Brawler Archive

Thread: Do Skill/Defense points actually stack between Professions ?

Skydiver01
Thu Jul 15, 2004 4:05 pm
#1

I thought they "nerfed" this many moons ago.


I can remember people running around with a Pistol with Pistolier skills and some other Brawler Elite skills and they would stack. Problem was the stack made it very possible for that person to actually become untouchable.


I knowthe points from diff professions will show combined in the skills window but in fact they are not. Just like it can show +210 points in any one skill but in fact it is capped out at +125 . . . . .


I'm a bit lost and yes I'll keep looking in the old threeds where the answer may be.


Thank you all in advance . . . .




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Excite

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cloudshaper
Thu Jul 15, 2004 4:09 pm
#2

no they dont



cloudshaper
Cartouche
Thu Jul 15, 2004 9:24 pm
#3

Defenses stack up to 125. This is true of melee defense, ranged defense, block, dodge, counter-attack and, I believe, state defenses as well.


Cartouche



Cartouche
SmuuthAzz
Sat Jul 17, 2004 4:11 am
#4

:stormtrooperefenses do stack above that. I have seen Pistoleers/Fencer viturally to untouchable they look like a damn bunny with thier dodge but most of the tiem elite careers will have high enough accuracy to get in a few good hits



"Quitting game if the combat balance makes jedi any stronger, and if melee professions become underpowered"
Skydiver01
Mon Jul 19, 2004 3:34 am
#5

Akay some mixxed answers. Anyone else for some more input ?

I now know that all of the State Defenses stack up ((Defense Vs Dizzy and so on)).

I'm still not sure of Melee Defense, Ranged Defense, Comat Equilibrium.

So far what info I've found tells me Dodge, Counter Attack, Block and so on are not stackable.

I remember a nerf many months ago that stopped the ability to stack the main Defense skills. Thats why we no longer see Pistoleers running around fighting and comming out of even the heaviest of fights untouched.


I'm not 100% certain just what all is(Defenses) still stackable. . . . .




________________________________________________________

Excite

Like a midget at a urinal, you have to stay on your toes !
Saggis
Mon Jul 19, 2004 5:29 am
#6

To my understanding, the cap at 125 is still in effect.

As far as stacking, all defensive points stack EXCEPT the specialized ones. i.e.: counterattack, dodge, and block.

Counter-attack for swordsman will stack with carbinner counter-attack. However, If you have master swordsman, master fencer, you can only have the ability of the weapon you're weilding...either counterattack, or block.



Sagus
Starsider
Skydiver01
Mon Jul 19, 2004 5:45 am
#7

Ah okay. I thank you. Now we're onto something.




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Excite

Like a midget at a urinal, you have to stay on your toes !
Tamra-Lonir
Tue Jul 20, 2004 3:26 am
#8

I believe that if you have 105 dodge you will have that dodge no mater the weapon you are using, same with counter attack and block which is why people go fencer TK at the moment, this is meant to be being taken out in the CB but that wont be until next year at the earliest. At the moment every thing else stacks but caps at 125 except speed, that has no actual cap but you can only attack once a second.
UglyBovine
Tue Jul 20, 2004 8:51 am
#9



Tamra-Lonir wrote:
I believe that if you have 105 dodge you will have that dodge no mater the weapon you are using, same with counter attack and block which is why people go fencer TK at the moment, this is meant to be being taken out in the CB but that wont be until next year at the earliest. At the moment every thing else stacks but caps at 125 except speed, that has no actual cap but you can only attack once a second.




That's pretty inaccurate in some areas.

If you have 105 dodge, you will have 105 dodge whether you're holding a pistol or a fencer weapon. As soon as you switch to unarmed or another weapon, the dodge modifier no longer applies, because the chance to dodge is not calculated if the incoming attack scores a "hit" (dodge, block and counter-attack are only rolled for if you are going to be hit if you fail the roll). These weapon-specific mods stack between weapons that use them up to the 125 cap.

State defences stack up to the 125 cap (which is why people pick up fencer - they have awesome state def)

Melee and ranged defence stack up to 125.

Accuracy is weapon-specific, but "general ranged accuracy" and food stack with it. It's not capped at 125 however.

The speed isn't capped, but as Tamra says, you can't go any faster than 1 per second. All attacks with all weapons hit 1 per second with +100 speed. Any more is a waste of time. This is the fault of the algorithm used to calculate speed, which basically pays off big the closer you get to 100. (Ever wonder how riflemen spam specials at 1/s with a 7.7 speed rifle? They get +90 speed at master, only needing +7 in tapes to be able to spam every special in the game with an 8.0 speed rifle. Pistoleers by comparison, only get +74 at master, meaning they have to find a lot more speed tapes to cap with slow specials)



Eilyra
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HardwiredXMan
Sat Jul 24, 2004 7:00 am
#10






UglyBovine wrote:





Tamra-Lonir wrote:
I believe that if you have 105 dodge you will have that dodge no mater the weapon you are using, same with counter attack and block which is why people go fencer TK at the moment, this is meant to be being taken out in the CB but that wont be until next year at the earliest. At the moment every thing else stacks but caps at 125 except speed, that has no actual cap but you can only attack once a second.






