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The MOST powerful lightsabre combo, and class...


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#1 Userunfriendly

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Posted 18 January 2005 - 02:23 PM

After a lot of testing, and getting to know the highly complex and very fun upgrade system, i've come to some conclusions...

the most powerful melee classes is the consular/master (sith lord)

melee? not guardian/weapon master or marader?

yep...

first, the upgrade system has made me completely revise the whole loot approach...any weapon that can be upgraded is inherently more powerful than any weapon that can't...a mandalorian disintegrater can inflict around 20-50 points of damage when fully upgraded with the best mods...you can give a weapon with keen ability, unmodded, massive criticals to augment the already powerful keen ability...yeah...its incredibly complex and i highly recommend buying the cheat guide, or waiting until someone at gamefaq has a full guide for you...

once again lightsabres are the king..cause you got 5 upgrades, which really rock...

the most powerful lightsaber combo is...

two lightsabres, off hand defensive..ossus dueling lens, expert deflection emitter, and i like using the superior ion cell for my off hand lightsabre...with a jenraux crystal, of course...with an incredible +12 to blaster deflection... :devil:

the main hand...that's where things get tricky...the guide suggests two paths to follow...for example, the telgorn jolt cell mark III has 1-9 electrical damage, the ultimate diatium cell has a constant +5 to damage...

you would think go with the first, cause 9 points beats 5 points, right? nope...

main hand , improved beam gem, refined phobium emitter, and ultimate diatium cell...

all the damage bonuses are constants (like +5) , not variables... (like a range between 1-9)

put your charname crystal and the most powerful damage crystal you can find...

get and use constantly master power attack...

and you can do over 100 damage in a single hit!!!

ok, the beam gem lenses are keen lenses, with improved threat range...(and you can't stack beam gem with nextor to get a better threat range) 19-20 threat range...so once every ten attacks or so, you get a critical hit...

+13 from the master power attack, about 10 points damage bonuses (constants, not variables, that's important...) base damage from lightsabre, constant damage bonuses from your charname crystal, strength bonuses are ALL TRIPLED!!!

critical strike is a wierd beastie...it doubles the base damage for a lightsabre, then it doubles any CONSTANTS in damage...

master power attack will do triple critical strike multiplier when you get a critical hit using it... :o :o :o

the constant bonuses all stack...

now this is where it gets really evil...really evil...

a jedi master has inspire followers, and you can get master battle meditation...they stack...so in theory, you can for 20 seconds hit with +10 damage and attack...

add hyper stims and echani battle stim...and for a while, you utterly outclass a sith marauder with full fury...

true, only once every ten strikes will you do this uber damage, but hey, the other strikes are no love pats either...almost as good as building lightsabres for max damage, and more than respectable...

then a critical hit happens, and i hit sion for 123 points of damage...(without inspire followers and battle meditation.. :o )

best of all, try this...

2 zabrak heavy blaster (keen), full upgrades(constants of course), and precise shot 5 (its hard to do this with a consular's few feats, but worth it...) rapid fire...

use inspire followers and master battle meditation, and you'll do an average of 60-80 damage, i think, and sometimes over 100 points of damage RANGED...

one last bit...don't forget consulars get master force focus and more force points than anyone else in the game... :devil: :devil: :devil:
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#2 Elan Morin Tedronai

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Posted 28 January 2005 - 03:00 PM

For me the most powerful combo was Soldier4/Guardian16. Absolutely no one can beated me... I was cleaning through the game like hot knife through butter. I barely used anybody except Bastila. Two crystals in a both pair of swords.

:^^:
:^^:
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#3 Userunfriendly

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Posted 30 January 2005 - 01:38 PM

For me the most powerful combo was Soldier4/Guardian16. Absolutely no one can beated me... I was cleaning through the game like hot knife through butter. I barely used anybody except Bastila. Two crystals in a both pair of swords.

:^^:
:^^:
Push, Whirlwind and else... Piece of cake...

 


check the forum topic... :devil:

i personally had a lot of fun with scoundrel guardian in kotor 1...

in kotor 2, i am having so much fun with consular 15/ watchman 35...

last night, using some uber cheated in lightsabres, i hit someone for 213 points of damage IN A SINGLE HIT...

and this combination should easily reach 300 in a single hit against dark jedi... :devil: :devil: :devil:
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#4 Archmage Silver

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Posted 31 January 2005 - 07:58 AM

Oh, you darned cheater... :P . So the official level cap is really 50? The base attacks bonuses being the same for the guardian, sentinel and consular classes, is there a difference in the base hitpoint bonuses per level? Do the prestige classes have any difference in the base attack bonuses or hp? Dark side classes? 11 days before I can get my hands on the pc version... these are the kind of times when you wish that you had someone inside the game marketing business... darn. <_< :P
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#5 Userunfriendly

