Bounty Hunter Archive
Thread: Defense Question
-UF-GmAnOo5
Thu Jul 01, 2004 10:09 am
#14
i agree...but MBH really isn't a good idea anymore with the weapon delay's....they are forcing us to be dbalers...
Utess
Fri Jul 30, 2004 1:24 pm
#15
oh and Dodge/Counter-Attack/Block/Defensive Accuity/Lightsaber Blockare all weapon specific secondary defenses. They will only work when the appropriate weapon of the profession you got those mods from is equipped.
However, you can stack the mods between like professions. In other words, if you get Dodge from pistoleer and fencer, whenever you have *either* a pistol or 1h sword equipped, you will get the full stacked dodge mod(up to 125).
Also worth noting, there are two chef foods that give dodge bonuses. That dodge is *not* the same as pistoleer/fencer dodge. It is simply boosts the chance that an attack will miss you(like melee/ranged defense) and will work for any profession.
EDIT: Center of Being(melee skill) also temporarily booststhe appropriatesecondary defense for the weapon you have equipped beyond the 125 cap. This is why, for example, a Pistoleer/Fencer combo using center of being is so hard to hit.
Message Edited by Utess on 07-30-2004 04:26 PM
burgessj
Fri Jul 30, 2004 10:02 pm
#16
Sorry to hijack, but I think your question has been answered, and I have a question that has been bothering me for some time along the same lines as your question.
If I hit the cap at 125 (say in melee defense), what does this mean. Am I now "unhitable" with melee attacks. It is obviously not a percentage, so what does it stand for. Or if I get 125 in dodge, willI dodge every shot. Just trying to figure this out....
Ka'lah
Rodian-Hunter
Sat Jul 31, 2004 12:51 am
#17
Ok i know all defenses cap at 125 but then i just read with armor plates and be clothing they can go to 150? Isn't it pointless to watse your money on those clothes if they cap at 125 or is 150 the real cap if anyone has an answer that would be great. Oh and if you have alot of dodge will it only work if you have a 1 handed weapon out or a pistol?
thanks
Atama
Sat Jul 31, 2004 2:46 am
#18
"If I hit the cap at 125 (say in melee defense), what does this mean. Am I now "unhitable" with melee attacks."
It just means you can't improve it any more. I've hit the cap in both ranged and melee and I sure am hittable LOL.
"It is obviously not a percentage, so what does it stand for. Or if I get 125 in dodge, will I dodge every shot."
Here's the deal. Before there were caps, people would get extremely high amounts of melee/ranged defense and dodge (or counter or block). This would be from mixing the defense skillboxes from 4 or 5 professions. It was so bad that these people were practically unhittable, in fact one person on my server was so defensive that he was nearly banned for exploiting until he proved that everything he did was fully legitimate, he just took advantage of an oversight in the system. So, they changed the system.
Let's just say that at +125, you are pretty hard to hit, but not nearly impossible to hit. That cap was chosen specifically as a compromise for defense stackers and those trying to fight them.
DRAGONFETT
Tue Aug 24, 2004 5:59 pm
#19
If i am using a sword or ph or scythe (2-handed) and have master footwork in fencer, does the defense vs knockdown count? does it actually add to my defenses even tho im not using 1-handed?
mrubino723
Sun Feb 20, 2005 2:08 am
#21
does dodge and the melee def associated with fencer and TKA only count when you have weapons for each profession equiped? or does the def mods count all the time?
Orangetoe
Sun May 22, 2005 7:59 pm
#22
When I equip a lightsaber I lose some of the defences i gained from the novice defense box. Is this working as intended? Sorry if this is a noob question as I am only Sabers 0101 and 2 other novice boxes.
Reich
Sun May 22, 2005 8:00 pm
#23
you arent loosing def from novice def your loosing them from unarmed
Jediknight2k1
Sat Jul 23, 2005 6:15 am
#25
Derik wrote:
I've been searching for 2 days now trying to get a better understanding of the defense system with regards to innate armor, force aura, and force armor. From what I gather it is relatively easy to cap your defense mitigation by using a combo of these three skills. After reading many many posts and getting snippets of information I am still confused and am hoping for a consolidated answer from this active community. Specifically I'm wondering:
1. What is the mitigation cap...10000?
2. What is the increase from force aura/improved force aura? 40%/60%?
3. What % of normal damage does improved force armor absorb or is it also a mitigation % increase?
In order to make a slighty better tank, and ignoring the affects of armor breaks, I am deciding if dropping 4xxx healer to 3xxx and picking up xx2x defender will be enough defense to cap with an existingMLS, Menh templateor if I should just keep 4000 healer.
Thanks for your inputs.
Innate armor cap is 10000
Force Aura is 250 defence and Improved Aura is 500 Defence.
Force Armor is +40 Jedi Armor which stacks on top of your innate armor. With Nov Defender it is 7000 armor orr 52% migitation.