Carbineer Archive
Thread: The true meaning of Stunned
Shakaeq wrote:
Can anyone explain or post a link to what stun exactly does. It seems when I stun a mob and then knock it down even without dizzy it stays down for an extra round of combat. I am hallucinating?I noticed this a bunch when I was leving on animal mobs. Has someone does some extensive testing on this since carbine stuns the worlds!
things I have heard it doesnot that I believe them all)
slows affected targets attacks
affected targets defenses are lowered
affected targets damage output is lower(Intimidate does this though) /shrug
Here is the "official" response from TH
http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=46993
Carbineer
Nova, were you able to determine if just asking for basic definitions of what the state effects do would any more acceptable as a question, without the internal mathematics revealed?
There are states, postures and modifiers.Some combat conditions, such as Knockdowns, are actually postures.The states and their simple descriptions are as follows:
Aim: Gives an attack bonus, it can be used up to three times to get the maximum bonus and lasts for three shots.
Berserk: Increases attack modifiers and increases unarmed damage.
Blind: Lowers attack and defense modifiers.
Center of Being: Adds to the chance that block, dodge or counter-attack will go off.
Conceal: Allows a rifleman to attack a creature without it attacking them. A higher skill modifier improves this chance.
Dizzy: Adds the chance for the character to fall back down when attempting to stand.
Intimidate: Greatly lowers damage potential and slightly lowers defense modifiers.
Rally: Increases attack and defense modifiers.
Stun: Lowers attack modifier and slightly reduces damage potential.
Take Cover: provides a bonus to defense.
Tumbling: Increases defense modifiers.
Warcry: Adds a delay to the targets action queue.
D0Gboy wrote:
Good Info here maybe noivce brawler would be good for the Intimate? stackin Blind, intimate and stun would really slow down a mob hummmmm!
In my opinion Intimidate, (or Intimidate2 for that matter), is the single best state in the game. And I'm not the only one who feels this way. I don't know what the specific numbers are, but once you intimidate a target, the amount of damage they are able to do to you drops significantly. Heck, Intimidate is so powerful that Jedi players have started to drop Jedi skills so that they can pick up novice brawler just to get it. You can do Intimidate with any weapon equipped, so if you have 15 free skill points, I would suggest pickup up Novice Brawler, regardless of what your proffession is. Also, if you want you can pick up a Bio-Engineered shirt that has +15 Intimidation/+15 Warcry. This will help you to land the Intimidated state much more frequently. Trust me, if you start making sure that the NPCs you are attacking are intimidated all the time, you'll find yourself able to solo stuff you never thought you'd be able to, even as a Carbineer.
4440 Fencer
0040 Pistoleer
0304 TKA
Carbine Accuracy While Moving +30
Carbine Aiming +25
Carbine Speed +60
Combat Equilibrium +40
Counterattack +105
Defense Vs. Blind +90
Defense Vs. Dizzy +85
Defense Vs. Intimidate +45
Defense Vs. Knockdown +135
Defense Vs. Posture Change (Down) +100
Defense Vs. Stun +55
Defensive Acuity +71
Dodge +100
Meditate +15
Melee Defense +131
One-handed Center Of Being Duration +26
One-handed Melee Center Of Being Efficacy +100
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Speed +80
Pistol Accuracy +55
Pistol Speed +30
Polearm Accuracy +10
Polearm Center Of Being Duration +5
Polearm Center Of Being Efficacy +10
Polearm Speed +5
Ranged Defense +143
Rifle Accuracy +10
Rifle Speed +5
Taunt +10
Two-handed Melee Accuracy +10
Two-handed melee Center of Being +5
Two-handed Melee Center Of Being Efficacy +10
Two-handed Melee Speed +5
Unarmed Accuracy +170
Unarmed Center Of Being Duration +25
Unarmed Center Of Being Efficacy +95
Unarmed Damage +120
Unarmed Speed +35
Unarmed Toughness +53
TAfirehawk wrote:
Congrats on the speed SEA's....now you can have the offense of a BH with skill points leftover to be a defense stacker..... WOOT
Master Carbineer
4440 Fencer
0040 Pistoleer
0304 TKA
BEFORE SEA's:
Carbine Accuracy +130
Carbine Accuracy While Moving +30
Carbine Aiming +25
Carbine Speed +60
Combat Equilibrium +40+ 0
Counterattack +105
Defense Vs. Blind +90 +60
Defense Vs. Dizzy +85 +80
Defense Vs. Intimidate +45 +45 plus addit. 10 for zabrak
Defense Vs. Knockdown +135 +85
Defense Vs. Posture Change (Down) +100+80
Defense Vs. Stun +55 +50 plus addit 10 for Zabrak
Defensive Acuity +71 +0
Dodge +100 +90
Meditate +15 +0
Melee Defense +131 +99
One-handed Center Of Being Duration +26
One-handed Melee Center Of Being Efficacy +100
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Speed +80
Pistol Accuracy +55
Pistol Speed +30
Polearm Accuracy +10 +150
Polearm Center Of Being Duration +5+30
Polearm Center Of Being Efficacy +10+115
Polearm Speed +5 +75 polarm toughness +26
Ranged Defense +143 +123
Rifle Accuracy +10
Rifle Speed +5
Taunt +10
Two-handed Melee Accuracy +10
Two-handed melee Center of Being +5
Two-handed Melee Center Of Being Efficacy +10
Two-handed Melee Speed +5
Unarmed Accuracy +170 NA
Unarmed Center Of Being Duration +25 NA
Unarmed Center Of Being Efficacy +95 NA
Unarmed Damage +120 NA
Unarmed Speed +35 NA
Unarmed Toughness +53 NA
Figured up about the same with Fencer 4440, but master Pikeman. The main reason being my HUGE investments in Axes/Lances/SEA's for it. I have millions just sitting and I can't bare to part with them. The defenses are still pretty good at least compared to what I am used to and Pike is so pretty in action.
I have been trying my hardest to stay away from FOTM since I started playing again(lots o rifles and posions being stored :/ )