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Posted 31 January 2005 - 05:23 PM

Oh, you darned cheater... :P . So the official level cap is really 50? The base attacks bonuses being the same for the guardian, sentinel and consular classes, is there a difference in the base hitpoint bonuses per level? Do the prestige classes have any difference in the base attack bonuses or hp? Dark side classes? 11 days before I can get my hands on the pc version... these are the kind of times when you wish that you had someone inside the game marketing business... darn. <_<  :P
~Silver~

 


max damage 240

(some issues with the way putting 3 power crystals in a single sabre...the doubling/tripling/quadrupling of critical hit multipier don't seem to like 3 power crystals...)

level cap is 50

base attack bonuses is same for all levels, but you get more vitality for the combat classes..

prestige classes get feats to improve some aspect of their attacks and defense...

jedi master gets inspire followers to improve party attack and damage...

weapon master gets increase melee damage

marauders get melee damage and fury

weapon master and marauder gets resist pain to reduce damage...

the weapon classes gets greater prestige sense to increase defense... :devil:
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#6 -Archmage [unlogged]-

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Posted 01 February 2005 - 01:26 AM

My thanks, UU. :)

#7 Userunfriendly

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Posted 01 February 2005 - 04:25 PM

My thanks, UU. :)

 


very welcome...for more complete information without buying the (full of errors, but handy) game guide, check gamefaq and gamebanshee for their guides... ;)
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#8 Userunfriendly

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Posted 02 February 2005 - 03:47 PM

some more thoughts...

dex used to be the important attribute in kotor one...in fact many debates between the kill befor they hit you and dodge everything peppered the boards...

now its completely reversed...str is important, dex is almost useless...

ok, if you play difficult and with very high level characters, tword the middle of the game, everyone will still hit you...no matter how obscene your ac is...mine hit 70 defense, and i still got hit...with really monster damage, in the hundreds...

but the item modification game feature with the ability to create your own special purpose upgrades makes relying on ac obsolete...

use DAMAGE RESISTANCE!!!

build several different suits of zeisen sha armor for your pc's exclusive use, one with max energy resistance (up to 60%) in both overlay and underlay, buy or get absorbtion visor, and try to get bothan precision gloves...pick weapon master as prestige class, and you become invulnerable to energy attacks...(visor 15%, gloves 5%, and weapon master resists 15% of all damage)

laugh at blasters and sneer at dark jedi with lightsabres....(lightsabres use energy attacks...)

make another set with melee damage...sneer at sith assassins...

it don't matter how much they hit you, you just brush off their attacks, and activate lightsabres...

see? ignore dex, concentrate on str....even if you plan to use blasters a lot, you're better off relying on battle meditation and attack increasing visors, since like the fact that at high levels they hit you, you can hit them... :devil:

its tested too...you can sneer at the end level enemies with this approach...

for the droids, get agrinium armor any way you can...spend lots of credits early if you need to...they'll walk thru sheets of energy blaster fire and still be shooting at the end...

for ranged npc, still pump dex, after boosting con (the new implant system is just too nice...) and they'll still hit everything, even though their dex contributes almost nothing to their real defense... :devil:
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#9 Userunfriendly

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Posted 10 February 2005 - 02:57 PM

some interesting experiments..

i used mira in goto's yacht, where there are a lot of droids with blasters...

using a zaisen sha neophyte armor and a energy immune overlay and underlay, i cut blaster damage from 30-60 per hit to 5-20 per hit...

the right combination of armor, items and feats will make me utterly resistant to lightsabres...

some more stuff i've discovered...

resistance is damage taken off, like a 5 points of energy damage taken off every hit, and is always reported under high feedback

immunity is a percentage of the damage immune, and is not fully reported by high feedback.

early in the game, resistance is better, like energy resistance since enemy weapons are pretty low powered, and you can completely block damage with enough resistance...

later on in the game, weapons become a lot more powerful, and immunities become better to cut down on the hurt.

energy is much more important than melee, since the most powerful attacks are lightsabre attacks which do impressive damage. melee is survivable with high enough resistances...i was completely resistant to hssiss beasts sometimes in korriban...with the right equipment and force powers. there seems to be a cap on melee damage, around 60 or so excepting critical hits, where the cap is around 120 for energy attacks with lightsabres.

putting 3 crystals in a lightsabre has some side effects, and i simply don't recommend it. it seems to mess up using critical hits, and i think that the multiple charname crystals is enough cheating for me...(one in each sabre)

:devil:
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#10 Celestine

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Posted 16 February 2005 - 12:46 AM

I'm going to try this UU. Just got the damn game yesterday! Can you imagine how long I had to wait for this bloody game to arrive here in this hole where I live. Grr. plus to endure hearing everyone talked about how great the game is and me missing the fun entirely. Not funny. hehe. enough ranting. i'm going to kick some sith ass.

