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Posted: Sun Jan 03, 2010 10:56 am
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...
Posted: Sun Jan 03, 2010 10:57 am
by Fane Ornn'ila
oh right! you're right, Moza. there were both deflect & defence attributes you could 'buy'. forgot hehe
Posted: Sun Jan 03, 2010 11:18 am
by Zeak Dystiny
You can already block disruptor beams with a higher defence, unless that's been altered.
Posted: Sun Jan 03, 2010 11:19 am
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...
Posted: Sun Jan 03, 2010 11:30 am
by Zeak Dystiny
Oh right. Well I don't agree with you. Should dissipate, that's it.
Posted: Sun Jan 03, 2010 11:37 am
by Ametha Tasia
Indeed, we cannot reflect or even deflect beam weapons that's simply not possible.
Posted: Sun Jan 03, 2010 11:52 am
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?

Posted: Sun Jan 03, 2010 2:25 pm
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.
Posted: Sun Jan 03, 2010 3:41 pm
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.
Posted: Sun Jan 03, 2010 4:15 pm
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)
Posted: Sun Jan 03, 2010 5:59 pm
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

). 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...
Posted: Sun Jan 03, 2010 6:09 pm
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.

Posted: Sun Jan 03, 2010 6:35 pm
by Rash Loist
Then maybe make 5 perfect deflect, that costs 60 XP anyways. I don't find it unrealistic at all.
Posted: Sun Jan 03, 2010 6:38 pm
by Nivek Tholmai
Perfect to an extent, maybe. Jedi can only take so much blaster fire at once.
Posted: Sun Jan 03, 2010 6:39 pm
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.