Commando Archive

Thread: A little good news for the Defense stacking commando.

TechnoHic
Fri Feb 20, 2004 10:58 am
#1

There is only going to be a defense stacking cap so we can still have decent defenses. Its good to know but I would like to know where the limit is.


IMO limit is a lot better than removal or allowance of huge stacking in that it allows you to customize your characters natural abilities a bit without making it to where you cant get hit at all.


Just one good positive thing from SOE devs.



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Xenothaulus
Fri Feb 20, 2004 11:05 am
#2

Yes, I'd like to know the cap too, as I've stared up the fourth branches of rifle and tk for the defenses. I intend to master commando, and that'll give me +25 each, so the cap info would be great.

I'm thinking they'll cap it at 100, but that's just me. I'm close to 100 melee already, what with BE clothes and attachments.



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TechnoHic
Fri Feb 20, 2004 11:27 am
#3

I'm guessing this holds true to melee/ranged, dodge/block/counter, and status defenses at diferrent levels which can be really god for us that wish to go that route to stack as we got ok melee/ranged when looked at with the ability to stack on it, the crap for status defense (what is it like 5 of a couple things?) and no counter/dodge/block whatsoever.


Its in publish 7. At least its a little bit to expect for where to finish my template. I have been master commando, TKA 0-3-0-4 solidly while fluctuating in pistoleer at times, rifleman others, sometimes medic, fencer a couple of times and diferent parts of TKA up and down. Its good to know what to expect here a little so maybe I'll quit changing back and forth lol. I have to admit, I enjoyed tasting a vast array of professions. (befor commando I was pikeman (broke) and rifleman (my mind pool sucks) and a little HS lol then a little WS never mastered)





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Yazule
Fri Feb 20, 2004 11:52 am
#4

could someone give me the 411 on stacking, how it works please? ranged/melee stack? dodge/block/counter stack?

I understand the concept, I just dont know what stacks with what.



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Xenothaulus
Fri Feb 20, 2004 6:08 pm
#5


Yazule wrote:
could someone give me the 411 on stacking, how it works please? ranged/melee stack? dodge/block/counter stack?

I understand the concept, I just dont know what stacks with what.




Currently, if you go up the fourth branch of TK and rifleman and one of the branches of fencer, you are unto a god. I watched someone in Mos Espa the other day clear out over 40 stormtroopers and not get hit once. ONCE. Even in PvE that's just wrong.

Message Edited by Xenothaulus on 02-20-2004 08:17 PM



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Chickenlad
Sat Feb 21, 2004 3:27 pm
#6

could you post a link to where you got this information, please? Sorry if it's a pain, but right now I'm ob the verge of dropping commando altogether. This would make me happy. Thanks so much.
TechnoHic
Sat Feb 21, 2004 6:40 pm
#7

Its on the main page under dev cycle in the "In Development"



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Chickenlad
Sat Feb 21, 2004 7:37 pm
#8

Thanks very much.
Aldyn
Sun Feb 22, 2004 2:14 am
#9

I may be mistaken butI thought they said it would be tied to the weapon you were wielding. For instance, using a stun baton, you get fencer defensive stats. If it's not and it's just a hard cap across the board and all defensive mods stack up until a certain point... then that would be ok IMO. Otherwise it defeats some of the reasons to "dabble" as this game was designed (arguably) for. I personally don't want to see every TKA or rifleman with the same stats and "cookie cutter" abilities. Put different abilities in certain classes and watch the combinations. I do believe there is a problem with the defensive mod stacking and I hoped for a soft cap as suggested by many. If it's a hard cap but the abilities do stack across the board... then that's what we will have to live with. It is better thantieing thedefensive mods to certain weapons.
Raanan
Sun Feb 22, 2004 2:41 am
#10

ah, dude... the current systemIS a soft cap limited by skill points. It needs tobe a hardcap to make the 200+ defense stackers not an option. From what I read, that's exactly what the devs are doing, hardcapping the mods to be stackable only up to a certain point instead of letting them be soft capped by skill points.




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TechnoHic
Sun Feb 22, 2004 5:47 am
#11

Dodge, Block, Counter, and I guess defensive acuity might go woth those, all only work with the weapon you are wielding as long as it is a dodge weapon, doesnt matter if its a pistoleer weapon or a fencer weapon they stack but your dodge wont work with a flame thrower. I believe that has been there. Melee/ranged and status effect defense stack genericly and they said a hard cap.



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