Commando Archive

Thread: skill mods

Cuttle44
Wed May 12, 2004 9:28 am
#27

I don't have the link, but this has been answered by devs at least a few times. It is capped at +25 from attachments/weapons/be clothes, etc. Food buffs are temporary and can take you above this. Also, your skill list may show more than +25, but only the +25 works.



Cuttle
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DarkSageZ
Wed May 12, 2004 10:42 pm
#28


Hey guys,

I was just wondering, what combat skill mods pass over to other weapons. I mean like resistances versus knockdown, etc. Also do mods like dodge pass over ? What about teras kasi combat equalibrium. If anyone could list all the ones that cross over, i would really appreciate it =)
MandalorianKing
Wed Jun 16, 2004 12:20 am
#29

Since we get defence acuity if we use skill tapes with like counter attack, dodge

or block modswould they work on us?

stusher
Wed Aug 11, 2004 9:25 am
#30

hi,


the +25 is max for AA's i have been told, not max for all skill mods, otherwise wat would be the point in going above level 2 on pistoleer u would of maxed dodge easily.



Alias - Stush, Bigfoota, Ronos-krull & Renus-krull
ALL ACCOUNTS CANCELLED
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stusher
Wed Aug 11, 2004 9:27 am
#31

lol ignore last post didnt read through the post b4 properly


/hangs head in shame



Alias - Stush, Bigfoota, Ronos-krull & Renus-krull
ALL ACCOUNTS CANCELLED
SOE SUCKS ! ! !
CloseHauled76
Tue Sep 28, 2004 4:13 pm
#32

Do ALL skill mods cap at 125? Which ones don't. I know some cap at 100 but don't know which. Can anyone tell me please?
CloseHauled76
Tue Sep 28, 2004 4:21 pm
#33

PLEASE DISREGARD. I just realized this same question has already been answerd in another thread. I apologize for the spam.
Fubard
Tue Oct 05, 2004 2:57 pm
#34

Ok maybe this is a foolish question and if it is I will take my flame and move on.... but I have searched high and low for the answer to this and have yet to locate.


The question in a nutshell is: How do skill mods work?


If i have a pistol accuracy of +75 does that mean I am 75% more accurate then a novice pistoleer or what?


Does the formula to calculate your bonus work across different types of mods?


I have been playing for a while and the only thing I know at this point is that when I fire with my pistol now I am more accurate than I was as a noob.


If there is a post somewhere that adresses this issue?


Thanks for the input in advance.
ForumBrdr091870
Tue Oct 05, 2004 2:59 pm
#35

its all about dice. basically when you shoot you get a random number based on your accuracy and other mods. this number is then compared with the mod numbers of the person your shooting. if your higher you hit, if not you don't.


don't know about calculations cause it changes vastly depending on who or what your fighting




Vidarc Tavus
Tarquinas Legion

Terance
Tue Oct 05, 2004 3:02 pm
#36



ForumBrdr091870 wrote:
its all about dice. basically when you shoot you get a random number based on your accuracy and other mods. this number is then compared with the mod numbers of the person your shooting. if your higher you hit, if not you don't.
don't know about calculations cause it changes vastly depending on who or what your fighting






he is correct, good synopsis, couldn't have said it better =)
AngryHoopJumper
Tue Oct 05, 2004 3:16 pm
#37

He may be correct, but that's not what was asked. He already knows that it has "an effect" on the dice roll. What was asked was, "What is the probability of hitting a mob, what are representative stats on mods, and what is the difference in the probability of hitting a mob with a given shot/special/weapon/range as a function of my skill level".


Unfortunately, there are many variables, including player skill mods, some of which stack (and some of which don't), range to target, and weapon-specific quality modifiers to range. Consequently, I'm going to be as unhelpful as everyone else so far, and mumble that "It's really complicated, and I don't know either."


To the original poster: What you really want to know is undocumented at best, and can probably only be reverse-engineered through taking 100 shots at a gnort, seeing how many times you hit, switching templates, taking another 100 shots at a gnort, and so on. Then repeat the experiment with 100 shots at a creature other than a gnort. And so on.


Part of me says that the devs really should explain this as part of the in-game documentation. The other part of me observes the number of skill attachments for skills that no longer exist (or never existed) in the game, and concludes that the development team probably doesn't know either.

Malicoris
Tue Oct 05, 2004 3:45 pm
#38

I've noticed for the most part that every skill mod(s) has an exact opposite(s) on the recieving end. Armor Piercing/Armor Rating would be the simplest comparison, I think. The trick would be finding out what mod(s) affect accuracy directly (I'm pretty sure dodge/block/counterattack doesn't factor into the raw equation since they only apply to a successful hit. Center of Being probably would though). Again I don't have a definite answer. My best suggestion would be to get two friends you can trust, one melee, one ranged fighter, and duel them totest it out. Pay close attention to the accuracy indicator to see what causes it to change.Check for changes due to movement from your target, movement by you, posture changes, buff food (air cake), CoB, etc..




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Fubard
Tue Oct 05, 2004 3:59 pm
#39

I was afraid the answer might be as you all have given


Ahh well thanks for the quick response...


I suppose I will continue on my path of unenlightment


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