Carbineer Archive

Thread: State Defenses vs Range/Melee Defenses

AdmiralSpy
Sun Oct 24, 2004 9:02 am
#14






Skinned wrote:


All in all, State def > Melee/Ranged def, unless you have a metric *&$^ton of it.




As a general side note,just wanted to point out that even with capped out Ranged and Melee defenses, it's not all that great.


Before they fixed defense stacking, ranged and melee defense didn't havea hard cap, which meant that a Rifleman/Fencer or Rifleman/TK was near-impossible to hit. I forget the exact calculations, but it was estimated that even if someone boosted their accuracy to the max, *only* the minute "dice roll" random factor of hitting your target was factored in. Some 5% chance or so.


It's really where the whole stigma of Ranged/Melee defense came from. It used to be godly. As soon as those two primary defenses were capped at 125, though, stacking like that became drastically less effective. Some people still hold on to the belief that it works, but after considerable testing against a Fencer/TK/Pistoleer/Rifleman (a friend of mine basically tried to max both stats out as much as they could), they'd still get hit far too often.




Addy | 'Addy
ex-Photographer
Forever Carbineer
Feyrbrand
Sun Oct 24, 2004 1:46 pm
#15

I'd go with state defenses.


Why? Because you don't get enough melee / rangeddefense to make it worthwhile


The +40 stun / blind / dizzy helps, and so does the +50 KD / +20 PD from Pistoleer (if you have BH Carbines / Carbineer)


Those defenses have saved my ass more than once, let me tell you that much



I'm gonna light you up like
TRON
TAfirehawk
Sun Oct 24, 2004 2:51 pm
#16






AdmiralSpy wrote:





Skinned wrote:


All in all, State def > Melee/Ranged def, unless you have a metric *&$^ton of it.




As a general side note,just wanted to point out that even with capped out Ranged and Melee defenses, it's not all that great.


Before they fixed defense stacking, ranged and melee defense didn't havea hard cap, which meant that a Rifleman/Fencer or Rifleman/TK was near-impossible to hit. I forget the exact calculations, but it was estimated that even if someone boosted their accuracy to the max, *only* the minute "dice roll" random factor of hitting your target was factored in. Some 5% chance or so.


It's really where the whole stigma of Ranged/Melee defense came from. It used to be godly. As soon as those two primary defenses were capped at 125, though, stacking like that became drastically less effective. Some people still hold on to the belief that it works, but after considerable testing against a Fencer/TK/Pistoleer/Rifleman (a friend of mine basically tried to max both stats out as much as they could), they'd still get hit far too often.








But I believe the FS Defenses add to the +125 Cap making it +145. Then I know that SEA's increase it again, which the Backpack and other mods are not hard to get....I have about +15 Ranged and +5 Melee. Then on top of all that I have +23 Ranged and Melee Food/Drink that adds too.


Take all of that with my Carbineer/Fencer/Pistoleer template and getting over +150 and even +175 Ranged/Melee Defense sure make a difference, that I can assure you.


But getting State Defenses over +75 and even over +100 is just as important and any Defense below +50 is a waste IMO.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

AdmiralSpy
Sun Oct 24, 2004 3:17 pm
#17






TAfirehawk wrote:



But I believe the FS Defenses add to the +125 Cap making it +145. Then I know that SEA's increase it again, which the Backpack and other mods are not hard to get....I have about +15 Ranged and +5 Melee. Then on top of all that I have +23 Ranged and Melee Food/Drink that adds too.


Take all of that with my Carbineer/Fencer/Pistoleer template and getting over +150 and even +175 Ranged/Melee Defense sure make a difference, that I can assure you.


But getting State Defenses over +75 and even over +100 is just as important and any Defense below +50 is a waste IMO.




Ah hm, good point. I wasn't aware that foods boosted over the cap, and was never able to prove that SEAs and items would boost over the 125 cap as well (plenty of rumors, but no official testing.)


Meh, I'll stick to my +90 state defenses any day. Pistol Tech 4 is way better than TK 0004, and I'd much rather spend the SP on Master Fencer instead of extra Pistoleer stuff.


But that's just me. Your mileage may vary.





Addy | 'Addy
ex-Photographer
Forever Carbineer
TAfirehawk
Sun Oct 24, 2004 3:21 pm
#18

Well like I said earlier.....get BOTH


And it depends how/what a person fights....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

wilibus
Sun Oct 24, 2004 4:10 pm
#19

Personally i feel state defences are much more of a concern. If you can only get one then the state defences are much more of a concern. Being intimidated, KD/Dizzy'd or anythingwill really ruin your day, really quick.Ranged/Meleedefence is incredibly important, but in the long term my vote is for state anyday,if you*have* tochoose. My advice would be mayberethink your template and try and squeeze both in









Lawke Eislen | Carbine Extraordinaire | Imperial Pilot Ace
Avaris Eislen | Procurer of Combat Fashions | Kintan, Naboo

Warmaker01
Mon Oct 25, 2004 5:16 am
#20






TAfirehawk wrote:

But getting State Defenses over +75 and even over +100 is just as important and any Defense below +50 is a waste IMO.








That brings up a very important point I forgot to mention in my earlier reply (I converted and believe now in the ways of State defenses).


State defenses at roughly the 50 range is still useless. Just getting the nice defenses from Pistoleer xx4x is not enough. You need those, and in addition to other State defenses from other melee professions, i.e. Fencer, TK, etc. 90+ is my personal preference for the minimum useful State defenses... that's where you can start seeing the difference compared to lower stuff.

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