#11 -Wolfie-

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Posted 16 February 2005 - 03:41 AM

Lev cap of 50 is kinda nice but i think im going to look into making it higher, just for chuckles :D

#12 SConrad

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Posted 16 February 2005 - 05:31 AM

Higher???!?!?!

Sorry for the outburst, but I think I didn't even get up to 30 during my first run-through. How on earth would it be possible to reach level 50?

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#13 Userunfriendly

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Posted 16 February 2005 - 02:16 PM

Higher???!?!?!

Sorry for the outburst, but I think I didn't even get up to 30 during my first run-through. How on earth would it be possible to reach level 50?

 


check out dsimpson's guide in gamefaq....

he lists several exploits, the most famous one the infinite respawn hssiss beasts in korriban...i've also been experimenting with the truely evil mine laying exploit, and its just as good...

the game does scale up difficulty the higher the pc level, so creatures hit harder and have way more hit points...the whole point for me is to get the full range of feats and powers i envision for my ultimate characters, and you really NEED overpowered weapons and powers to kill off dark jedi later..

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#14 SConrad

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Posted 16 February 2005 - 02:43 PM

Well, that's true. But still, I managed to get to the 27th level. Infinite respawns of hssiss doesn't really cut it when it comes to gaining 23 levels. Sorry...

Another planet would be nice, though. Adding another Jedi Master to the game and make the PC play through another planet would add some levels. ;)

Something for the modders to bite in on, eh?

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#15 -Wolfie-

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Posted 17 February 2005 - 03:38 AM

Another planet would kick ass, think thats my only complaint, I wanted to go to more places, even if they were not main plot planets just being able to go off for a vacation from the sith heh :)

#16 SConrad

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Posted 17 February 2005 - 05:47 AM

Yeah, same here. The game was a little bit too short, IMO.

So, if there's any good area-makers around...?

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#17 -Fireside85281-

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Posted 02 March 2005 - 11:40 AM

I have to disagree that power strike and two sabers is best.

I prefer the double bladed saber with personal crystal and solari, with some of the best lens/emitters/cell upgrades.

I can consistently hit 4 times in a round with my saber when using flurry at about 45-64 per hit. This averages nearly 200 per round. This is even impacted more when I could get these results from only level 21, not nearly 50.

I am also using a Guardian/Weapon Master. Sure, its all in what people prefer, but I love my combination. No matter the class, there is no need for extra force points after half ways through the game. I could easily kill everything in a room with 2 or 3 lightnings or I could just turn on master speed and 1 hit kill everyone in the room with a saber. Many FAQs suggest using the combo or going to route with 2 sabers and critical strike too. I prefer the more guaranteed damage.

Then again, just play how you would prefer since the game becomes enormously easy when you get a saber (usually about 1/3 through the game). The enemies are no contest after half ways. In the last part of the game, I sliced through my enemies with one attack each. Usually, everyone only got one shot or less off before they died.

There is also no need to get insanely high levels. The enemies in the game have powers based upon your level, so if you are level 50, they will have corresponding power.

#18 Kurt_Dunn

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Posted 07 March 2005 - 07:55 AM

I suppose no one tried Guardian/Watchman?

After I did scoundrel/Guardian in the first KoToR, I was absolutely SOLD on what I affectionately call 'Ninja Jumps.'

Thing is sneak attacks will always be achieved with the 'force jump.' Garunteed.

So I'll pick out the person in a whole room that is furthest away from me, Forcejump onto him and instantly kill him, no matter WHAT! Could have been a goddamned Terantrak, or whatever that bigass force-eater is called.

Pick out what's now the furthest person from me yet again, force jump. I'll clean out a whole room in about 4 seconds GameTime. And just imagining the sight of a Jedi screaming in like a bat out of hell to slice some poor basterd in half, and then turning on a dime to shoot like a rocket towards his next victem is an image that still brings a fond warmth to my heart.

#19 Userunfriendly

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Posted 10 March 2005 - 12:54 PM

I can consistently hit 4 times in a round with my saber when using flurry at about 45-64 per hit.  This averages nearly 200 per round.  This is even impacted more when I could get these results from only level 21, not nearly 50.

 


max theoretical damage using str build guardian weapon master using power attack and two keen lightsabres...

