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SWG: Evolve Forums

Cailener1234C

Cailener1234

@Cailener1234
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Recent Best Controversial

  • Corellian Fiberplast
    Cailener1234C Cailener1234

    There's currently a planet that we've not released, Zeltros. Using the same type of archetype from Corellia for this planet, currently Dantooine and New Mandalore work in this way. Zeltros is slated for release at a later time as it's not quite polished enough for travel.

    The best way to get those resources that you don't see will have to be picked up from the resource crates, be it from the Daily Token Vendor or through World Boss Tokens that give the 60k version, or even a 120k version that drop from the RLS chests.

    Historical reactions: Like × 1

    General

  • Lokees mischief lightsaber crystal
    Cailener1234C Cailener1234

    Thanks for this suggestion! It's a really cool looking color on a lightsaber, no question.

    Sadly though, because this was something that was started on SWG Legends, we won't be taking this specific color crystal from them as this is unique to that server out of respect and to avoid doing a straight copy from them. We do have a significant plan that will be acted on down the road that does include lightsabers and possible colors down the road. There's not a time table at this time that we can provide as our largest content patch has been pushed for the year and other items on our roadmap are being worked on as we speak. We'll release more information as we solidify our plans for further improving Jedi as a whole down the road.

    Suggestions

  • Swordsman Changes few other Expertise Tweak Suggestions
    Cailener1234C Cailener1234

    I’ll see what I can arrange support wise with the developers as I’m sure someone can hook you up with a specified target or weapon that help with overall testing on TC. Likely to come after this patch as Priority One is getting the current patch out.

    Suggestions

  • Swordsman Changes few other Expertise Tweak Suggestions
    Cailener1234C Cailener1234

    Certainly do appreciate the breakdown you’re thinking of how to test this all out when it comes to non-Jedi melee across the board. If you would like to do some testing on your own, feel free to do so and can create a document that we can take in and look at.

    I know we had a refocus of some of 5-Piece bonuses, but it’s been a while since there was a focus on the basics of those 4 classes. The goal for One-Handed is to hit faster and to apply more pressure with the dots and consistent damage, Two-Handed to hit slower but deal high damage, Polearm to work in an AOE setting, unarmed did not have a plan so it’s assumed that’s fine as is.

    Suggestions

  • Swordsman Changes few other Expertise Tweak Suggestions
    Cailener1234C Cailener1234

    I just smacked up the dummy a bit to get a cursory feel of the damage overall, I haven’t done any harder/detailed testing with specific numbers between TKM or not yet. I’ll probably do so this weekend. I have done specific testing with the Jedi side so that does have 3-minute tests I’ve mainly done with the two-handed lightsaber.

    However, it is not a fair test to compare two-handed Jedi with two-handed swordsman as the passive damage between the two is too skewed for non-Jedi at the moment.

    Suggestions

  • Swordsman Changes few other Expertise Tweak Suggestions
    Cailener1234C Cailener1234

    I actually just tested this and my overall damage, with abilities included and no other buffs beyond the striker's 5-piece bonus, not having TKM reduced my damage from hitting consistently. Without TKM, I cannot land an attack that hits over 10k, both basic attacks and special abilities. With TKM, I consistently hit over that amount. This is with my 2-H 2 second kashyyyk weapon.

    This again, is just preliminary testing but overall, further testing will be needed across the other weapons to see how it all evens out. The new foods and drinks will certainly provide even more of a power increase so that will need to be taken into account as well.

    Suggestions

  • Swordsman Changes few other Expertise Tweak Suggestions
    Cailener1234C Cailener1234

    Currently, if you max out TKM, the passive amount of Melee Damage Increase of just putting points in is +38%, throw in the additional 10% from Assassin, that's 48%. This is not taking into account Damage Stance which is +25% overall damage output.

    A possible course of action to take is to re-allocate a lot of the melee damage from TKM and determine how to incorporate that into the 4 melee weapon trees. Commando is to be the ranged equal and there’s only about a quarter of the same damage output that’s put into that and it’s considered overall damage output and not ranged damage. Because the new 2-H weapons have a higher min & max damage, in my observations, they will naturally produce higher damage the higher the % of damage is given to them.

