modifiers for hit/miss rolls, and instead use ability accuracy vs force defense
  • Frs validation typo
  • GCW base terminals despawning on pve bases
  • Geo cave doors saying they are locked even if player has unlocked them
  • Geo caves chemical container not accepting poison stabilizer
  • Geo caves door/keypad issue
  • Geo caves engineer tech convo bug
  • Geo caves trash heap permissions
  • Geo lab keypad codes
  • Heat vulnerability on marine and stormtrooper armor
  • In destory email only mention item deletion on buildings
  • Incorrect Teras Kasi trainer location on Talus (Mantis #7990)
  • Issue preventing hero of tatooine boar from respawning after killed
  • Issue with coa2 coordinator convos
  • Light side demote member function not triggering cooldown
  • Light side rank members getting dark side end of voting phase system message
  • Lowland Brackaset milkType and diet (Mantis #7938)
  • Lua persistent events overflowing if time set too far ahead
  • Maintenance task for buildings condemned prior to bank maintenance withdrawal change
  • Mantis 7923
  • marking find package cmake variables as advanced
  • missing chef trainer in Bestine (Mantis #8015)
  • missing header
  • Missing system message when player loots empty corpse (Mantis #8014)
  • More coa2 waypoint issues, hopefully
  • More gcw base terminal issues
  • More geo caves cleanup
  • More geo caves engineer tech convo issues
  • Move CMAKE_ARGS to end of cmake cmd
  • Multiple geo caves convo issues
  • No effect when destroying debris in geo caves
  • Not being able to add chemical stabilizer to chemical storage
  • Numerous geo caves convo issues
  • Ormachek XP bonus multiplier (Mantis#7993)
  • Player bounty reward to take into account frs ranks - mantis 7493
  • Player pet droid ambient sounds - Mantis: 7238 & 6075 - Not retroactive for previously crafted droid Pets.
  • Players with an active no confidence vote incorrectly getting demoted if their rank had Changed prior to the end of the vote
  • Pve gcw base terminals not respawning after a server restart
  • Pvp rating and frs xp not not updating when a jedi kills a BH
  • Pvp rating kill history to store on the killer rather than the victim - mantis 7997
  • race in structure permission lists sendto
  • Rancor bile attributes (Mantis 7651)
  • rancor bile charges attributes (Mantis 7651)
  • readme.md typo
  • Rebel Coa2 mission five waypoint not being removed on quest completion
  • Rebel coa2 terminal bug
  • Rebel marine armor chest plate corvette loot attributes (Mantis #7594)
  • Remove duplicate structure emails
  • removed space from command file name - Mantis 7983
  • removed unneeded cmake 3.7 requierement
  • Residency change cooldown no longer affects placing a city hall - mantis 7608
  • REST api control allow origin header
  • Rotation of scene objects in geo caves
  • several minor leaks
  • Some aurilian plant code cleanup
  • some cppcheck errors
  • some deletes
  • some UBSAN reports
  • SpeedModChange serialization methods returning wrong value
  • Squad leaders will now receive passive group buffs (Mantis 7922)
  • stability issue
  • StringIdChatParameter stringID json serialization
  • Structure maintenance task not rescheduling when building is condemned
  • structures placed by /createSpawningElement via StructureManager are now destroyed via StructureManager when deleted by the command
  • Terminals not spawning in pvp bases
  • testing all compiler options before setting them in cmake
  • Timer message for light side demote function when used by council leader
  • Trained veermok aggro in Lok Sulfur Pirate cave (Mantis #7598)
  • Trash heap having the incorrect area trap effect
  • typo
  • Typo in destroyed house subject
  • typo in sql file
  • ubsan compiling issue
  • Various force power state defense typo's
  • Creature Knowledge skill requirement to display difficulty level (Mantis #7953)
  • Functionality of Drain Force
  • Force Speed not affecting Drain Force cooldown
  • Secondary Defenses calculation to always allow for a chance for a state to apply
  • Defense Acuity for TKA not firing
  • Jedi heal timer cooldowns to better reflect live
  • Missing system message when player loots empty corpse
  • String pointer in GroupLootCommand
  • Empty inventory containers will no longer open from GroupLootTask
  • Dizzy KD flop while running
  • Stability issue with Junk Dealers
  • Potential case that could prevent hero of tatooine pirate leader
  • Stability issue with getAccountInfo cmd
Additional Notes
  • [Refactored] CoA screenplays to prep for CoA3
  • [Removed] Building specific JSON export
  • [Removed] Rooftop NPC in Mos Entha (Mantis #7999)
  • [Rewrote] Geonosian caves screenplay
  • [Started] json serialization of SceneObjects
  • [Tweaked] Creature hue functionality
  • [Tweaked] More gcw base terminal locations
  • [Updated] engine3
  • [Updated] engine3 submodule
  • [Updated] new engine compat
  • [Updated] readme
  • [Updated] restricted names list - Mantis 7895
  • [Refactored] CoA screenplays to prep for CoA3
  • [Removed] Building specific JSON export
  • [Removed] Rooftop NPC in Mos Entha (Mantis #7999)
  • [Rewrote] Geonosian caves screenplay
  • [Started] json serialization of SceneObjects
  • [Tweaked] Creature hue functionality
  • [Changedweaked] More gcw base terminal locations
  • [Updated] engine3
  • [Updated] engine3 submodule
  • [Updated] new engine compat
  • [Updated] readme
  • [Updated] restricted names list - Mantis 7895
  • [Disabled] Same account dark side sudden death credit
  • [Removed] Debug functions from enclave terminals

