Carbineer Archive
Thread: Melee and Ranged Defence
So.. without using just teras kasi as a template..
(im using defensive acuity / dodge / counterattack / block as "evade")
Name - Evade, Ranged Defence, Melee Defence
Teras Kasi - e=96, m=60, r=45
Fencer - e=105, m=74, r=69
Pistoleer - e1=05, m=55, r=5
Rifleman - e=80, r=70, m=50
Carbineer - e=105, r=25, m=0
If the game figures are accurate the evade seems fairly balanced .. but the ranged and melee defences? Why exactly does a close combatant get such a high ranged evade - and why does Carbineer receive no melee defence? Is their a significant difference between 0, 25 and 45 ranged defence ?
From the lack of stats, I'll just note that Swordsman, Pikeman and a couple of the elite professions seem to have similarly poor defences.
I think the melees are given such a high ranged defense so they can close on ranged oponents and not take every shot. In pve the mods are very nice but in pvp you really have to stack them up to get a noticiable effect. Fencer and tka are the only close to 100% functioning melees out of the 4. 2 hands-swordman and pikeman are still hurting(pikeman much more than 2handed). As for why carbineer hasso little ranged and melee, well I always thought it was a casue they boosted counter attack so high and b it just got left out like the speed mods did.
Lageas
(carbineer at heart but currently listening to talkingrocks)
Fairest way would be to have carbineer's in the middle.
Example would be:
Pistoleer Melee 55, Ranged 5
Rifleman Melee 5, Ranged 55
Carbineer Melee 30, Ranged 30
As far as the current values go all I have to say **edit** are the dev's thinking, dont they actually sit down and plan this stuff out and try to balance and equalize classes against one another?