    Through my testing of the new 2-H Lightsaber that is objectively better than any current 2-H 2-second melee weapon, the damage output is not the same due to Jedi not having the same amount of passive damage increase that non-Jedi melee have. That passive 2-H lightsaber damage, solely from the Battlemaster tree, is 12% if you put all the points in there to reach it. The main reason why melee Jedi will be able to compete right now is because Saber Flurry is currently giving out a guaranteed 4x hit with each activation while Saber Burst has a built-in 50% armor penetration/neglect. This plans to be re-adjusted down the road but works for the time being. In the initial testing before it was adjusted to bring the damage down, half of the damage from Melee Jedi was coming from two abilities only, everything else was less than half the total of either one of those abilities.

    Overall, I'm open to re-looking at TKM since that seems to be a large factor for why 2-H is performing well from my overall observations.

    Historical reactions: Like × 1

    Suggestions

  • adjustments to Swordsman and Devestation proc
    Cailener1234C Cailener1234

    An interesting suggestion to move Flurry out of Swordsman, I can see the logic behind it but I would caution on adding that to TKM as it is now since TKM works as an amazing offensive and defensive class for Melee in general.

    If we would move Flurry there, then I would then reduce the melee damage within that tree as, going from top to bottom, it gives a 38% melee damage increase, not including the damage stance that can be taken advantage of.

    Personally, I do feel that melee damage in TKM is already quite high and could use a look over. In this context though with Swordsman, I’d be interested to look at the end result as a removal of the 4% armor neglect is a notable damage decrease.

    As for Devastation, I’d be interested to see how it plays out from 16 to 13%.

    Suggestions

  • Master Underworld Smuggler or Something Else?
    Cailener1234C Cailener1234

    Hey there folks!

    So if you've been observing our progression on this latest patch, you'll see that we're introducing a very small amount of Slicing Bits to our harder versions of Heroics as drop rewards on certain bosses/enemies. 3 Weapon Slicing Bits of Offensive Parry/Evasion/Dodge Reduction at 5% each, 1 Armor Slicing Bit that introduces Punishing Blow Reduction of 1% each. These slicing bits are designed to give folks an edge in the harder content as Punishing Blow will be come a stat that is more relevant as we push and add newer instances to the line up.

    This gave rise to a lot of discussion on the future of slicing and the concerns that slicing would be tied to the hard mode content exclusively. I wanted to reassure y'all that this initial introduction is only the first step into fleshing out Slicing down the road. In fact, due to the increase in discussion, I've already worked up 20 additional bits or stats that we can introduce outside of the harder content. This allowed me to tap into the Master Underworld Smuggler theme park that has existed on the server but currently does not serve any major benefit as the benefits contradicted what Evolve's goals were at the time of release back in 2023, so the illegal pistol mods & MUS rank benefits were removed.

    After doing a bit of testing on MUS and following this guide https://swg.fandom.com/wiki/Smuggler, this theme park was not updated at all and is still using the original design back from 2006 when it was originally released in the NGE Chapter 3 Live update. As it stands now, the fastest way to progress through the system, because the "Smuggle your own Contraband" missions are not updating, is staying on Tatooine and running Barak's mission back and forth from Bestine, to Mos Espa, Mos Entha, Mos Taike & Mos Eisley.

    To me, that's not really a very engaging system and goes back to the days of when NGE content, while plentiful, doesn't really hold a candle to what we can do with Evolve as we've made major milestones over the years. Personally, I view us adding the 20 hypothetical slicing bits to a themepark that is almost 20 years old, hasn't been adjusted and has some problems is not the best way to keep content engaging and a "quick add" of this would be a disservice to those who truly enjoy slicing as a fun mini-game/passtime that is unique to Smugglers.

    To those who are passionate about these type of systems, please respond to two questions to help us move forward for the future after this expansion is released.

    1. Should we focus on fleshing out Master Underworld Smuggler or create an entirely new system for Evolve?

    2. Based on your answer to the first question, tell us how you would like to see a fleshed out Master Underworld Smuggler or how to create a new system for slicing for Evolve?

    I would like to thank Darbie, Godrec, Darevsool & Bleep for their feedback so far on this and the comparisons on how Legends & Restoration has addressed this type of content.