Jat_1668
Squadron Captain
Posts: 134
Joined: Sun Feb 11, 2018 3:24 pm
United States of America

Re: Patch 8.3 Testing

#2

Post by Jat_1668 » Mon Mar 18, 2019 4:17 pm

I have some concerns with force lightning. I wanted to test it out, but I cant learn it from the Frog.

How slow is FL?
How much more damage does it do?
How effective is it in PvE now?
With the damage being turned to lightning, how do creature resists affect the power?




I did notice that FR3 seems a slower too.

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Tyclo
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Posts: 163
Joined: Mon Jan 01, 2018 10:08 pm
Location: Las Vegas, NV
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Re: Patch 8.3 Testing

#3

Post by Tyclo » Mon Mar 18, 2019 10:54 pm

Jat_1668 wrote:
Mon Mar 18, 2019 4:17 pm
I have some concerns with force lightning. I wanted to test it out, but I cant learn it from the Frog.

How slow is FL?
How much more damage does it do?
How effective is it in PvE now?
With the damage being turned to lightning, how do creature resists affect the power?

I did notice that FR3 seems a slower too.
Powers:
  • FL Speed: 2.0 >> 4.0
  • FL Damage: ~2.2x increase. (Varies across the abilities)
  • PvE Effectiveness: That's what we're testing. I lowered Force Cost drastically in a hotfix (may put on test tomorrow, but in the mean time I added the notes) which will help further. Damage seems decent.
  • Lightning Damage: It's almost to the benefit of Powers in terms of versatility. They lost Kinetic on Force Throw (Which was poor damage anyways), but gained LS on the ability. Force Choke also does LS, Mind Blast does Blast and Lightning does Electricity. So that's 3 damage types.
Lightning is to be a "PvE"/ DPS ability now, with Force Throw and Mind Blast being the "PvP" / niche PvE abilities.

Force run hasn't been touched in over a year. Zero changes in the code to it.

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Tyclo
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Posts: 163
Joined: Mon Jan 01, 2018 10:08 pm
Location: Las Vegas, NV
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Re: Patch 8.3 Testing

#4

Post by Tyclo » Thu Mar 21, 2019 1:33 am

March 20, 2019 Notes
104 files changed, 1231 insertions(+), 473 deletions(-)

Sentinels Republic Notes
  • [Added] Duplicator Prototype object, MenuComponent, Combinations and data module objects
  • [Fixed] Purple flower collection, Jakku spawn
  • [Fixed] Duplicator can no longer be used inside of a player's backpack
  • [Fixed] Propose Unity and Divorce options on rings.
  • [Changed] Duplicator is now no trade
  • [Changed] mixed_force_weapons group no longer contains stun baton
SWGEmu Notes
Added
  • Configurable message for inactive accounts on login.
  • Admin list generation runs in multiple threads now
  • Player entry check for Combat Medic Area of Effect DoTs
  • Player entry check for Area of Effect attacks
  • Player entry check for Bomb Droid detonation damage
  • Player entry check for all healing and enhancement abilities
  • Factory crate contents search to bazaar search function
Changed
  • FRS timers to live values
  • Bestine election timers to live values
Fixed
  • Functionality of Drain Force
  • Force Speed not affecting Drain Force cooldown
  • Secondary Defenses calculation to always allow for a chance for a state to apply
  • Defense Acuity for TKA not firing
  • Jedi heal timer cooldowns to better reflect live
  • Missing system message when player loots empty corpse
  • String pointer in GroupLootCommand
  • Empty inventory containers will no longer open from GroupLootTask
  • Dizzy KD flop while running
  • Stability issue with Junk Dealers
  • Potential case that could prevent hero of tatooine pirate leader
  • Stability issue with getAccountInfo cmd
Adjusted
  • Channel Force bonus & HAM debuff to better emulate live values

