Commando Archive
Thread: Commando Defence Question...
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DrydenSibra
Wed Jun 02, 2004 11:12 am
#1
Hey, Im a commando who specializes in Base takeouts, and have a build of...
Commando 4-4-4-4
TK - 0-0-0-4
Fencer 4-0-0-0
and I am split on a decision, should I get novice medic with that or should I go rifles 0-0-0-4 for more defence?
The following is the overall stats with the rifles, and following that is the overall stats with the medic please be sure to look at the difference in defence on both ranged and melee and any help will be very much appreciated...
---------Rifles Version Overall Stats---------
Skill Points: 243 of 250 used. (97.2%)
Skill mod Summary:
Alertness +10
Block +10
Carbine Accuracy +60
Carbine Speed +30
Combat Equilibrium +10
Defense vs Knockdown +5
Dodge +15
Flamethrower Accuracy +80
Flamethrower Speed +45
General Ranged Aiming +30
Heavy Acid Beam Accuracy +30
Heavy Acid Beam Speed +30
Heavy Acid Rifle Accuracy +80
Heavy Acid Rifle Speed +45
Heavy Lighting Beam Accuracy +30
Heavy Lightning Beam Speed +30
Heavy Particle Beam Accuracy +40
Heavy Particle Beam Speed +50
Heavy Rocket Launcher Accuracy +50
Heavy Rocket Launcher Speed +40
Meditate +15
Melee Defense +178
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Speed +35
Pistol Accuracy +60
Pistol Speed +30
Polearm Accuracy +10
Polearm Speed +5
Ranged Defense +136
Rifle Accuracy +65
Rifle Speed +75
Taunt +10
Thrown Weapon Accuracy +55
Thrown Weapon Speed +40
Two-handed Melee Accuracy +10
Two-handed Melee Speed +5
Unarmed Accuracy +170
Unarmed Damage +115
Unarmed Speed +35
Unarmed Toughness +34
Rifle Concealment Chance +35
Unarmed Center of being duration +25
Polearm Center of being duration +5
One-handed Weapon Center of being duration +18
Two-handed Melee Center of being +5
Defense Acuity +56
Unarmed Center of being efficacy +80
Two-handed melee Center of being efficacy +10
One-handed weapon Center of being efficacy +65
Polearm Center of being efficacy +10
--------Medic Version Overall Stats--------
Skill Points: 250 of 250 used. (100%)
Skill mod Summary:
Alertness +10
Carbine Accuracy +60
Carbine Speed +30
Combat Equilibrium +10
Defense vs Knockdown +5
Dodge +15
Flamethrower Accuracy +80
Flamethrower Speed +45
General Ranged Aiming +30
Heavy Acid Beam Accuracy +30
Heavy Acid Beam Speed +30
Heavy Acid Rifle Accuracy +80
Heavy Acid Rifle Speed +45
Heavy Lighting Beam Accuracy +30
Heavy Lightning Beam Speed +30
Heavy Particle Beam Accuracy +40
Heavy Particle Beam Speed +50
Heavy Rocket Launcher Accuracy +50
Heavy Rocket Launcher Speed +40
Injury Treatment +35
Injury Treatment Speed +35
Medical Foraging +25
Medicine Assembly +10
Medicine Experimentation +10
Medicine Use +10
Meditate +15
Melee Defense +138
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Speed +35
Pistol Accuracy +60
Pistol Speed +30
Polearm Accuracy +10
Polearm Speed +5
Ranged Defense +136
Rifle Accuracy +60
Rifle Speed +30
Taunt +10
Thrown Weapon Accuracy +55
Thrown Weapon Speed +40
Two-handed Melee Accuracy +10
Two-handed Melee Speed +5
Unarmed Accuracy +170
Unarmed Damage +115
Unarmed Speed +35
Unarmed Toughness +34
Wound Treatment +5
Rifle Concealment Chance +20
Unarmed Center of being duration +25
Polearm Center of being duration +5
One-handed Weapon Center of being duration +18
Two-handed Melee Center of being +5
Defense Acuity +56
Unarmed Center of being efficacy +80
Two-handed melee Center of being efficacy +10
One-handed weapon Center of being efficacy +65
Polearm Center of being efficacy +10
Thank You Your Friend Dryden Sibra of DDS
RazerWolf
Thu Jun 03, 2004 4:37 am
#2
Too much info. Most of those things are the same on both cases, try removing the items which have the same mods in each, it's a bit hard to digest right now.
Ster
Thu Jun 03, 2004 8:21 am
#3
Yeah the most important stuff to see is the melee defenses, ranged defenses, etc. All the other stuff is extraneous.
DrydenSibra
Fri Jun 04, 2004 7:16 am
#4
Well Here are the differences then...
starting with the rifles version.....
Block +10
Rifle Accuracy +65
Melee Defense +178
Ranged Defense +136
Rifle Speed +75
Rifle Concealment Chance +35
Rifle Accuracy +65
Melee Defense +178
Ranged Defense +136
Rifle Speed +75
Rifle Concealment Chance +35
against the Medic version
No Block
Injury Treatment +35
Injury Treatment Speed +35
Medical Foraging +25
Medicine Assembly +10
Medicine Experimentation +10
Medicine Use +10
Melee Defense +138
Ranged Defense +136
Rifle Accuracy +60
Rifle Speed +30
Rifle Concealment Chance +20
Injury Treatment Speed +35
Medical Foraging +25
Medicine Assembly +10
Medicine Experimentation +10
Medicine Use +10
Melee Defense +138
Ranged Defense +136
Rifle Accuracy +60
Rifle Speed +30
Rifle Concealment Chance +20
TKA-MC
Fri Jun 04, 2004 7:33 am
#5
There is a cap on Ranged defences at 125 is what I last heard. I have also read on past posts that you only really start to see a difference with the modification skills after it supposedly gets up past +50 or so. If you want to drop medic only do it if you are a PvP kind of player. I suggest 0040 in pistoleer for the extra mods for state effects. If you are a PvE kind of player. Stay with medic.
RazerWolf
Fri Jun 04, 2004 8:33 am
#6
Yeah, all "xx Defence" or "Defence vs xx" mods cap at 125. You can go higher according to the text, but it doesn't apply.
DrydenSibra
Sat Jun 05, 2004 5:18 am
#7
So I should just go with the medic because the Im already at both capps with TKA and Fence, unless theres something else I should consider?
DrydenSibra
Sat Jun 05, 2004 5:20 am
#8
Oh wait a sec, the cap is only on ranged defence? or is it on all defence mods, Garvin please lend a hand!
RazerWolf
Sat Jun 05, 2004 10:34 am
#9
RazerWolf wrote:
Yeah, all "xx Defence" or "Defence vs xx" mods cap at 125.
DrydenSibra
Mon Jun 07, 2004 5:41 am
#10
Ok well, Im getting very confused, What part of medic should I climb? and how does mitigation work, because with TKA/Fencer/Commando I get only Ranged Mitigation 3 from commando, but if I concentrate on Fencer and leave TKA out then I can get Ranged Mitigation 3 from Commando PLUS melee mitigation 2 from fencer, then I can get more Medic, Would that work, or does mitigation only take affect if your in the process of usin the same skill tree that is associated with the tree where you got the mitigation from??
RazerWolf
Mon Jun 07, 2004 6:07 am
#11
All Mitigation always applies. It reduces damage relative to the min/max of the enemy's weapons.
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