    Suggestions

  • New to Evolve
    Cailener1234C Cailener1234

    You'll also want to follow this guide regarding how to unlock Jedi. https://www.swgevolve.com/index.php?wiki/jedi-unlock/

    Introductions

  • New to Evolve
    Cailener1234C Cailener1234

    Hey there and welcome to Evolve! Glad you found us and decided to give us a try. To be open, our server population is on the smaller end but intend to grow as we add more content. Our usual peak times are around the evenings and for World Boss runs, a lot of our communication is in our Discord server that you can locate here, https://discord.gg/P2XmhjS7ZM. We got some Imperial guilds around so feel free to join and find some folks!

    Introductions

  • Camping etiquette
    Cailener1234C Cailener1234

    As of writing this, the Faintly/Dimly/Warmly Glowing items have not been adjusted in anyway from NGE so it's still all the original recipes from the NGE wiki/Live Server. Perhaps someone really needs whatever it gives out? But as Chavex said, if there is no group invite running, let one of us know as they should for you to get a chance at the item as well.

    General

  • Sith Knuckles
    Cailener1234C Cailener1234

    With the adjustment on new 6th gen weapons for Jedi, lightsabers and the knuckler, the stances are going to be removed from Jedi since they were the inspiration for the current updated melee weapons. So, those stances will be worked into the lightsabers, knuckler had not been looked at yet.

    As of writing this, there hasn’t been any testing on them nor what the final outcome is on what they’ll look like. You would be notified on the TC Announcements channel when they’re ready to go to be tested.

    Historical reactions: Like × 1

    Suggestions

  • hello
    Cailener1234C Cailener1234

    Gotcha, well the game is mainly a sandbox style and folks here generally have a solid idea of what they choose and do. There’s a wiki that we have along with a live swg wiki that you can check out to explore the content/missions/instances that are out there.

    The game favors solo content and also group content so feel free to explore around and ask questions!

    Introductions

  • hello
    Cailener1234C Cailener1234

    Hey there! Welcome to Star Wars Galaxies: Evolve! We’re glad to have you join our tight-knit community here on a game that is still kicking after it ended in 2011. The community is a lot more active and receptive on Discord for the most part so feel free to chat there with us!

    You said you saw us on YouTube, I’m curious what brought you over to a game/server like ours since we’re more accustomed to veterans of SWG.

    Introductions

  • Make Master Officer and Generals Aspect more relevant *suggested adjustments*
    Cailener1234C Cailener1234

    I think you’d be interested in seeing the suggestion I made a few months back regarding Squad Leader with a theoretical expansion.

    I didn’t recommend any changes to the core of General’s Aspect because it’s already a mainstay when it comes to action management for large groups and with what we have planned, action management is going to be a major thing that will be needed in the upcoming harder content.

    Feel free to see if some of the suggestions you made here are echoed by my previous one.

    [EMBED content="thread-1357"]https://www.swgevolve.com/index.php?threads/1357/[/EMBED]

    Suggestions

  • I GOT A BUG
    Cailener1234C Cailener1234

    Welcome Towup! Could you please submit a ticket for this and show us some screenshots that the mission does show completed in your journal log? Go ahead and submit that ticket through this link here: https://www.swgevolve.com/index.php?support/create

    General

  • no radial menu for solar power generator?
    Cailener1234C Cailener1234

    Are you accessing the solar power generator from the character who placed it down or from another one? Also, we do have a Discord server that would make responding to any questions a lot easier 🙂

    Crafting

  • Devastation & Elemental Penetration Stat Adjustments
    Cailener1234C Cailener1234

    Appreciate the positive feedback, I really do!

    Elemental Penetration could’ve been applied any number of ways honestly, having them applied in this manner makes the most sense to me for a number of reasons.

    1. The debuffs themselves would be stronger, but the durations of these are already small and “flow” almost behind the scenes in actual combat.

    2. They can be proc’d at random almost so you don’t know which element will apply since these changes would affect everyone who have the stat in their build.

    3. The proc wouldn’t have a priority over others simply because of the additional stat built in, so someone who doesn’t have the stat can proc as normal as compared to someone who does.

    4. This creates a more strategic approach for shot callers in both PvE and PvP, giving the order to cease fire for a moment to have someone specifically fire to proc that updated debuff and the rain hell on the target.