Additional Notes
  • [Disabled] Same account dark side sudden death credit
  • [Removed] Debug functions from enclave terminals

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Cozdragon
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Posts: 205
Joined: Mon Jul 02, 2018 8:31 pm
Egypt

Re: Patch 8.3 Testing

#5

Post by Cozdragon » Mon Apr 01, 2019 4:27 pm

Kaas
Rename to the prophet garrison is in game, all labels display correctly in the garrison, on the maps and on the shuttle maps

Jakku
You are able to buy tickets from the shuttleport and port out to other places. You are then able to buy a ticket and travel back into Cratertown. Window doesn't always refresh, but close and reopen sorts it. I'd also suggest that most people wouldn’t be bouncing back and forth between planets and Cratertown the way I was.

Rings
Proposal and decline works, Proposal and accept works, Divorce works. However Mafs thought on live the rings equipped on unity – they don’t currently equip automatically. If a player accidentally deletes the ring and then hard logs they are not able to divorce the other player. The spouse can still divorce them as long as they keep their ring.

Auction
Auction window filtering and max min price are working.

Deleteall option on /createspawning element to destroy
/deleteall doesn’t work, nor does /createspawningelement deleteall.

Incorrect TK trainer on Talus
He can be found at Talus - Dearic 418 -2906 which is the recorded location for him.

Missing chef trainer in Bestine
Both recorded locations have a chef. Tatooine - Bestine -1216 -3601 and Tatooine - Bestine -990 -3541

Getaccountinfo
Seems more stable -certainly able to access accounts that haven't been played for a while.

Crafting
Tried structures, food, tailor, droid tools and factories. All working as live.

Jat_1668
Squadron Captain
Posts: 134
Joined: Sun Feb 11, 2018 3:24 pm
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Re: Patch 8.3 Testing

#6

Post by Jat_1668 » Wed Apr 03, 2019 3:30 pm

Force Lightning: damage is top notch. Speed is slow and needs to be enhanced either by force speed or the addition of FL speed tapes. Force cost is still tremendously high for a PvE ability. Still took 1/3 of my force to clear out a bol lair on Naboo. Dizzy did not stick to any target. Many top end mobs are 100% immune to electricity. Rancors being one of them.
Force lightning cone: suffers from all of the benefits/complications of force lightning single, but with a significantly increased force cost.
Force Throw: Force cost is ok. Damage is terrible. Tried to switch to this ability when the mob was immune to electricity. Took much longer and just as much force when compared with force lightning. States never landed on mob.
Mind Blast: Force cost was moderate. Damage was much lower. Speed was high.

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Tyclo
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Re: Patch 8.3 Testing

#7

Post by Tyclo » Thu Apr 04, 2019 12:10 am

Thank you for your feedback.

The main goal of these changes was to bring in some PvP balancing to Powers, which has been achieved. PvE balancing will take some additional work and while it's not perfect, it's not terrible either. Force Cost is probably the biggest problem and could probably use a PvE pass. Damage / Speed are easy to calculate, FC takes actual in game testing.
Jat_1668 wrote:
Wed Apr 03, 2019 3:30 pm
  • Force Lightning: damage is top notch. Speed is slow and needs to be enhanced either by force speed or the addition of FL speed tapes. Force cost is still tremendously high for a PvE ability. Still took 1/3 of my force to clear out a bol lair on Naboo. Dizzy did not stick to any target. Many top end mobs are 100% immune to electricity. Rancors being one of them.
    • Damage / Speed: Adjusted accordingly to provide less spam and more burst damage. My plan was to not allow this ability to hit speed cap.
    • Force Cost: This will always take some tweaking and there's no simple solution due to how Saber's take pearls and Powers does not. But it will never be 1 to 1 with sabers.
    • Dizzy: Powers doesn't apply a dizzy state, only stun.
    • Resists: Use LS or Blast abilities.
  • Force lightning cone: suffers from all of the benefits/complications of force lightning single, but with a significantly increased force cost.
    • Force Cost: That's how most AoE abilities function, they have greater costs.
  • Force Throw: Force cost is ok. Damage is terrible. Tried to switch to this ability when the mob was immune to electricity. Took much longer and just as much force when compared with force lightning. States never landed on mob.
    • General: This ability is very strong in PvP. I can't program it to do X damage in PvE, then Y Damage is PvP, so that's the purpose of it, a niche LS damage PvE ability with strong use in PvP. Stun state landed fine for me when I tested the ability. Mind Blast is the real "Force Lightning" alternative. - I list below that range is 48m, I'm going to be bringing it back down to 32m.
  • Mind Blast: Force cost was moderate. Damage was much lower. Speed was high.
    • General: See below. Force cost is up, damage is the same but with a greater range, speed is slower. I suggest also trying Mind Blast 1. Mind Blast 2 being an AoE ability has received a slight nerf, MB1 received a buff. I found both to be very strong in PvP. Any further adjustments would require removing the "Mind Only" targeting of the ability so it isn't overpowering in PvP, which at this point I'm considering.
I might shuffle around some states...

