Fencer Archive
Thread: Defense Mods
I am a pistoleer, and have been pushing to find out from the devs what defense mods do. I have been asking mainly about ranged/melee defense, dodge and block. CSR's will not answer as they say it is an in-game question. They also gave me no info on who to ask about this.
A question like this is imperitive, as anybody over a casual gamer NEEDS to know what these skills do. What are the actual effects of 1 point of ranged/melee defense. same for dodge, and block.
What disturbs me is that some of us people may have to spend months on a template to find out that the skill mods dont do a damned thing, or soft cap after a certain point, or even dont add up to enough of an effect to make it worthwhile. The devs havent posted a response to my SWG discussion thread.
Why should we people who tend to like to play these games with some form of tactic, and some intelligence as to what we are doing not have access to this information? These things have to be spelled out as game mechanics like this play a pivitol role.
Please visit my forum post. oh wait. I just checked it, and it was locked and deemed unconstructive. I guess asking a question like this is unconstructive. nm. This game is becoming tiresome.
aye, maybe you should take your gigantic cranium and cry in your friggin huge pellow
/scotish accent off
well welcome to the forums, the place where you should find these things out, dont be so harsh towards the csr's just because you lack in the social skills to ask people in game and get answers from them
also if you want help from the forums i suggest you work on your attitude
also try going to fan pages.... id give you links, but your such a smart guy, im sure you can find them on your own
Wow, I actually thought the initial post was fairly constructive. Why in the heck are people flaming you and getting your threads locked?
(...and to answer your question - "no one knows. If they didn't, they'd tell you")
why should the csr's explain game mechanics?
theyd be doing that all the time instead of dealing with lost items and other things they need to do
just try to use all the tools in the toolbox before badmouthing devs and csr's....
make sense?
Well, until things improve a little with our mutalated and thoroughly nerf-raped class, I've decided to dabble in a little bit of Commando. They actually do some damage now, ya know? Besides, it was my second choice of profession if I didn't go Fencer.
Anyway, after picking up Marksman and grabbing a weapon or two to work with, I decided to try some tests. Found a random mob and started picking on it. Here's what I got out of it:
With my pistol attached, I took a few hits:
127 108 201 138 210 118 101
Switching back over to my Kodachi (well, curved sword, but look at it):
99 54 70 99 54 104
Seems our defense mods might just be working, but likely to no extent of what they should. At current, my defense modsare +7. Anyone else want to go out and try this? Post up your results yourself. If you'd like to use the same mob, hunt down a female kaadu on Naboo.
Itrained novice pistoleer and the techniques tree (1-4) to go along with master fencer.
I have not trained master brawler.
I get beat down regularly.
My skill mods are these:
Alterness: +10
Anti-Shock: +5
Combat Equilibrium: +30
Defense vs Blind: +40
Defense vs Dizzy: +50
Defense vs Intimidate: +30
Defense vs Knockdown: +70
Defense vs Posture Change: +60
Defense vs Stun: +30
Dodge: +25
One-hand Melee Toughness: +32
One-hand Melee Accuracy: +110
One-hand Melee Speed: +90
Melee Defense: +26
Ranged Defense: +25
An npc with 2-3k HAMwill pound me in a melee fight.
IfI don'tspam specials he will certainly kill me, and since our Lunge/Dizzy nerf there is NO way to slow him down.
When the combo does work, it's lasts for about 3 seconds and then he starts hitting me while he's getting up. ![]()
These mods cannot be working as they should, there is no way a gorg should hit me8 out of 10 times.
Any npc with 8k+ HAM is basically suicide, and this is vs a master fencer?
I really never dodge anything.
Stun, dizzy, intimidate, blind, and even posture change all work like a charm againtst me, pc or npc.
Our "defenses" have got to be improved, and if the devs can't make them work then they should at least increase our melee toughness so we can take more damage.
ISHOULD dodge attacks often, and have a working counterattack.
ISHOULD swing 3-4 times for every time some punk Valarian swooper hits me with a dagger, and he shouldn't hit me for 100 -200dmg each time.
Period.
Melee defense definitely helps but it would seem that they do not stack with other professions since they only take effect when weilding that type of weapon.
That's a misconception. Those mobs were hitting you harder because there's a built-in 1.5x (2x?) damage increase when you're holding a carbine. It's like 2.5x when you're holding a rifle, which is why brawlers typically try to find prone rifleman to beat up.
While I have several boxes left to fill before I reach master Fencer, I had planned to go up the TKA accuracy tree when i am finished (the tree that takes combat exp not unarmed exp). This tree should give me +30 to both melee and ranged defense, I am just wondering if anyone else has done this and if so if it was worthwhile?
Ah, forgot about that increased damage like that, which explains the results.
Along the same line, though... As a 1st-tier Fencer, dodging was quite rare for me, as apparantly it is for even masters. Now, here's where something really bugs me:
In abouta three hour period of constant pistol fighting, I counted over seven dodges. (I must say, I love the kneeling dodge. You do a little roll to the side Aikido-style) During one particularly long fight a little later on, I dodged twice in three rounds.
Normally, I'd be lucky to see one dodge in that long of a period. I'm not making this up.