    5. It could incentivize someone to stack multiple element penetrations into a build, kicking weapon damage off if someone really wanted to be a PvP weapon swapper or even a PvE weapon swapper.

    6. Like Devastation, these stats cannot be turned into PuPs so it really brings out the effectiveness of these stats to such a degree that not having them, especially in a 1v1 stand point, could play a huge role in the potency of your build.

    Final thoughts, ultimately as this would give heavy weapons an even higher impact as well while also still keeping them generally the same. Having more teeth but not at the detriment of others imo.

    Historical reactions: Like × 1

    Suggestions

  • Devastation & Elemental Penetration Stat Adjustments
    Cailener1234C Cailener1234

    In this thread, I'll be discussing possible ideas/adjustments in order to bring Devastation & the 4 Elemental Penetration stats to an acceptable and worthy place in the current builds for Evolve.

    First, the suggestion for Devastation. This stat has been adjusted at least 2-3 times and just hasn't quite hit that sweet spot, the community has certainly had a lot of ideas and thoughts on to improve it. I would recommend removing it completely from the Commando tree, leaving the only ways to stack Devastation with the Juggernaut Set & the additional exotic from Junk Loot. Second, it would adjust the multiplier from .1 to .3 as explained in the description of the 5-Piece Set.

    1755221874121.png
    Devastation would turn into an automatic proc (similar to GA with Inspired Action that procs Inspiration on a 20% chance) of either Burn It Down (AoE Target DoT) or It Burns! (Single Target DoT). In addition, it would provide a damage increase % based on a multiplier of .5 for the stat, as listed below in an Excel Sheet.

    For the next section of the Elemental Penetration Mods, I recommend using this page as a reference to how the Elemental Criticals currently are:
    [URL unfurl="true"]https://swg.fandom.com/wiki/Elemental_damage[/URL]

    The first Elemental Stat we'll look at is Elemental Penetration: Cold, this stat would increase the multiplier of the increased damage debuff on the target, using elemental damage 100 as the example. Duration would last for 6 seconds.

    (CORRECTION: The Value added to Multiplier of .2 is multiplying the Possible Value by a multiplier of 0.15, which means the increase is 16.5% to the 20% to the example below)

    1755222155731.png

    Next, we'll focus on Elemental Penetration: Heat which will give an increased flat damage to the Heat DoT, using 750 as the basis of this example. Using the multiplier of 40, this can obviously readjusted as testing of this is explored but best to go big at first then scale back if needed. This tick would hit every 2 seconds, the duration lasting for 6 seconds.

    1755222296951.png

    Following this, we'll go to Elemental Penetration: Acid which currently gives a 75% Critical Hit Vulnerability. With how things are right now with the ease of Critical Chance to reach a hard max, reviewing possible divisors and providing a Critical Damage Vulnerability would make this debuff quite powerful, as shown below. Duration would be 3 seconds.

    1755222523054.png

    So when the debuff applies and the above stat is present, it will read as such:
    75% Critical Hit Vulnerability
    22% Critical Damage Vulnerability

    Finally, we look at Elemental Penetration: Electricity.

    This debuff was a bit hamstrung by SOE already. How it works right now is this, +75% Glancing Blow Hit Chance in which Glancing Blow'd attacks are attacks that do 60% less damage. It technically says on the buff box that it's 75% Trivial Hit Chance, which is incorrect. To be a bit creative, I suggest adding a new stat that is specific to this debuff called Miracle Armor. This stat would increase the chance that any damage output on a target would be fully absorbed by their armor. Duration would be 6 seconds.

    1755225467268.png

    The debuff would read as follows:
    +75% Glancing Blow Hit Increase
    +22% Miracle Armor Hit Increase

    Ultimately, Miracle Armor is a theoretical suggestion and can be toned down. Just thinking of additional ways to have the damage output of your target be further reduced for those 6 seconds completely stopped or significantly reduced in addition to the Glancing Blow which should be relooked at to work too.

    No additional adjustments would be made. Durations & recourses would stay the same. As always, this information can be subject to change but I feel these overall adjustments would give these stats a fresh coat of paint and have us rethink about our builds.

    Historical reactions: Like × 2

    Suggestions
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