Here's a detailed list of changes. "Default" is SWGEmu, "Old" is prepatch, "New" is 8.3, "Adjusted 1" are Test Center specific adjustments done on 3/4:
Forcethrow1:
  • Default:
    • minDamage=150,
    • maxDamage=300,
    • speed=4.0,
    • damageType=KINETIC,
    • poolsToDamage=RANDOM_ATTRIBUTE,
  • Old:
    • minDamage=375,
    • maxDamage=500,
    • speed=4.0,
    • damageType=KINETIC,
    • poolsToDamage=RANDOM_ATTRIBUTE,
  • New: Lightsaber damage, faster, hits both H/A pools
    • minDamage=120,
    • maxDamage=220,
    • speed=3.0,
    • damageType=LIGHTSABER_DAMAGE,
    • poolsToDamage=HEALTH_ATTRIBUTE + ACTION_ATTRIBUTE,

Forcethrow2:
  • Default:
    • minDamage=150,
    • maxDamage=300,
    • speed=4.0,
    • damageType=KINETIC,
    • poolsToDamage=RANDOM_ATTRIBUTE,
    • Range=32,
  • Old:
    • minDamage=750,
    • maxDamage=1000,
    • speed=4.0,
    • damageType=KINETIC,
    • poolsToDamage=RANDOM_ATTRIBUTE,
    • Range=32,
  • New:  Lightsaber damage, faster, hits both H/A pools, increased range
    • minDamage=220,
    • maxDamage=660,
    • speed=3.5,
    • damageType=LIGHTSABER_DAMAGE,
    • poolsToDamage=HEALTH_ATTRIBUTE + ACTION_ATTRIBUTE,
    • Range=48,

Forcelightningsingle1:
  • Old:
    • minDamage=950,
    • maxDamage=1250,
    • speed=3.0,
    • forceCost=75,
    • damageType=LIGHTSABER_DAMAGE,
  • New: More Damage, slower, high force cost, electricity damage
    • minDamage=950,
    • maxDamage=1600,
    • speed=3.5,
    • forceCost=150,
    • damageType=ELECTRICITY_DAMAGE,
  • Adjusted 1:
    • forceCost=80,

Forcelightningsingle2:
  • Old:
    • minDamage=1500,
    • maxDamage=2000,
    • speed=2.0,
    • forceCost=150,
    • damageType=LIGHTSABER_DAMAGE,
  • New: More Damage, slower, high force cost, electricity damage
    • minDamage=2600,
    • maxDamage=4200,
    • speed=4.0,
    • forceCost=300,
    • damageType=ELECTRICITY_DAMAGE,
  • Adjusted 1:
    • minDamage=2000,
    • forceCost=145,

Forcelightningcone1:
  • Old:
    • minDamage=600,
    • maxDamage=800,
    • speed=3.5,
    • forceCost=125,
    • damageType=LIGHTSABER_DAMAGE,
  • New: More Damage, slower, high force cost, electricity damage
    • minDamage=600,
    • maxDamage=1550,
    • speed=4.0,
    • forceCost=180,
    • damageType=ELECTRICITY_DAMAGE,
  • Adjusted 1:
    • forceCost=120,
Forcelightningcone2:
  • Old: More Damage, slower, high force cost, electricity damage
    • minDamage=1200,
    • maxDamage=1600,
    • speed=2.5,
    • forceCost=250,
    • damageType=LIGHTSABER_DAMAGE,
  • New:
    • minDamage=1200,
    • maxDamage=4000,
    • speed=4.5,
    • forceCost=340,
    • damageType=ELECTRICITY_DAMAGE,
  • Adjusted 1:
    • forceCost=245,
Mindblast1:
  • Old: Wider damage range, higher force cost
    • minDamage=750,
    • maxDamage=1250,
    • speed=3.5,
    • forceCost=65,
    • damageType=BLAST_DAMAGE,
  • New:
    • minDamage=650,
    • maxDamage=1300,
    • speed=3.5,
    • forceCost=90,
    • damageType=BLAST_DAMAGE,
Mindblast2:
  • Old:
    • minDamage=1125,
    • maxDamage=1950,
    • speed=3.0,
    • forceCost=130,
    • damageType=BLAST_DAMAGE,
  • New: Wider damage range, slower, higher force cost
    • minDamage=625,
    • maxDamage=1950,
    • speed=4.0,
    • forceCost=190,
    • damageType=BLAST_DAMAGE,
ForceChoke:
  • Default:
    • minDamage=175,
    • maxDamage=375,
    • damageType=LIGHTSABER_DAMAGE,
  • Old:
    • minDamage=350,
    • maxDamage=750,
    • forceCost=400,
    • damageType=LIGHTSABER_DAMAGE,
  • New:
    • minDamage=375,
    • maxDamage=420,
    • damageType=LIGHTSABER_DAMAGE,
    • forceCost=340,
----