243 x 4 attacks per round...

972 per round...

:devil:

i agree that the game is too easy on any and all style combinations...but it was an intellectual excersize in how powerful it was possible...

i am pretty sure force jump does not guareentee in kotor 1, and the game engine, unless radically changed a force jump is not every time sneak attack...

its just almost certain, since if the opponent is looking right at you when you force jump means no sneak attack, but you get sneak attack every other time using force jump, you almost always make sneak attack... :P

Edited by Userunfriendly, 10 March 2005 - 01:03 PM.

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#20 -dorian_gray-

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Posted 10 April 2005 - 04:49 PM

After a lot of testing, and getting to know the highly complex and very fun upgrade system, i've come to some conclusions...

the most powerful melee classes is the consular/master (sith lord)

melee?  not guardian/weapon master or marader?

yep...

first, the upgrade system has made me completely revise the whole loot approach...any weapon that can be upgraded is inherently more powerful than any weapon that can't...a mandalorian disintegrater can inflict around 20-50 points of damage when fully upgraded with the best mods...you can give a weapon with keen ability, unmodded, massive criticals to augment the already powerful keen ability...yeah...its incredibly complex and i highly recommend buying the cheat guide, or waiting until someone at gamefaq has a full guide for you...

once again lightsabres are the king..cause you got 5 upgrades, which really rock...

the most powerful lightsaber combo is...

two lightsabres, off hand defensive..ossus dueling lens, expert deflection emitter, and i like using the superior ion cell for my off hand lightsabre...with a jenraux crystal, of course...with an incredible +12 to blaster deflection... :devil:

the main hand...that's where things get tricky...the guide suggests two paths to follow...for example, the telgorn jolt cell mark III has 1-9 electrical damage, the ultimate diatium cell has a constant +5 to damage...

you would think go with the first, cause 9 points beats 5 points, right?  nope...

main hand , improved beam gem, refined phobium emitter, and ultimate diatium cell...

all the damage bonuses are constants (like +5) , not variables... (like a range between 1-9)

put your charname crystal and the most powerful damage crystal you can find...

get and use constantly master power attack...

and you can do over 100 damage in a single hit!!!

ok, the beam gem lenses are keen lenses, with improved threat range...(and you can't stack beam gem with nextor to get a better threat range)  19-20 threat range...so once every ten attacks or so, you get a critical hit...

+13 from the master power attack, about 10 points damage bonuses (constants, not variables, that's important...) base damage from lightsabre, constant damage bonuses from your charname crystal, strength bonuses are ALL TRIPLED!!!

critical strike is a wierd beastie...it doubles the base damage for a lightsabre, then it doubles any CONSTANTS in damage...

master power attack will do triple critical strike multiplier when you get a critical hit using it... :o  :o  :o

the constant bonuses all stack...

now this is where it gets really evil...really evil...

a jedi master has inspire followers, and you can get master battle meditation...they stack...so in theory, you can for 20 seconds hit with +10 damage and attack...

add hyper stims and echani battle stim...and for a while, you utterly outclass a sith marauder with full fury...

true, only once every ten strikes will you do this uber damage, but hey, the other strikes are no love pats either...almost as good as building lightsabres for max damage, and more than respectable...

then a critical hit happens, and i hit sion for 123 points of damage...(without inspire followers and battle meditation.. :o )

best of all, try this...

2 zabrak heavy blaster (keen), full upgrades(constants of course), and precise shot 5 (its hard to do this with a consular's few feats, but worth it...)  rapid fire...

use inspire followers and master battle meditation, and you'll do an average of 60-80 damage, i think, and sometimes over 100 points of damage RANGED...

one last bit...don't forget consulars get master force focus and more force points than anyone else in the game... :devil:  :devil:  :devil:

 

This is the worst guide EVER. It is so badly thought ouy i believe it must be a joke.

1) You haven't taken into consideration strength modifers.
2) You haven't taken into consideration bonus damage feats that weapon master/mauraders get.

Nearly everything you said applies to any class. You seem to think that a Jedi Master is the best melee class because of inspire followers??? HAHAH The only bonus a Jedi master get from inspire followers for +10 attack/damage. Sith lord doesnt get that btw.
A sith marauder will get: +6 from combat damage feats. +1-8 for dark side mastery TWICE (for normal and prestige classes). And on top of that fury, which will add damage, add to your strength modifier as well as other stats. Those combined massively outweigh the +10 from inspire followers.
Bear in mind a sith maurader will probably have much better strength too, although i guess you could concentrate on strength with a Jedi Master.

Basically, ignore that idiot, Marauders are the best melee class, followed by Weapon masters.