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Saber throw/telekinetic defense
- Delmi N'jork
- Jedi Master
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- Aayla Vigil
- Lost One
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- Ruluk
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That is an alternative, too.Phillip Braden wrote:I think that with a high push level, it causes the blade to stop and return to the owners hand.
Either way, I find it okay.
/support
Jedi Padawan | Birth 275.08 | Initiation 280.31 | Master Fane Ornn'ila
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- Lost One
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This is a good idea but I agree that even with checking the levels of push/pull it's kind of unbalancing since on average push/pull levels are far higher than throw levels.
I'd suggest some sort of percent chance, for instance:
If (push || pull) > (throw), 75% chance of success
If (push || pull) == (throw), 50% chance of success
If (push || pull) < (throw), 25% chance of success
May not be the ideal numbers but I think you get the idea.
I'd suggest some sort of percent chance, for instance:
If (push || pull) > (throw), 75% chance of success
If (push || pull) == (throw), 50% chance of success
If (push || pull) < (throw), 25% chance of success
May not be the ideal numbers but I think you get the idea.
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- Lost One
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I wanna add something elsePhillip Braden wrote:Push/pull > Throw: 25% x number of levels higher
Push/pull ==Throw: 50% chance
Push/pull < Throw: 5% chance.
Level 1 pull or push should have a 0% chance of having any effect on the blade, where as level 5 should be 100% vs. levels 1-2 and 75% vs 3 and 50% at 4 and 25% vs 5.
Unfortunately for that bit of theory, push 5 takes time to execute and when a saber is flying at you standing still twirling like a ballerina isn't what you want to be doing, even if it is to be followed by a wave of push. Push 5, to me, is Push 4 all around you.
If you never want to spar, just get Storm 4-5, keeps all the crazies away.