Brawler Archive

Thread: How does melee defense and ranged defense reduce dmg?

Hydez
Mon Sep 15, 2003 8:26 am
#1

Any1 know how melee defense and ranged defense reduce combat dmg taken?
Kioshi88
Mon Sep 15, 2003 3:27 pm
#2

I think it's 1% negated per point in it, but I have no proof. I'd really like to know if this is true.



Zee
Duelist (4/2/0/2)
Member of the Divine Light
JustinSane007
Mon Sep 15, 2003 3:37 pm
#3

To my knowledge, its a direct percentage.



JustinSane - Master Carbineer/Musician - Chilastra
Ororji - Master Musician/Teras Kasi - Kettemoor

CH, Marksman, Scout, Carbineer, Bio Engineer, Medic, Combat Medic, Merchant, Artisan, Dancer, Image Designer, Entertainer, Musician....all to get to Jedi.
Hydez
Mon Sep 15, 2003 7:17 pm
#4

Cool thx for the reply guys. Hm then that'll make TKA masters very high on defense like 30%+ reduced dmg from range and melee attacks
Hydez
Mon Sep 15, 2003 9:10 pm
#5

Hm I've done a bit of thinking abt this. Don't think its 1% less dmg per point in defense. Tka's havaround 40%melee defense, in that case when they wear a set of 50% kinetic chitin armour they'll hav around 90% kinetic resist? They'll be able to tank kimos and krypt dragons if so.....so therefore one pt of defense does not mean 1% in defense.
Concerned
Mon Sep 15, 2003 9:48 pm
#6

I have 77 melee defense and can ASSURE YOU ..it does not good ...and beyond that it does not in NOWAY reduce 1% per




ROFLMAO you guys still play SWG
Nagorak
Tue Sep 16, 2003 2:20 am
#7

Melee defense reduces the amount enemies hit. It's melee defense vs melee accuracy. Toughness reduces damage.
Kioshi88
Tue Sep 16, 2003 8:43 pm
#8






Nagorak wrote:
Melee defense reduces the amount enemies hit. It's melee defense vs melee accuracy. Toughness reduces damage.




Thanks for clarifying that =)



Zee
Duelist (4/2/0/2)
Member of the Divine Light
Wise_Old_Jedi
Wed Sep 17, 2003 9:48 am
#9

Its hard to say exactly because the wording on ranged defense and melee defense is different. Ranged defense says "defense against To-hit" while melee says "defense against melee attacks".

While it may be a simple oversight, if its not, its odd that one uses To Hit and the other doesnt
DukeHondo
Thu Sep 18, 2003 10:14 pm
#10

yea, it's an oversight..


But these are the guys who called Carbineers several things


Carbinier on some titles


Carbineer on others


Carbineere on others(Or was it Carbinere? Or Carbiner? I forget..)




Hondo (Radiant)
Yoda - Lineage 2 (Kain)
Robinhood/Hondo - Lineage 1 (Dep/LoA)
Hondo - Guild Wars
Hondo - World War 2 On-Line
Valkari-TKM
Fri Sep 19, 2003 4:56 pm
#11

yep reduces the other guys chance to hit you, not the dmg he does, thats what toughness does.


pistoleer for example has 105-125 acuracy available to them, if you have 50 ranged defense, then they shoot you as if they had 55-75 acuracy. From this stage im not entirly sure how the to hit rolls are done.


is that considered 55%-75% chance to hit, or is that always 1% chance to hit +an aditional 55%-75% chance to hit making it 56-76% or what.


but i do know it makes the other guy miss more, wouldn't it be nice if we could intimidate players =) hehe




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

-Nex
Sun Sep 21, 2003 12:50 pm
#12

Chance to Hit = 0.66 + (Accuracy Skill Mods - Ranged Defense Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)


where skill mods are expressed as a percent (+112 rifle accuracy = 1.12) and the total capped at 95% (and probably 5%, but no data on that). I'm not positive on the constant (it's somewhere between 0.32-0.35) and the average from the data is actually closer to 0.34, but I chose the 'nice' value nearest to the calculated. I'm not positive where the style mod applies, but since we can only calculate relative effects it really doesn't matter.


Working backwards, the tumble mod seems to be about -8%. There's a lot of uncertainty here, though - could reasonably be +/-3%.


Some calculations (i.e. proof). With my rifle, my raw chance to hit (ignoring posture, state, and specials) works out to 66+ (112 (skill) - 63 (range))/2 = 90%. My chance with the pistol is 66 + (60 - 70)/2 = 61%. My first target's (Ali'qui) defense is either 18% (when grouped with me - this is 30+6 divided by 2) or 3%, and the second target's (Nezlok) defense is either 16% or 1%.


Some tidbits (assuming I'm right, of course):


- Being prone is equivalent of +60 accuracy.


- BS2 is the equivalent of +50 accuracy.


- Ranged Defense works to exactly nullify accuracy.


- Target being prone is only -25 accuracy.


- Target tumbling is about -20 accuracy. (not sure if it affects shooter)


Note that sets C1 and C2 are about 5% larger than expected, while set C3 is right on the money. The difference is that C1/2 were done with -autofire-. Ali'qui has +10 creature to-hit - which only works when using autofire (implied by the description). So, the most logical conclusion is that


*creature to-hit works in PvP (and by extension, humanoid mobs)*


and it works like any other accuracy modifier. This perfectly explains the 5% descrepancy (which had me scratching my head for a few minutes, before I realized it was exactly half of the c2hit mod).


Body shot 2 operated exactly as expected (+50 accuracy, or +25% net bonus).


- Pistol Accuracy While Standing seems to stack properly.


- DT/FS/SS/BS1 all seems to have +50 accuracy (same as BS2).


- Kip-up shot has +40 accuracy (definitely lower than the DT line).

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