That's pretty inaccurate in some areas.

If you have 105 dodge, you will have 105 dodge whether you're holding a pistol or a fencer weapon. As soon as you switch to unarmed or another weapon, the dodge modifier no longer applies, because the chance to dodge is not calculated if the incoming attack scores a "hit" (dodge, block and counter-attack are only rolled for if you are going to be hit if you fail the roll). These weapon-specific mods stack between weapons that use them up to the 125 cap.

State defences stack up to the 125 cap (which is why people pick up fencer - they have awesome state def)

Melee and ranged defence stack up to 125.

Accuracy is weapon-specific, but "general ranged accuracy" and food stack with it. It's not capped at 125 however.

The speed isn't capped, but as Tamra says, you can't go any faster than 1 per second. All attacks with all weapons hit 1 per second with +100 speed. Any more is a waste of time. This is the fault of the algorithm used to calculate speed, which basically pays off big the closer you get to 100. (Ever wonder how riflemen spam specials at 1/s with a 7.7 speed rifle? They get +90 speed at master, only needing +7 in tapes to be able to spam every special in the game with an 8.0 speed rifle. Pistoleers by comparison, only get +74 at master, meaning they have to find a lot more speed tapes to cap with slow specials)





I've been seeing people post this about def vs mods stacking and capping at 125. I would like someone to prove this is the case. Yes they do stack but it has not been proven that they cap at 125. TH made a post somewhere about 4 or 5 months agothat MD, RD, block, counterattack and dodge cap at 125. the same thing was stated by a dev in a dev chat transcipt on swgwarcry.com about these.


I have not seen anywhere in these forums or otherwise where a dev, csr or SOE rep has said that def vs mods cap at 125. TH was specifically asked about this and he chose not to answer it because he honestly didn't know. He said he would check on it but has never given us an answer....unless I missed that post (I was gone on vacation for a month in june so could have gotten by me).


first of all, It doesn't matter if they stack or not because really when you think about if youhave 200 def vs whatever it will not make you invulnerable like the other defenses did when stacked.....so it doesn't create a difference making imbalance in pvp.Then in pve....well, you can win there if you where buke naked, standing on one leg, looking at a girls breast, drinking a beer with one hand and holding the mouse in the other.


Anyway, if anyone has proof a def vs mods capping at 125 and it was stated by a reliable or official source, please post a link to it.......otherwise, don't post what you think is the truth about any of SWG's calculations, programming or whatever. It only creates confusion, arguments and small but yet significant problems to the community as a whole.


The only thing worse than wrong information is information that is wrong but is believed to be the truth. Not saying that it is truely wrong.....I just want proof! that's all.


other than that, UglyBovine, great post.
Ewah_Krue
Tue Jul 27, 2004 6:55 am
#11

I agree to a point. Since I'm new to the pvp scene, I think the information above is a good start point for people as myself. It's true I havent seen any official postings on the stacking question, but now I can at least try different professions to see for myself.

It would be nice for the Dev's to make an official statement to answer our questions. If they already have, then can someone point us in that direction.


Thanks,

superbike
Wed Jul 28, 2004 9:38 am
#12






Tamra-Lonir wrote:
I believe that if you have 105 dodge you will have that dodge no mater the weapon you are using, same with counter attack and block which is why people go fencer TK at the moment, this is meant to be being taken out in the CB but that wont be until next year at the earliest. At the moment every thing else stacks but caps at 125 except speed, that has no actual cap but you can only attack once a second.





i think the dodge your seeing as a tk is your defense acuity, the change to dodge, block, or counter that tk has. ima master fencer master sword, master brawl tk 2304. when ever i switch to unarmed to get a stun state landed i get pummeled. when i fight night sister eldersi start out with sword and switch to fencer when i want to regenerate my ham. then back to sword for more damage. my fencer dodge is not noticable when i use sword or my tk stuff



i am smuggler, fear my cork guns
episode II: i am no longer smuggler i no longer fear the cork guns or the delay on the delay for the revamp.. leave a message after the beep when revamp comes and then i shall return. but then maybe i will show them and do a delay on my return.. ha!!! take that soe (if they have not frustrated me more then i already am)
Whatspeakyou
Wed Jul 28, 2004 3:19 pm
#13

melee and ranged defense stacks throughout all classes. (up to +125)

Class-based defense (fencer-dodge, swordsman-counterattack, ect) can only be used with that weapon, however if you have added dodge (or whatever) from another profession (master fencer with pistoleer dabble) it will stack up to +125.

As it goes fore defenses against dizzy, kd, posture change, ect... they stack. They have to. I use swordsman against jedi and i RARELY get dizzied and getting kd'd or posture changed happenes even more infrequently than getting dizzied, and swordsman just doesn't have the kind of defenses to support that.

Message Edited by Whatspeakyou on 07-28-2004 05:19 PM



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