Bio Engineer Archive
Thread: Defense Mods Working?
That is you Dodge skill working overtime. The Pistoleer Dodge skillis a nice thing but sometimes it is too good. If you happen to want to run for cover because of too many attackers half the time you will not get very far becasue you keep stopping to Dodge.
If you really want to see some dodging make Master Pistoleer and go to Fort Tuskin and jump in the middle of a bunch of tuskins shooting Fan Shot. With good armor and doctor buffs you can really tear some stuff up.
On that same note, try starting at the bottom cave entrance and running to the top and see how fast you go with all the Tuskins shooting at you as you run through. You will spend a third of the time dodging and the rest running.
Message Edited by perfavorebasta on 09-15-2005 01:37 AM
perfavorebasta wrote:
two it doesn't lower dmg it increases the chance to miss thus lowering the opponets dps.
wrong.
having a higher melee def will cause also a dmg reduction as the weapon's damage is moved to the min damage when you compare attacker's accuracy to defender's defence.
For example, let's usea hammer with 400-1000 and a tka target.
when the swordsman hits the tka he will cause let's say 800dmg. If the tka activates CoB adding 500melee def, the ratio accuracy/defences will drop and the effective damage will be moved in the direction of the 400 minimum dmg of the hammer, so the swords will cause 450-500 dmg. The same should work with def food and BE clothes. Anyway, for some bug they are working only sometimes. Equip/unequip works till you cross a server line.
Forgot to say that of course the chance to miss will be higher
Message Edited by perfavorebasta on 09-15-2005 01:37 AM
went back and re-read dev post. you actually explained it better. thank you. the min dmg thing was confusing me.