Deflection redirect.

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Jhas Dawn
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Post by Jhas Dawn »

You need defense 3 AND deflect 3 to do that. I think it should be a tad easier in an RP mod to deflect, so yes, support much.

On a mildly related subject, incorperate deflect into disruptors! Sniper lasers always get dissipated in the blade...
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Fane Ornn'ila
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Post by Fane Ornn'ila »

oh right! you're right, Moza. there were both deflect & defence attributes you could 'buy'. forgot hehe
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Zeak Dystiny
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Post by Zeak Dystiny »

You can already block disruptor beams with a higher defence, unless that's been altered.

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Jhas Dawn
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Post by Jhas Dawn »

They can be blocked, but not deflected. You can't redirect a sniper bolt and vaporize an unsuspecting training droid. Unless I've missed something...
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Zeak Dystiny
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Post by Zeak Dystiny »

Oh right. Well I don't agree with you. Should dissipate, that's it.

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Ametha Tasia
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Post by Ametha Tasia »

Indeed, we cannot reflect or even deflect beam weapons that's simply not possible.
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Post by Olim Adasca »

Point is that I reckon it'd be too dangerous anyway. Sure you might be able to reflect it to an unspespecting training droid, you might also reflect it to an unsuspecting friend, interesting thought. Could you make a beam like that go on forever? :lol:
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Rash Loist
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Post by Rash Loist »

Soh Raun wrote:So are you suggesting to make reflection "perfect" for levels 4/5 (no randomization)?
More or less, Corinth wanted lower levels to be a little more accurate also and I agree with that but if you can't then 4-5 is okay too.
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Post by Jamus Kevari »

In my experience with combat with RPMod, there seems to be an odd difference from BaseJKA mechanics and operations. Though I've been told the damage system is default, some of you that have previously played in Base (or even JA+ to an extent) and have noticed these apparent changes that I will soon list:
  • Red DFA is triggered more often upon attacking forward and jumping from another swing. Much like JK2, but very unlike BaseJKA.
  • Yellow DFA not having an automatic 180-degree turn upon activation, and a much lower rate of success of hitting your opponent.
  • Deflection/Reflection rate of blaster fire is highly downgraded. With maximum defense in Base, one can practically deflect everything that comes hurling towards one's proximity, while even with my privileged experience with RPMod's "Defense 5", I would say there was a confirmed success rate of about 80%.
Whether the saber-wielding community is enamored with these changes or not, I've simply listed them to demonstrate what I perceive as almost "silent changes" that I never got around to tell Master Raun about until now, indirectly.

As far as the original suggestion goes, I'm in support of it, Rash, even if I currently lack the position to enjoy such a deserved improvement.
Last edited by Jamus Kevari on Sun Jan 03, 2010 4:49 pm, edited 1 time in total.
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Aknaross Myotis
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Post by Aknaross Myotis »

And if possible, after implement with the suggestions of this thread, make an effort to fix deflection animations. I hate seeing others doing it (even when on Spectator) but not me when I'm playing.

(This was discussed a while ago in many other threads)

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Soh Raun
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Post by Soh Raun »

Jamus Kevari wrote:Red DFA is triggered more often upon attacking forward and jumping from another swing. Much like JK2, but very unlike BaseJKA.
RPMod supports BaseJKA mode, JK2 mode and hybrid (both) mode for the RDFA. Currently on our servers, hybrid mode is enabled, so that people used to the old JK2-style can do it, and those who prefer JKA-style can stick with what they know.
Jamus Kevari wrote:Yellow DFA not having an automatic 180-degree turn upon activation, and a much lower rate of success of hitting your opponent.
Feature inspired by JA+, was done to ease the transition to RPMod as JEDI had been using JA+ for a while. This is configurable.
Jamus Kevari wrote:Deflection/Reflection rate of blaster fire is highly downgraded. With maximum defense in Base, one can practically deflect everything that comes hurling towards one's proximity
That I don't understand, I don't recall changing anything about deflection/reflection (besides adding it for Protect 5, but this has no consequence).
Jamus Kevari wrote:[...] even with my privileged experience with RPMod's "Defense 5", I would say there was a confirmed success rate of about 80%.
Hmm.. Defense 4 and 5 offer nothing new compared to level 3 (so there was no point buying it :P). The success rate is voluntarily not 100% in BaseJKA and in RPMod, but could be increased. However, practically it's only a 0.2 unit offset applied to the general direction of the reflected bolt, so I don't know how much that affects it. The further your target is, the lower is the success rate (obviously). I guess I'll try reducing the offset to +/- 0.1 for levels 4 and 5 in a future release. Having it be "perfect" seems a bit too good to be realistic to me...
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Post by Jamus Kevari »

Simple observations of mine that have no technical bearing. I simply "felt" that the deflection success rate was much lower than BaseJKA from my own experiences with playing the game. I couldn't confirm it, of course, but for those of you that still connect to servers it'd be beneficial to check.

Otherwise, enjoy your currently useless Defense 4 and 5. :P
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Rash Loist
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Post by Rash Loist »

Then maybe make 5 perfect deflect, that costs 60 XP anyways. I don't find it unrealistic at all.
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Post by Nivek Tholmai »

Perfect to an extent, maybe. Jedi can only take so much blaster fire at once.
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Rash Loist
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Post by Rash Loist »

Then perhaps blaster fire should drain from the force pool, when the force pool reaches 0 then you won't be able to deflect as much if hardly at all. Higher levels of defense should make force drain slower, and deflect more accurate for each level.
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