Bio Engineer Archive
Thread: Did a test with Defense mod Clothing...
lammergeier wrote:
evhorizon wrote:
I had heard a rumor that the Defense Mods put in Clothing from BE tissue didn't work/were broken. So I ran a test with my friend and here are the results.
Before Clothing using Ranged shot only.
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
With BE clothes on - (Shirt + Pants with +16 ranged/melee defense mods)
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
I got the exact same result with the BE clothes on as I did with them off. I suppose this may be an already known bug, I just thought you guys might have an interest.
what was their BASE ranged/melee defense?
He was using Ranged shot on me. My base Ranged Defense was 75, and 107(or around there, maybe 1 or 2 off) after adding the clothes.
Not me! I recentlygot all kitted out in my complete +25 multiple garment melee/ranged defence outfit ready totake onthe level 82's with my jedi hubby and quickly realized clothes were not going to be as useful as armor which was very unfortunate for me, as I trash armor quickly and BE clothes would have been easy and free and in endless supply...
I don't know what I was thinking really. Asked HIM about it, and he said that oh yes he knew they weren't working but thought i was just trying to enter the spirit of the thing (ha!).
So ... my question is ... let's say they WERE working ... would I need armor? I am a master pistolleer/master CM and will eventually be tier 4 in the mel and ranged defence FS boxes. I'd have as high BE mel/ranged defence ... nobody can answer this can they ![]()
evhorizon wrote:
I had heard a rumor that the Defense Mods put in Clothing from BE tissue didn't work/were broken. So I ran a test with my friend and here are the results.
Before Clothing using Ranged shot only.
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
With BE clothes on - (Shirt + Pants with +16 ranged/melee defense mods)
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
322 Damage (221 since elemental isn't working as intended)
I got the exact same result with the BE clothes on as I did with them off. I suppose this may be an already known bug, I just thought you guys might have an interest.
I've noticed that there are two different numbers for damage. One is in the combat log, and the other pops up briefly on the screen. I think the one that appears briefly is the net damage after all combat damage calculations have been made. This makes data collection a bit harder, but far more accurate. Which set of numbers did you collect for your test?
/pillow Mauve
Gregorist, I believe you, but it does contradict what another dev (Blixdev) told us after the CU had gone live. According to him, for example, if a weapon (or presumably a creature) has some range of damage that it will do, the melee and ranged defenses will affect where in that range the actual damage done lies. So if the range is 100-500, someone with uber defenses may get hit for closer to 100, while someone with no defenses may get hit for the full 500.
If they ever get this stuff fixed (at least the crafting part) I'll be happy to help you test it if you're up for that.
Gregorist wrote:
Defense Mods have nothing to do with reducing damage anymore.
Defense mods are calculated in to a persons to hit and be hit ratio, so it depends on the dice roll
Per a Dev at Fanfest