Commando Archive

Thread: Master commando finally worth it on Test Center?

Jeren_Sehn
Fri Oct 17, 2003 9:33 am
#14

Garvin:


Two things. Melee Defence and Ranged Defence do stack across professions. So sayeth AluffNull who conducted tests. I'll be verifying these tests myself, but haven't yet. What you may be thinking of is Unarmed Toughness. UT only works if you are actually unarmed when hit.


Melee Defence and Ranged Defence do not reduce the damage you take per hit, they reduce the chance that you will be hit in the first place. In other words, they offset all of the accuracy bonuses your opponent may have.


That said...and it segues nicely into your question regarding 110% accuracy...one reason you can have 110 accuracy bonus is because there are other things that reduce your chance to hit. A man with +110 accuracy who is at 64 meters with a HAR (which at that range has -119 accuracy) will be at a net-9. Presumably a man with +110 accuracy facing an opponent with Ranged Defense of 40 would be at a net +70 to hit...


That assumes modifiers work as they are supposed to, which is a big supposition.


Also, the accuracy bonus is not exactly your "chance to hit" (i.e. a +70 net accuracy bonus doesn't mean you'll have a 70% chance to hit)...as if that were true think how rarely you'd have hit anything when you were a 0000 Novice Marksman. So there's no reason to limit it to 100.






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Jeren_Sehn
Fri Oct 17, 2003 9:44 am
#15

Oh, and Weapon Speed bonuses work differently...because of the way weapon speed is calculated anyone with +100 or more speed adjustments(i.e. BH/Pistolleers or guys with really good clothing enhancers) will attack once/second at the moment.


It doesn't matter if your weapon hasa weapon speed of 8,000 seconds, your +100 modifiers reduce it to 1 shot/second. You can HAVE more than +100 weapon speed, it just never gets any faster for you.


The weapon speed formula is universally thought of as stupid, though. It's possible they have some fubar formula for weapon accuracy too...but the weapon speed one seems to be one of a kind.





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garvin
Fri Oct 17, 2003 9:50 am
#16

If I'm wrong...FANTASTIC!!!


I just to make sure we explore all avenues here...otherwise we may get hit with another "sneak" nerf because we focused on the sparkle of the Upgraded Master Level...


As for TKA...I'm hope your right...thought I had read or heard some where that the TKA defense mods were different thent he rest...that there was geared to them not having to wear armor...due to these differences, when a seperate profession equiped a weapon, the defense mods of TKA would be null'd out...But again...if I'm wrong that's GREAT!


Be aware, if we sing the praises of what's on Test Center and the Dev's go with it, only later to find out we've been screwed again because we overlooked something...we'll only have ourselves to blame...that's why I'm playing Devil's Adcovate here...And I know I'm being pesimistic, but something is gnawing at me that we are missing something...they wouldn't give us such a big boost (+30) without altering something else to "balance" things....




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Uninformed
Fri Oct 17, 2003 9:54 am
#17

where can we see the changes? Can anyone post a screenie of the tree and changes?



General Jheball Sag/Dark Lord Malegant
Leader and Founder of the STORM Brigade
MrValentine
Fri Oct 17, 2003 11:11 am
#18

TKA's get what is called "unarmed toughness" and that only applys when you go unarmed, not when you have a flamethrower equiped.


The melee defense will help you dodge 1 out of 10 attacks but little else.



I wish their was a +20 to flamethrower speed in there.


and a +40 to thrown weapon speed in there to.

TickTock
Fri Oct 17, 2003 11:59 am
#19

While they're at it, have them fix the HAR modifiers.
tanhauser
Fri Oct 17, 2003 12:44 pm
#20

Is this true? Can anyone confirm this please (I'm at work right now). It would certainly be a step in the right direction. I've been dabbling at 0/4/4/0 hoping for some sign of change, if it makes it to the live servers I'll go full master in a second (have the xp ready).

F
Katoubi
Fri Oct 17, 2003 12:49 pm
#21

The +80 Accuracy at flame 4 still exists, so the total on test is +110 Accuracy.
I have the same problem with creature handler, I'm gathering the final bit of xp I need for master commando but I'll have to drop some creature handler as I'm certainly not dropping medic!
Does the +30 Melee Defence (The +5 still appeared to be in the grenade line) mean a 30% damage reduction? As combined with TKA this could be 60%! Even without TKA it could reduce the 2.5x damage modifier to something like 1.75x
AlufNull
Sat Oct 18, 2003 12:47 am
#22

"The melee defense will help you dodge 1 out of 10 attacks but little else."


Can you back that up with some data? If not, don't post that kind of information.




"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
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