Thanks again for your insight. I try and test as much as I can, but having other's opinions / thoughts helps. Not every suggestion will make it in, but I do consider everything.

Jat_1668
Squadron Captain
Posts: 134
Joined: Sun Feb 11, 2018 3:24 pm
United States of America

Re: Patch 8.3 Testing

#8

Post by Jat_1668 » Thu Apr 04, 2019 2:27 am

I cant confirm the PVP abilities. No one really logs into test.

Burst damage to lightning is great! However, to PvE you need that ability to be spammed for a long time to matter. I wonder if the WB on Kaas is immune to electricity?
You are already required to take enhancement xxx2 just to do lairs on Naboo(from my testing xp).
Someone who takes LS should not take powers. Both are required to have master defense to be viable in PvE.
Can we add in an item that takes pearls to reduce the speed of powers?
Its nice that we balance things for PvP, but where is the PvP taking place? I havent heard of a battle in long while.


You know, I did not cover Force choke. The FC is far too high for the damage output. Love that it does LS damage. But the damage is way to low to really matter in PvE. I was doing 650 points per tick. Which isnt the real number applied to the mob.


If the changes go live as is, I believe that you'll see a few people switch to powers and then switch right back. All of that said. No one has to play a Jedi. TKM/MDoc is more fun for me. Everything just seems to be tuned for Jedi and stackers though that is a different issue.
Thanks for your hard work Tyclo!

User avatar
Tyclo
Developer
Posts: 163
Joined: Mon Jan 01, 2018 10:08 pm
Location: Las Vegas, NV
United States of America

Re: Patch 8.3 Testing

#9

Post by Tyclo » Thu Apr 04, 2019 4:24 am

I tested Powers in PvP with another player and found it to moderately balanced. Force Synergy II is a must for almost all Jedi and I honestly hate that, but it's not something I'm looking to change at the moment. Force Cost and Powers is something that will need adjustment. It's still better than Basilisk, but won't be a 3 shot PvP wonder like how Force Lightning currently is.

Terentatek has 65% Electricity, 45% Blast and 85% Special Protection Lightsaber resists.

Force Armor is pretty bad, I'm aware of that. Defender shouldn't be a must for Jedi Defense.

An item to adjust Power speeds could require a lot of reworking. Powers is pretty unique in how it operates, it's the only profession that doesn't use weapon stats, so implementing that could be complicated. An item or modifier for Force Cost could be easier to implement. (Also balance)

As far as PvP and Powers, it's more of a BH balancing issue. Lightning was cutting through BH in 3 or 4 shots, which was a bit absurd. Some other changes were implemented to change the PvE modifier for Powers with this patch, so I made a few other changes to balance other things out.

I initially forgot about Force Choke as well. In PvP it was too strong. I could almost kill a player with a single instance of Force Choke. Nerfing it is a temporary fix, might be best to convert a damage type like Energy and then adjust it according. (I know, everything has energy resists)

I'm kind of okay with that as that's how base SWG is. Powers was never good and the previous tweak made them too strong in PvP. They won't be the best, but they also won't be the worst. Once FRS is done, I might tweak it further, but until then, I might change some Force Cost values a bit or work in a way for Powers to conserve force in PvE.

New PvE content with new encounters and craftables is my focus after this patch, it's been a long time coming and with these fixes and tweaks, I'd like get some of that our the door for you all to enjoy.

mumbo
Lieutenant
Posts: 37
Joined: Sat Jul 01, 2017 4:40 pm
Antigua & Barbuda

Re: Patch 8.3 Testing

#10

Post by mumbo » Sat Apr 06, 2019 1:26 pm

Osiris - if you let me know when you are on I can log into test so try out the changes against another jedi. I've been wanting to test things but haven't been able to find another person on test to try out the changes in pvp.


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