{"id":647,"date":"2017-10-27T11:34:16","date_gmt":"2017-10-27T16:34:16","guid":{"rendered":"http:\/\/www.empireinflames.com\/?p=647"},"modified":"2017-10-27T11:34:16","modified_gmt":"2017-10-27T16:34:16","slug":"friday-feature-10272017-eifs-combat","status":"publish","type":"post","link":"https:\/\/www.empireinflames.net\/?p=647","title":{"rendered":"Friday Feature 10\/27\/2017: EiF&#8217;s Combat!"},"content":{"rendered":"<p><a href=\"http:\/\/www.empireinflames.com\/wp-content\/uploads\/2015\/05\/Zeb_fights_stormtroopers_on_Garel.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-88\" src=\"http:\/\/www.empireinflames.com\/wp-content\/uploads\/2015\/05\/Zeb_fights_stormtroopers_on_Garel-300x169.png\" alt=\"\" width=\"584\" height=\"339\" \/><\/a><\/p>\n<p><span style=\"font-weight: 400;\">EiF knew combat would not be fully balanced when we went live. Over the past months we\u2019ve had a much larger player base using our system than the 5-10 players pre-launch on the test center. Our community\u2019s feedback has been invaluable. I reviewed the Q &amp; A with the Devs, to be sure this was the most accurate and up-to-date information. There are a few changes, such as with the armor.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Below is the current state of EiF\u2019s combat systems, as it relates to Professions and Skills.<\/span><\/p>\n<p><span style=\"color: #ff9900;\"><b>General<\/b><\/span><\/p>\n<ul>\n<li><span style=\"color: #ff9900;\"><strong>EiF is about player choice and counter play in our balance.<\/strong><\/span><\/li>\n<li><span style=\"color: #ff9900;\"><b>Professions vs Skills<\/b><\/span><\/li>\n<\/ul>\n<ul>\n<li style=\"list-style-type: none;\">\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">The New Profession System and Skill Trees: One of the core ideas of EiF was to separate &#8220;What you do&#8221; from &#8220;How you do it&#8221;. &#8220;What you do&#8221; are your Professions &#8211; Bounty Hunter, Commando, Doctor, Entertainer, Merchant, Ranger, Smuggler, and Squad Leader. Any person can pick any profession; they cost 0 skill points, but a person can only have one of those professions at a time. Professions grant non-combat abilities and some combat specials, but no combat modifiers &#8211; for example, picking Smuggler doesn&#8217;t give you extra pistol speed\/accuracy\/etc.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"list-style-type: none;\">\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Skills are the &#8220;How you do it&#8221;, and it&#8217;s almost everything else from the original skill trees. Pistoleer, Carbineer, Rifleman, TKA, Fencer, etc, plus your crafting skills and dancer\/musician\/image designer. Those do require skill points, so you mix-and-match to your heart&#8217;s content, up to 250 points worth. The trees are recalculated so that you can basically take two and a half skill trees; I suspect most players will have a line or two of Medic in their builds, but some of our testers already surprised me on that point by forgoing it for more defensive modifiers.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"color: #ff9900;\"><b>No Legendaries<\/b><\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Weapons or Armor<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span style=\"color: #ff9900;\"><b>Core Based Crafting System<\/b><\/span>\n<ul>\n<li style=\"font-weight: 400;\">Separates the appearance from the performance<\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Crafting revamped -Damage is substantially higher and resists cap much lower than 90%<\/span><\/li>\n<li style=\"font-weight: 400;\"><em><span style=\"font-weight: 400;\">Weapons<\/span><\/em>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">All stats have been revamped to actually matter on a weapon. Assuming similar crafting, pistols will be faster than carbines which are faster than rifles. Rifles have higher damage than carbines which have more damage than pistols. <\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Accuracy calculations come into play; a melee character on top of a rifleman will absolutely destroy him, but at 64 meters the rifleman will shred a melee character.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Additional weapons, including some from the NGE will be added as EiF progresses<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">A recent tease from Halyn was an A280-CFE which is a convertible weapon. With the proper certifications (details coming soon(\u2122)) it can be switched between a pistol, carbine, or rifle.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Armor piercing\/armor level have been removed from calculations, as it pushed players to AP3-only weapons (or stun!)