Carbineer Archive

Thread: Counterattack

SkullBreaker
Thu Mar 10, 2005 10:33 pm
#66

I have seen some post where it says that intimidate cuts all defence mods by something like 50% so having a counterattack of 150 would get cut to 70, which a fair bit better then the 62, which is what the 125 would be cut to. Also stun drops it by 25% or something too, so stun and intimadate stacked would cut it from 150 to 19 and the 125 would be cut to 12 so while it's not much better some say that is how it works. There was some thread somewhere that had a name like My Swordsman PVP build or something like that, and that discusses the whole cap thing. I think though that after Gab gets done with the alpha testing for the CU he might conduct some tests and post his findings, but by then it may be a moot point.



Deicasty Naihae
*~Shock Trooper~*
*~Proud member of POLAR~*
*~Cowards die many times before their deaths; The valiant never taste of death but once~*

Shambler9
Fri Mar 11, 2005 5:16 am
#67



I have not tried every possible scenario in regard to defenses but, for what its worth:

I believed the hype and ground up to Carbineer 0/0/3/0. +170 counterattack or so with a +10 AA.

And Mastered Brawler at about the same time from Ranger Tracker/M Swords.


I rarely get hit twice in a row without counterattacking against heavy NS so a modest assumption can be made that I counter >50% of the time without food. COB seems to make that even better, directly of indirectly.


My experience in this game against high level mobs says getting stated is GOING to happen regardless of defenses againstthem.

My only hope is to put off the inevidableD-KD/PC +choke-to-death combo long enough to kill my enemy and in this way overkill counterattack is working.

When stated there is a reduction to effectiveness severe enough to negate counterattack if youstick to the 125 "hard cap" , however, if its high enough the reduction percent/number (dont know how they calculate it) seems to take into account YOUR counterattack number therefore if you have +190 say, yourmod while under the effects of a state would be your mod # - state effect reduction. In this way you would still be at or near the "hard cap" when notstated. This is where I see overkill counterattack shine.


I know this is a playstyle comment but having carbines makes pulling a NS soooooo easy and I can have her stated before she even comes near me and have counterattack in effect the entire time.
SayUncle
Fri Mar 11, 2005 10:20 am
#68

regarding your first question, "block" you actually take 50% or so of the damage,

whereas "counterattack" zero damage.
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