Brawler Archive

Thread: So, How do these modifiers work??

MarshalCreed
Tue Dec 16, 2003 2:06 pm
#1

How does Melee defense and ranged defense work in the game?


How does accuracy work?


How does the def vs stun/dizzy/knockdown, etc. work?


What do all the numbers add up too? I have over 100 in ranged defense but so what, I have no idea how that impacts the game. Same goes for the def vs "everything". How does this add to your ability and how is it countered by your PvP opponent? Is this a closely guarded trade secret or just to keep us from pointing out more bugs? Please do tell. Will help in developing my character as I will not do the Jedi crawl.




Roboute Guilliman
Imperial Major
Northern Storm Command
-NOS-
Tue Dec 16, 2003 4:31 pm
#2

I will answer all your questions for ya. U feel a little bit foolish because you seem to be an advanced player and a veteran of these forums, but I guess we all need to find out sometime.

melee/ranged defense:
these defense lower the accuracy of your oppenent. The higher this skill mod is the more likely your oppenent pvp or pvp is to miss you while attacking. so with you 100+ ranged defense people are going to be missing you a great deal.

accuracy:
This is pretty self explanitory, the higher your accuracy is the more likely you are to land a succesfull hit. So in order for someone to hit you they would need to have VERY high accuracy.

defense vs. states (stun/dizzy/kd):
This defense will determine how likely an appriotate attack is to 'stick' a state to you. If a state 'sticks' that means that has a effected you are you are now_____(stuned,dizzied, knocked down). If your defense vs kd is say...50 (pistoleer) then you are practically immune to knockdown.

hope this helps





Mandalo :-: Master Mandalorian

"Hard work nver hurt anyone, but why take the chance?"



-NOS-
Tue Dec 16, 2003 4:32 pm
#3

bah, wish I could edit. the 2nd sentence should read, "I feel a little bit foolish...





Mandalo :-: Master Mandalorian

"Hard work nver hurt anyone, but why take the chance?"



MarshalCreed
Tue Dec 16, 2003 8:05 pm
#4

Great, thanks!




Roboute Guilliman
Imperial Major
Northern Storm Command
CLab2021
Tue Dec 16, 2003 11:41 pm
#5

What about how Accuracy and your Weapon range mods.


Example, My LVA has -55 range mods. Im not sure what my Accuray with Pikeman is, but sya its 30. How do those relate?




J.I.A.S.F.C
MarshalCreed
Wed Dec 17, 2003 12:59 pm
#6

Good point, along that line are the power ups with point blank range good to try and fix the accuracy issue on pikes?



Roboute Guilliman
Imperial Major
Northern Storm Command
StGabriel
Wed Dec 17, 2003 4:26 pm
#7

A fellow named Noules did some testing of the accuracy/defense situation and came up with a fairly reliable formula:

chance_to_hit = 66% + (defense-accuracy)/2 + situational_modifiers

Where situational_modifiers could be your position, whether you're moving, a bonus from the special you use, etc.

TKM's with master brawler have a +210 accuracy. This makes it very hard to have enough melee defense for them to actually miss you. Nearly the same for master brawler/master fencers with a +155 accuracy.

It is believed that status bonuses give a flat chance to resist. A 50 defense vs. knockdown should yield a 50% chance to resist a knockdown. I haven't seen any hard numbers on this however.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

StGabriel
Wed Dec 17, 2003 4:29 pm
#8

Here is a link to Noules00's testing data on accuracy/defense.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

CLab2021
Wed Dec 17, 2003 10:25 pm
#9

Thanks Gabe, geese this game can be overly confusing at times...almost to indepth and layered



J.I.A.S.F.C
MarshalCreed
Thu Dec 18, 2003 2:05 pm
#10

I like it though.



Roboute Guilliman
Imperial Major
Northern Storm Command
MarshalCreed
Thu Dec 18, 2003 2:06 pm
#11

StGabe, what is your character anyway? You seem to have a lot of knowledge and experience. I am sure you are at the end game for your character, please tell.



Roboute Guilliman
Imperial Major
Northern Storm Command
StGabriel
Thu Dec 18, 2003 10:25 pm
#12

StGabe, what is your character anyway? You seem to have a lot of knowledge and experience. I am sure you are at the end game for your character, please tell.

My main is a TKA/Fencer/master brawler at the moment. I've been considering dropping most of TKA for Swordsman and will probably do this eventually. I just like the idea of an all swords character. My alt is a master weaponsmith/swordsman and so I have a bit of experience with swordsman as well, although not the endgame. Recently I've been hunting primarily nightsisters (the new nightsisters are a lot of fun) and I've been collecting lances to start a pikeman eventually. I figure it'd be nice for my position to have mastered all of the elite melee profs.

I'm hoping that the future weapon balance (which I have word may not happen until February), will offer some better options for using swords instead of gaderiffi's and power hammers. If that happens then I'll definitely switch to fencer/swordsman.

I've played a lot of the various melee combos but mostly I spend a lot of time trying to understand the game mechanics. You can only understand so much before you actually try out a profession and see how all of its components add up in the field though.

I only recently went through the fencer tree, for example. I thought fencer was mostly overrated. Well it is certainly overrated but it's a lot better than I had thought it would be. Part of that is that after playing TKA for a while, I under-estimated the value of bleeds, but there is some talk of "balancing" them now. On the other hand, Dodge/CoB isn't as great as people make it out to be. It's good, but I suspect that some combos that stack several professions are what have caused a lot of the invincible fencer stories.

Anyway, I'm rambling, which probably means that I'm just looking for an excuse to not work, and so I should get to that.

StGabe.

Message Edited by StGabriel on 12-18-2003 09:29 PM



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

MarshalCreed
Fri Dec 19, 2003 10:05 pm
#13

Nice,


Well, the dodge stories are true as ppl like to master fencer and pistoleer. I for one wont, I am pure melee and nothing else except novice medic.


I am currently at 4/4/4/2 in Fencer and 2/3/4/0/4 in TKA and am working on swordsman now (currently at 0/2/1/1) and novice Pike too. I will take the combat xp gained from swordsman and put it in my fencer so I can master that. However, now that I am using my swordsman skills I actually like it better than fencer. So, I might drop all but the def mods in fencer and go on to master sword instead and use that as my damage profession.


ANyway, I want to master all of the elite melee professions and then, pick one class to master as my damage profession and take all the defensive mods from the others.




Roboute Guilliman
Imperial Major
Northern Storm Command
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