Caden wrote:I already explained that I thought it would be more curtious if I tried to summarize them into one post. What about that is so hard for you to understand? I chose curtiousy over the way this particular forum is typically run. In fact, I don't care much for the way this particular forum is run. I think it alienates a lot of users.
I'm not sure I understand your complaint. You suggested I should have furnished links, but that's not in any moderator's purview, nor did you provide any links, yourself. If you're suggesting that you could summarize past threads and that I was obliged to accept your judgment of their content, that's also not a given for any other member of this board. Since this matter is getting outside KotoR, please feel free to write me directly in a personal message if you feel it is worth discussion. I'm game, and certainly open to considering it, since I'd really like to figure out what you mean. Alternatively, feel free to report the matter to the site owner, BuckGB, since you appear upset about this, and I can't figure out where you're coming from.
The slightly lower chance to hit penalty that Power Attack comes with is something you can live with early-game. The chance to hit penalty and defense penalty that flurry gives at that point will actually cause you to lose fights. As you can imagine, when a character has 5 defense and using Flurry lowers it by 4, the character will take a lot more damage to the point of him losing fights he would normally win.
That "slightly" lower penalty for PA is 3, vs. 4 for Flurry. While at later stages, the to-hit penalty of Flurry drops: -2 for Improved Flurry, -1 for Master Flurry. The penalty of -3 to-hit for Power Attack remains constant for both Improved PA and Master PA. This makes Master Flurry significantly better at to-hit ratios than Master Power Attack.
A DC of 10 means the target will have about a 50% chance of resisting it. So you have a 25% chance that, when you land a hit, you will have a 50% chance of stunning the enemy. That means you have a 12.5% chance of stunning the enemy, assuming you have a 100% chance that all your hits will land.
The chance of resistance depends upon a Fortitude save figured against the attacking character's level plus that attacking character's Strength modifier. It's been my experience that stun frequently worked against the run-of-the-mill Sith you find throughout most of the game (not counting bosses, obviously). Have you tried MF with Bondar, using a melee build with good Strength?
For the rest, I admit to not understanding what you mean by "That means you have a 12.5% chance of stunning the enemy, assuming you have a 100% chance that all your hits will land." Of course we're assuming there's a 100% chance that all your hits land. We're assuming that for every attack in this discussion--Critical Strike, Power Attack, Flurry, etc. If it doesn't land, nothing happens. My point is that for each successful attack, there's a nice chance of stunning a foe. With Flurry, you get twice as many chances per round of getting a successful attack--hence, twice as many chances at getting a roll for that stun.
No, you get 4 chances with Power Attack and 5 chances with Flurry. You get a chance for everytime you land a hit on the enemy. A person dual-wielding and using Master Speed will have 4 chances. A person using Flurry ontop of that will have 5 chances.
So it's still 1 chance against 2, putting PA against Flurry--or 2 against 4, if you double wield. You're counting here on Master Speed bringing up PA, which is certainly an okay strategy, but I wouldn't count on it, myself. Because it means taking more time to prepare for battle while you're in battle, if you follow me. Put it this way: with Flurry, double-wielding, you get 4 shots per round. With Power Attack, double-wielding, you get 4 shots per round--
only if you first cast Master Speed. As a regular strategy game player, I set great store in achieving whatever goal I've got in battle with the lowest possible expenditure of time and power. This lets me save it in case I need it later.
12.5% x 4 = 50%. Power Attack would have a 50% chance of stunning.
12.5% x 5 = 62.5%. Flurry would have a 62.5% chance of stunning the enemy.
You've proven that Flurry would have a slightly higher chance of stunning the enemy at the cost of doing 20-25 less damage than Power Attack (using a non-damaging crystal like bondar widens the gap of damage dealth between Flurry and Power Attack), however, that hardly seems to matter. Critical Strike will deal more damage and stun more often than Flurry.
Except that deploying Critical Strike removes the main advantage of Flurry: multiple attacks. So while you get the stun chance with CS, you don't get the multiple chances per round of making successful attacks-with-stun.
Nothing can be said for Opila. It adds +3 damage and 2-12 extra damage if that hit is a critcal hit. 2-12 damage is about 7 damage on average, right?
No, because factors determining the damage aren't weighted to the average. The damage can and will be anything between 2, and 12, unless modifiers are applied.
Of course, you cannot put 2 Firkrann crystals on a lightsaber. You can put 1 Firkrann crystal and 1 Luxum crystal. That would equal out to 3-18 extra damage per round when using Flurry.
With respect, you're missing my point. The 4-28 extra damage I mentioned was
per round, not
per attack, with only Firkrann. Assuming you hit twice using Flurry, you get 4-28 points extra damage with one lightsaber, above and beyond the damage of the weapon.
That's about 10.5 extra damage, on average, to droids that you will do when using Flurry. Add the 2-16 base damage that lightsabers have, 9 damage on average. That's 19.5 damage plus any strength modifiers. Let's say you have 30 strength, that is +10 damage. Meaning you will deal 29.5 damage against droids with that extra hit that Flurry gives. Again, that damage is still lower than the 40 damage that Power Attack gives you against ALL enemies.
Assuming Master Power Attack, to get that +10; if we're discussing simply Power Attack, it's only +5. But let's assume Master Power Attack; fine. That still means you've got -3 to a successful attack, vs -1 with Master Flurry. Significantly higher chance of hitting with MF. Twice per round, per weapon. Second, if we figure Upari (+1-8 damage) +Firkrann (2-12 damage), that's 3-20 points extra damage
per successful attack. Using Flurry, with 2 attacks, +10 strength, no additional use of powers, that's 16-50 extra points of damage
above and beyond the damage you'd regularly do with the weapons. Using Power Attack, you get 35 points of damage total--40 only if you have Master Power Attack. Remember, with Flurry, you get the best attack benefit right from the start, using the power. What improves are the disadvantages that come along with it.
In my previous post I wrote that penalty against your defense and chance to hit is a problem only in early game. Long before you get those crystals or force powers. I did explain that as the game progresses into mid and late game, the penalty for Flurry against your defense and chance to hit is lessened and lessened. It is only a hefty toll early-game, when you character is likely to ahve only 6 or so defense and attack.
I don't disagree with this, and I think PA and Flurry basically are trade-offs between early game and late game. PA's +5 attack is most useful in the early game, when those 5 points can make a bigger difference against the figures you face. Later on, +10 extra damage isn't that much of an advantage, as I figure it, unless you use Master Speed. The combination is lethal. Flurry is devastating, but the drawbacks are severe in the early game, which is why I've always saved Flurry at that point for double-teaming a foe or the coup de grace. However, as a character moves up with IF and finally Master Flurry, it becomes an all-purpose advantage that mows down opponents with a good selection of crystals. Critical Strike seems to me overrated: Bondar gives you the effect without wasting any power, which can be placed instead in PA or Flurry, to greater advantage.
At this point, it's clear you prefer Power Attack for your builds, and I prefer Flurry. Each of us has done a decent job defending what we believe to be a superior strategy. As a friend of mine says, chacun a son gout: each to their own. I suggest we just leave it at that.