<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\"><em><span style=\"font-weight: 400;\">Armor<\/span><\/em>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Not all about Composite anymore, appearance is separated from performance<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Armor is capped at 60% resists<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Suits of factional armor will come in with the GCW patch. The Imperial and Rebel variants of Mandalorian armor will be part of the Mandalore patch<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">All armor and weapons decay<\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">An armorsmith can best repair armor<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">A weaponsmith can best repair weapons<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Any player can use a repair kit, but the master AS and WS have better chance of not breaking the piece and getting a better repair<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Crafting stations improve chances of a good repair<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\"><span style=\"color: #ff9900;\"><b>HAM<\/b><\/span>\n<ul>\n<li><span style=\"font-weight: 400;\">The HAM\/buff system has been inverted. Pre-CU features low base HAM and extremely strong buffs; <\/span><b>EiF <\/b><span style=\"font-weight: 400;\">flipped that, so players start with high HAM and buffs add around 10% total.<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Starting HAM is closer to 5000<\/span><\/li>\n<li><span style=\"font-weight: 400;\">No longer incapped by depletion of:<\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Mind<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Action<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">PvP<\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Action and mind bars can still be targeted by other players, even if they can&#8217;t force an incap. During, say, a 4v4, a valid tactic may be for one or two players on each side to focus on keeping the enemy healer&#8217;s mind bar locked down to prevent them from throwing heals.<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\"><i><span style=\"font-weight: 400;\">Players <\/span><\/i><span style=\"font-weight: 400;\">only incap on the health bar. <\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Action and Mind regenerates faster<\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">3-4 sec from empty to full<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Action and mind regen very fast, but specials actually \/use\/ action and mind &#8211; firing a pistol special, for example, might take 30% of your action bar, but a few seconds later you&#8217;ll be back at full action.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Health is regenned faster by sitting<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">No species starting differentiation for HAM<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\"><span style=\"color: #ff9900;\"><b>Speed<\/b><\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Not capped at 1 atk\/sec, but 75% reduction of weapon speed<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">With a focus on speed all the way down (speed crafted, speed sliced, speed PuPed) pistols can fire well faster than once per second&#8230;but given HAM costs for specials, it&#8217;s not real practical. <\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Speed is calculated differently. HAM costs and encumbrance matter. AP is no longer factored into damage calcs. High HAM and low buffs. Lower armor protections.<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span style=\"color: #ff9900;\"><b>Dizzy<\/b><\/span>\n<ul>\n<li><span style=\"font-weight: 400;\">Dizzy\/KD doesn&#8217;t work the same way here.<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Dizzy is only a 15% chance to K\/D you on posture change, not 85% that is is traditionally<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Dizzy however affects you offensively, reduces your accuracy<\/span><\/li>\n<li><span style=\"font-weight: 400;\">S<\/span><span style=\"font-weight: 400;\">tacks with Blind<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Reduces your primary defenses by 20%<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\"><span style=\"color: #ff9900;\"><b>Primary Defense<\/b> <\/span>&#8211; caps at 125\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Melee\/Range<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">SL bonus pushes the cap above 125<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Pikatta Pie &#8211; pushes the cap about 125 too<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span style=\"color: #ff9900;\"><b>Secondary Defenses<\/b><\/span><span style=\"font-weight: 400;\"> &#8211; caps at 125<\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Dodge &#8211; Pistols\/ 1H mele<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Counter attack &#8211; Carbines\/2H Melee<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Block &#8211; Rifles\/Pikeman<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Defensive Acuity &#8211; Unarmed<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">In the future we\u2019ve talked about adding in schematics that drop with different combinations, such as a dodging polearm.