Brawler Archive

Thread: Is the system really that bad?

one2tp
Mon Apr 19, 2004 8:19 am
#1

Im master pikeman and some doc and was master bawler also...then i figured i would go 4040 fencer to get high melee/ranged defence and the status resists that pikeman dont have much of.....ive found this to be a big mistake


Surely melee and ranged defence works great against nightspiders and other crittersbut i have over 100 in both melee and ranged defence and ALL just a little bit tough mobs hit me with every single shot or hit....so ive figured that melee and ranged defence is useless.



Guri
xUnkarNokataki
Tue Apr 20, 2004 3:56 am
#2

Maybe you should try armors


I think there's a Mob LvL Vs Your LvL too.



Lt. Xunkar Nokataki
Officier de Vol, Leader d'Escadron (Beta)
Second du 37è de Chasseurs
Forces Impériales
khamafeu
Tue Apr 20, 2004 5:04 am
#3


That makes a sick kind of sense, since one of the things I really like about this game is that it has no levels. hwta determines your lvl? Highest skill?



I'm thinking about getting the 125 defense cap and if it will be useless I'd like to know. If I want to devote 200 skill points to beeing a combat badass I want to be able to go toe-2-toe with the bad m'buggers of this game.. I'm not saying I'll solo Krayts or rampage among the Ns but I don't want to be incaped in one blow or get hit every time.



Arianrhod,


Kauri





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xUnkarNokataki
Wed Apr 21, 2004 2:30 am
#4

Well there's an "hidden" attribute in skill boxes which is called "difficulty". This skill mod determines the missions you can roll at terminals.


I'm not sure but let's say you have a "difficulty" (or level) of 15, versus a mob level 75 or more, the creature may have a bonus to hit you. Only suppositions here but it seems quite possible to me.


MoC could clarify that but I think the defense skill mod is a % (125% damage reduction) in this case there's obviously another element to take in count. MoC please ?



Lt. Xunkar Nokataki
Officier de Vol, Leader d'Escadron (Beta)
Second du 37è de Chasseurs
Forces Impériales
MasterOfCombat
Wed Apr 21, 2004 10:35 am
#5






xUnkarNokataki wrote:

Well there's an "hidden" attribute in skill boxes which is called "difficulty". This skill mod determines the missions you can roll at terminals.


I'm not sure but let's say you have a "difficulty" (or level) of 15, versus a mob level 75 or more, the creature may have a bonus to hit you. Only suppositions here but it seems quite possible to me.


MoC could clarify that but I think the defense skill mod is a % (125% damage reduction) in this case there's obviously another element to take in count. MoC please ?







So far as i know, the melee/ranged defense is a comparison vs the accuracy modifier of the attacker, with some randomness tossed in. Some modifiers, such as toughness, are actually a percentage.


I don't believe that high level mobs have a bonus against lower level mobs/players, although if they do, it's probably not as significant as their base accuracy modifier (this is why, for example, a Krayt Dragon or Axkva Min won't miss you).


I could ask one of the devs, but I'm not sure how long it would take to geta response about it.



Each box does seem to have a hidden Mission Level (or CL) bonus though, I can check what they each should be (roughly) tonight or tommorow.




Tosedred -
Teras Kasi Artist 4000 |
Master Swordsman |
Master Brawler |
Master Pikeman
JawaJoey2
Thu Apr 22, 2004 6:11 pm
#6

Each box in your proffession helps determine your "level"I beleive. I recently acquired Meditation I in TKA, and even though it comes with no chang in combat effectiveness, I noticed an increase in mission terminal payout and many mbos went from /con red to /con yellow, yellow to white, or white to blue.






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