Brawler Archive

Thread: Toughness

Verhoffin
Thu Aug 14, 2003 6:00 pm
#1

So what exactly does toughness do? Does it basically act as Kinetic resistance?
Chaed_Arelk
Sat Aug 16, 2003 4:01 am
#2

If I got it right, acts like a abrosb/defense bonus while using that weapon



Eain Rathair
~ Master of Melee ~
~ Warrior, Guardian, Friend ~
Peace is a lie, there is only Passion. Through Passion, I gain Strength.
Through Strength, I gain Victory. Through Victory, my chains are broken.

The Force shall set me free.


Zemsta
Sat Aug 16, 2003 4:44 am
#3

each point of toughness gives 1% dmg resist all
IamDaniel
Sat Aug 16, 2003 6:46 am
#4

I've almost positive it's not resist all, but rather only melee damage. I've tested this against yellow and red con Rebels when I do missions. If I happen to come across 1-2 yellow con Rebels that are melee they usually do about 100-200 damage to me. If a yellow con Rebel had a gun, I would easily take 300+ damage a hit, that is why fighting gunner npcs are so hard. They hit hard, and if you try to engage them in melee, they start kiting you.
Verhoffin
Sat Aug 16, 2003 6:32 pm
#5

So in other words each point of Two-Handed Toughness = Kinetic Special Protection when I have a 2H weapon equipped?
ArkMindSpear
Thu Aug 21, 2003 7:40 am
#6

I don't know why it just occured to me, but could it be possible that pikeman only get +4 to toughness becouse pikeman START with a higher toughness than other people? It just occured to me becouse in the last big patch they changed our speed modifiers we get from +15,+20...to +15,+15.....some people were angry. And others reported that after the patch their characters seemed to swing faster than before. Could it be that they took the +5 and moved it people base stats?


This could be the same with toughness, and if they do bump it up, you will probably notice your guy taking more damage before you gwet the bonuses.


Just seems pretty likely this is the case.


Ark




My vision for TKAs....
http://www.imagedump.com/index.cgi?pick=get&tp=68040
Maverick315
Sun Nov 23, 2003 11:14 pm
#7

I posted this in the discussion forum, but felt that I should re-post it here.


My character is TKA 4/2/3/3, Novice Pistoleer, and Smuggler 0/3/1/0. Why is it that whenever I fight unarmedI am tougher than nails, but the second I equip a pistol I become the biggest wuss ever born? If I am a tough SoB from all the fighting I've done, it shouldn't matter what I'm holding in my hand. I understand that all the toughness mods are sepperated to keep them from stacking and allowing someone to have uber 100% armor to everything, but why does unarmed toughness have to only apply when fighting unarmed (or 1h while 1h etc...)? Why can't it just be that no matter what weapon I have out, my highest toughness mod can't be applied? If I have +35 unarmed toughness and +30 two-handed toughness, damage should recieve a 35% reduction no matter what weapon I have equipped. The same should apply to the new center of being mods.




Bria-Varien: TKA, Pistoleer, Smuggler, and wanderer.

It's nice to be wanted, even if it is 'Dead or Alive'

"Teras Kasi are leathal, nearly impossible to knock down or unbalance"
"Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

-Page 267, SWG Strategy Guide
Belce2
Tue Nov 25, 2003 8:28 pm
#8

Commandos are derived from unarmed and marksman trees. In our unarmed skill tree we get unarmed toughness, meaning melee damage against us unarmed is mitigated. The use of 3 of our trees, gernades, flame thrower and heavy acid rifle require us to be within melee range to use effectively. How about some flamethrower and acid rifle toughness somewhere in our skill tree as melee defense, which is less than any elite profession, only affects hit/miss. Riflemen, pistoleers and carabineers all get superior melee defense within their skill trees and while carabineers and riflemen get similiar damage mods for melee combat compared to us, they don't require any melee skills to get there. We have melee skills and are supposed tobe tougher soldiers than carabineers and riflemen,why not have a little toughness to help mitigate the huge damage adds for our weapons high in our skill tree.
tex77
Tue Nov 25, 2003 8:45 pm
#9

That makes too much sense, so it will never happen. Plus, everyone knows that commmandos are way too poweful already, so weNEED to be killed every time we get slapped in the face. And the delay between specials isnt that bad.Plus,HAR works wonderfully. Did I miss anything? If so, someone will mention it, they always do. Im just glad im old enough to remember when Nerf was a toy, not a way of life.



Morvo


Commando 0/0/1/0


CH 2/2/2/2


Medic 0/0/2/0




Morvo
StarNick
Tue Nov 25, 2003 9:43 pm
#10

ive noticed HAR does work from time to time, but occassionally you'll notice a 20 sec delay here and there...and the main thing: no AP, and compared to FT in general..it..sucks (yet it uses same style specials, same style weapon, yadda yadda)


anyways, thats what a commando IS..an all around guy...we should get melee def. and toughness..but we really dont...instead, we have a 2.5X damage modifer vs us with melee....go figure




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Mohrravvian
Tue Nov 25, 2003 10:54 pm
#11

I totally agree with this! In fact, I suggested a Toughness rating for Commandos in the "Top 5 Issues" thread. Mayhap you should also go and suggest this there... the more the merrier, I always say!



MOHRRAVVIAN - CHILASTRA
Commando 0-1-4-0, Pistoleer 0-0-4-3, TKA 2-0-1-0, Master Marksman,
Smuggler 0-0-1-0, Medic 2-1-4-0, Brawler 4-0-0-0

ALOR - VALCYN
Novice Pistoleer, Smuggler 0-0-0-2, Marksman 0-4-0-4, Medic 2-0-4-0
Scout 3-3-2-1, Brawler 2-0-0-0
Belce2
Wed Nov 26, 2003 8:57 am
#12

already done
EcadMistflier
Wed Nov 26, 2003 9:11 am
#13

Well, I have found that the new bonuses to Master have actually helped quite a bit. If all of our weapons actually worked and had the punch they should have our adversaries would not be around long enough to present much of a problem. Give grenades and the LP a AoE of Stun or Blind then finish them off with either the Flamethrower or HAR (that worked). Perhaps a Dodge abilty would be helpful.



Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
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