Commando Archive

Thread: Testing melee defense mods.

Trevolos
Fri Nov 21, 2003 2:05 am
#1

Since our greatest achilles heel is the 2.5 melee damage modifier, i thought that getting a ton of melee defense would be the natural counter. To that end, i am currently in the process of mastering commando (because i want to, and the +25 melee and ranged defense is yummy). With my extra points, im getting the pistol grips line, for a total of +40 melee def, and the precision line in TKA, for a +45 melee defense. I also have +10 melee defense from bio-clothing, so after im done (with just enough skill points) i will have around 110 melee defense.



I guess my question, has anyone beat me to the punch yet, and if so, how are the mods working out?


(currently i have 37 melee def , and havent noticed much of a difference.)

lenjung
Fri Nov 21, 2003 3:06 am
#2

Correct me if I'm wrong... but doesn't the fact that you carry a commando weapon negate a lot of the defense modifiers??? I thought the whole 2.5x melee damage occured whenever you equiped a FT, or Har, or whatever.


I currently have TK/Commando. Maybe it's just me, but whenever I have my FT equipped trying to fight a melee mob, I always seem to get my butt handed to me. However, when I equip my VK's, I seem to be able to take a pounding before I have to do any kind of healing...






Smida Retsof
Pilot/Medic
...has mastered the Pilot Profession
Choice is an illusion between those with power, and those without
sarnsereg
Fri Nov 21, 2003 4:41 am
#3

with vk's you get the unarmed toughness mod, meaning not only do you evade just as much as witha FT, the FT takes 2.5X more than normal and with unarmed toughness you take like -2.5x damage. with unarmed you get teh advantage of not taking the extra 2.5x damage mod from haing a heavy weapon, then you take less damage because of the toughness. this ends up beng you can take like 4-5 times as much damage with tka than you can with commando





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Tal-N
Fri Nov 21, 2003 4:48 am
#4

Almost anything which hits for 200 damage can kill a commando in around one or two hits so the melee defence would need to be damned high to actually get missed enough. It's alot better if they just leave things as they were and take the x2.5 multiplier away.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
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BaukaRaun
Fri Nov 21, 2003 9:00 am
#5

Here is another test and I'm not sure how to go about testing, ideas plz. I don't know if anyone else has noticed but I have just recently, yesterday as a matter of fact, noticed that we also get increased damage from NPC range weapons. Like I said, I haven't tested this, it's just an observation. I base this on the fact that I am a Master Commando and have been since the beginning but a holo, yes a holo, told me to master carbineer. I have been grinding on that and from time to time find myself in trouble so I fall back on my commando to get out of it. Yesterday, I was agroed by a force sensitive because I wasn't paying attention. I had my FT equiped, one shot almost did me in.Note, I wear somereally good armor as well that provides really good resists. I ran, healed, went back, but this time I had my carbine equiped and the NPC shot me again for much less damage. Question, has anybody else noticed this or has this been tested?
comcast
Fri Nov 21, 2003 9:27 am
#6

I am a Master Commando TK/ Pistoleer with those lines that you mentioned in your post and i have noticed that i do get hit less by fire and melee..But if things get close to me i switch to my VK for the fight for the simple fact they are quicker than the flame and i can do a hell of allot of damage in that short amount of time.












----------------Do or do not their is no try!!!------

Xscape2
Fri Nov 21, 2003 6:24 pm
#7

I have 134 melee defense atm, against mobs its awesome I can tank lots of stuff. once had 9 voritors on me and survived for 3-4 minutes with no buffs cause the screen was all red with "tried to hit you but missed"

working on ranged atm that also has worked well BHs now miss me alot more





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StarNick
Sat Nov 22, 2003 3:04 am
#8

as being only Master commando...we now get +47 ranged and +34 melee defense in total (including unarmed/marksman)...up +25 in both catagories (so ranged was nearly doubled, and melee rose like 33%...BOTH are very good)


in fact, we now have moe def mods than BHs..go figure


and in battle, ive noticed these mods..especially the melee reaaaaallly help - but cant wait till they fix the 2.5X into a better system, its pointless having BOTH a penality AND defense in the SAME area!




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tnarb
Sun Nov 23, 2003 12:32 am
#9

I have +104 melee defense through Master Commando, Master Precision Striking, 1st box in pistoleer and although I do get hit when holding my Flamethrower I do not get hit "near" as much as I did before. After Mastering TK I will drop back to certian boxes and trees in TK and take up a little fencer for its ranged and melee defense mods. I comepletely forgot about the buffed melee defense clothing though. This will be interesting to test out.
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