<\/span><\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400;\"><b>SEA<\/b><span style=\"font-weight: 400;\">s help to reach Cap, but not push above the cap. Still keeps the cap of +25 to one stat from all your attachments.<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span style=\"color: #ff9900;\"><b>Buffs<\/b><\/span>\n<ul>\n<li><span style=\"font-weight: 400;\">Doc buffs<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Moved status from doc buffs into base stats, so now unbuffed you are close to what a doc buffed character was. Doc buffs only increase stats by about an additional 5% ( as was intended in Raph Koster&#8217;s initial design )<\/span><\/li>\n<li><span style=\"font-weight: 400;\">No longer required for play, intended to be at same power as other buffs such as food and drinks<\/span><\/li>\n<li><span style=\"font-weight: 400;\">No Doc Bots<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Buffs are weak on EiF<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Ent Buffs are reduced from Live<\/span><\/li>\n<li><span style=\"font-weight: 400;\">The classic SWG model is &#8220;low HAM, high buffs&#8221; &#8211; we&#8217;ve swapped that around, so you natively have high HAM with buffs providing far less of an increase. Playing without buffs is perfectly feasible; in PvP, buffs give an edge.<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Further tweaking to ensure Doc buffs are viable is planned, but not outside the scope of current design. Atm they\u2019re a bit underpowered.<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"list-style-type: none;\"><\/li>\n<li><span style=\"font-weight: 400;\"><span style=\"color: #ff9900;\"><strong>Professions<\/strong> <\/span>&#8211; Profession skills require the \u2018mind\u2019 pool to activate.<\/span><\/li>\n<li><b><span style=\"color: #ff9900;\">Racial Bonuses<\/span> &#8211;\u00a0<\/b>Some bonuses do affect combat.<\/li>\n<\/ul>\n<p>Thank you, Anishor, for helping me to put this together!<\/p>\n<p>-Sandarie, Community Manager<\/p>\n<div id=\"attachment_240\" style=\"width: 310px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.empireinflames.com\/wp-content\/uploads\/2017\/04\/laura.jpeg\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-240\" class=\"size-medium wp-image-240\" src=\"http:\/\/www.empireinflames.com\/wp-content\/uploads\/2017\/04\/laura-300x300.jpeg\" alt=\"\" width=\"300\" height=\"300\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/2017\/04\/laura-300x300.jpeg 300w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/2017\/04\/laura-150x150.jpeg 150w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/2017\/04\/laura-768x768.jpeg 768w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/2017\/04\/laura-1024x1024.jpeg 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><p id=\"caption-attachment-240\" class=\"wp-caption-text\">Clearly Not Combat Princess!<\/p><\/div>\n","protected":false},"excerpt":{"rendered":"<p>EiF knew combat would not be fully balanced when we went live. Over the past months we\u2019ve had a much larger player base using our system than the 5-10 players pre-launch on the test center. Our community\u2019s feedback has been &hellip; <a href=\"https:\/\/www.empireinflames.net\/?p=647\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":4,"featured_media":88,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[61,62,43,7,4,5,57],"tags":[54,48,46,18,33,64,23,28,19,63],"class_list":["post-647","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-armor","category-combat","category-crafting","category-friday-feature","category-news","category-professions","category-weapons","tag-armor","tag-combat","tag-crafting","tag-empire-in-flames","tag-friday-feature","tag-ham","tag-star-wars","tag-star-wars-galaxies","tag-swgemu","tag-weapons"],"_links":{"self":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/647","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/users\/4"}],"replies":[{"embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=647"}],"version-history":[{"count":6,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/647\/revisions"}],"predecessor-version":[{"id":653,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/647\/revisions\/653"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/media\/88"}],"wp:attachment":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=647"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=647"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=647"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}