Bio Engineer Archive
Thread: Getting feedback that Tensile Resist Tissues are useless? Is this true?
I just tested these out tonight myself.... here I was having a set of +15/15 clothing for a total of +60, went to my skills sheet fine, went to my character sheet fine. from 195/65 melee/ranged to 255/125 melee/ranged... woohoo, big boost.
Tested it on level 79, 80, and 81 gurks on lok. No dice same damage clothed, partially clothed, fully clothed. Ok, maybe creatures do a set amount of damage and they're bugged. Go back to town and /duel both ranged and melee attacks against me. Nope, nothing no changes whatsoever. I'm sorry, but BE'd melee clothing is currently broken still.
Wholfe wrote:
I just tested these out tonight myself.... here I was having a set of +15/15 clothing for a total of +60, went to my skills sheet fine, went to my character sheet fine. from 195/65 melee/ranged to 255/125 melee/ranged... woohoo, big boost.
Tested it on level 79, 80, and 81 gurks on lok. No dice same damage clothed, partially clothed, fully clothed. Ok, maybe creatures do a set amount of damage and they're bugged. Go back to town and /duel both ranged and melee attacks against me. Nope, nothing no changes whatsoever. I'm sorry, but BE'd melee clothing is currently broken still.
Melee and ranged def areNOT intended to reduce damage, they raise your defense against damage allowing you to avoid being hit more often,thereby lowering your attackers DPS.
Eronsill wrote:
One point brought up on the tailoring forums was that double masters would not see that much difference, since they were already capped.
This is incorrect.
The only thing that affects defense and damage is this:
If, before testing, the opponent has an accuracy modifier equal to your defense modifier, and both of you are the same CL, they will hit you for the average amount of damage for their weapon (that being between minimum and maximum damage, dead-center if it exists.) When your defense increases past that amount, the opponent should have less of a chance to hit you. I believe every 10 points of defense causes a 1% increase in the chance for an opponent to miss, but don't quote me on that.
This is the situation in which damage increases:
If an attacker has a higher accuracy than the opponent's defense modifier, they will deal more damage than if their accuracy modifier were the same as the opponent's defense modifier.
My ranged and melee defenses are not capped, 125 ranged, 255 melee with clothing, 65 ranged, 195 melee without.
Modifiers from clothing and other equipment give no bonus after +25. It displays in your skills, but this is incorrect. 35 points of those skills are worthless.
The initial +25 may be as well, but it might also be so little under their damage formula as to not make a noticable dent.
Seiryuu wrote:
My ranged and melee defenses are not capped, 125 ranged, 255 melee with clothing, 65 ranged, 195 melee without.
Modifiers from clothing and other equipment give no bonus after +25. It displays in your skills, but this is incorrect. 35 points of those skills are worthless.
The initial +25 may be as well, but it might also be so little under their damage formula as to not make a noticable dent.
well it doesn't just convert over to my skill screen. It also converts over to the character sheet, so I don't know. I'd love to get an update on this as the dev's initially said that there were no skill caps any longer, just diminishing rewards.
For the people saying it makes no difference to damage that's incorrect. There's a damage bonus or penalty depending on the difference between the attackers accuracy and the defenders defense. It's of the formula:
((Accuracy - Target Defense) * (Max Damge - Min Damage) * 0.00066255)
So two Novice Brawlers with a 20-120 damage combat staff would see:
10 - 10 * 120 - 20 * 0.00066255 = 0 // no clothes
10 - 35 * 120 - 20 * 0.00066255 = -1.6 // capped +25 clothes
Which doesn't appear to be the case. Given the fact that Survey clothes don't work, the food defense foods don't appear to do anything, we still have BF tissues in game, it's not that surprising.
/shrug
Message Edited by Kivrin on 08-31-2005 09:21 AM
Wholfe wrote:
Seiryuu wrote:
Modifiers from clothing and other equipment give no bonus after +25. It displays in your skills, but this is incorrect. 35 points of those skills are worthless.
The initial +25 may be as well, but it might also be so little under their damage formula as to not make a noticable dent.
well it doesn't just convert over to my skill screen. It also converts over to the character sheet, so I don't know. I'd love to get an update on this as the dev's initially said that there were no skill caps any longer, just diminishing rewards.
This has to be one of the most misunderstood comments from the devs since the CU. The devs have stated, time and time again that the cap to skill mods is still, and always has been, +25. The fact that your skill sheets and character sheets display more is nothing more then a visual glitch that has been around since launch. The devs DID remove caps to skills. IE, pre CU melee and ranged defense hada definite cap of +125. Now they can go as high as your skills allow, with diminishing returns kicking in at a certain point. But BE clothing, clothing attachments, and armor attachments are capped at +25 totalfor any given skill.
Frogmorton D'Argent
Seiryuu wrote:
Thank you for explaining it for me Frogmorton.
The terminology is confusing, but the skill caps from stacking profession skills and the caps from equipment are different. The latter still exist.
The character window references the same thing as the skill window, which is why you see the incorrect information in both places. The limit is still +25 and the devs have acknowledged this several times since the CU.
there is an exception to the +25 cap...
food, drink, and squad leader bonuses can go BEYOND the +25 cap for SEA's and tissue modifiers.