Carbineer Archive
Thread: Melee Defense and Counterattack
Page 1 of 1
JerikArca
Wed Jun 30, 2004 6:08 pm
#1
In my new Bounty Hunter/ Master Carbineer template my Toon will have 42 Melee defense, the entire line of pistoleer line ofstate defense, and 105 counterattack from master carb. Now against a fencer with 150 accuracy I assume that 42 melee defense would drop the fencers hit ratio to approx 2:3. Then with the Counterattack calculated in the hit rate should be even lower (not sure if Melee defense and Counterattack can happen on same hit) maby around 1:2 hit ratio? Does anyone have any better numbers/statistics on this, or any experiance? (Pistoleer should take as many hits from melee as my new template so any pistoleers are welcomed to help)
TAfirehawk
Thu Jul 01, 2004 6:52 am
#2
I firmly believe the equations are nowhere near that simple and they are not linear just like Speed.....so you will get hit an awful lot until at +80 Melee Defense. That is about the point I noticed a difference in my Carbineer/Fencer/Pistoleer template.
Also, please refer to my comments here:
http://forums.station.sony.com/swg/board/message?board.id=carabineer&message.id=33747
jfang
Thu Jul 01, 2004 7:30 am
#3
TAfirehawk wrote:
I firmly believe the equations are nowhere near that simple and they are not linear just like Speed.....so you will get hit an awful lot until at +80 Melee Defense. That is about the point I noticed a difference in my Carbineer/Fencer/Pistoleer template.
Also, please refer to my comments here:
http://forums.station.sony.com/swg/board/message?board.id=carabineer&message.id=33747
Well, TH briefly glazed over the hit-miss calculations when describing the new accuracy system. And you are correct that they are not strictly linear. Both the attacker and defender roll some kind of "to-hit" or "to-miss" dice, and the system compares the results. The modifiers affect these numbers.
So as a result, the chance to not be hit is not linear, even if the effect is. It's like if you were rolling dice against somebody else. If you roll one die against your opponents one die, you will win 50% of the time. If you roll two dice (twice as good), you will now win 5/6 times, and if you roll 3 dice you will win almost every time.
The "your defense gets good here" is probably a combination of factors including probabilities (the majority of templates have x attack, so if you get the impression of defense being very effective at y) the exponential nature of comparing two random numbers (comparing a die roll as compared to a die roll + 4 is much better than a die roll as compared to a die roll + 3), and possibly a non-even distribution of the random number generator ("if you have 10 more defense, you get the most probably outcome in your favor").
I'm going to try to look up this article I saw TH post...
9,668 more to go...
Edit:
Found it:
Message Edited by jfang on 07-01-2004 10:35 AM
jfang
Thu Jul 01, 2004 8:02 am
#5
TAfirehawk wrote:
And that new Accuracy stuff isn't LIVE......
True, but you'll notice that TH wasn't referring to the new changes here. He was commenting on the current architecture of combat on live. The last paragraph also certifies that the accuracy changes don't change the architecture, just the numbers of combat.
9,667 more to go...
Brilyn
Thu Jul 01, 2004 8:07 am
#6
The range on the 'die roll' is rather important too.
Die + skill.
1-4 + 4 means your skill plays a HUGE part in avoiding being shot.
1-20 + 4 means your skill slightly biases your ability to avoid being shot.
It's too general to make assumptions beyond 'higher = better'.
Page 1 of 1