Brawler Archive
Thread: How does melee defense and ranged defense reduce dmg?
I have 77 melee defense and can ASSURE YOU ..it does not good ...and beyond that it does not in NOWAY reduce 1% per
Nagorak wrote:
Melee defense reduces the amount enemies hit. It's melee defense vs melee accuracy. Toughness reduces damage.
Thanks for clarifying that =)
While it may be a simple oversight, if its not, its odd that one uses To Hit and the other doesnt
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..)
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
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).