Fencer Archive

Thread: FYI: Melee Defense Data

Movi
Fri Nov 21, 2003 5:48 pm
#1

Well I'm in the process of leveling up my fencer who is now 4-1-1-0 currently. With my mods from other classes I have accumulated some nice defensive bonuses. Below is my data Ive collected from doing Hurton Huntress missions on dantooine:



@ 91 melee defense/ 86 ranged defense/ 55 dodge


HITS: 48.34% MISS: 45.7% DODGE: 5.96%



@ 106 melee defense/ 101 ranged defense/ 55 dodge


HITS: 50.49% MISS: 46.23% DODGE: 3.28%



@ 121 melee defense/ 116 ranged defense/55 dodge


HITS: 48.72% MISS: 49.08% DODGE: 2%




This is what I've collected so far hope someone can benefit for it or it helps those of you thinking about building a defense build. Post here if you wish to track my progress with me accumulating more dodge soon.


Movi
Fri Nov 21, 2003 5:50 pm
#2

To make more clear HITS is the amount of time i was hit, not hitting. Same with MISS, huntress' missed me..Dodge i dodged them.
Raphayl
Fri Nov 21, 2003 6:11 pm
#3

Interesting data. It would be nice if we could know the attacker's accuracy modifiers to create a comparison, and could eliminate the other accuracy factors such as movement.


This is another area I plan to tackle in depth after I finish the current projects. Current projects will likely take about another week or so. My plan is to have one of the FLASH team create a character on TC but not give him ANY beginner skills. No Novice anything.


I will deskill myself back down to the same... no skills at all. I'll let the helper attack me for 500 or so swings, and see what the hit rate is. Neither of us moving.


Then I will relevel myself up, one skillbox at a time, each time letting this same skilless (base Accuracy) helper swing at me 500 times.


This should give us a clear progression of these modifiers. IE: How much of a difference each +1 skill modifier makes agaisnt the base accuracy.


As I do this, I will also be checking the amount of hit % I gain against the base defense level of this skilless helper.


By the time we are done, we should have a fairly reliable concept of how these all work together.

Movi
Fri Nov 21, 2003 9:33 pm
#4

Well like i said Im 4-1-1-0 fencer so whatever the accuracy is at that current level of fencer because Im using a 1handed curved sword. Cant log in right now to give u details but can later. Sounds like your test will be a whole lot more in depth but hey every bit helps I guess. Also Im not moving so if that makes my data anymore helpful. Im sure they'd miss more if I was kiting them. Im just thinking these modifiers reach a point and start leveling off, maybe Im already past that. I dont think its linear whereas it increases so much per pt of defense.
Tullius_Cicero
Sat Nov 22, 2003 10:27 am
#5

I am a Master Pistoleer, in the process of dropping CH for One-Handed (not that I think this is necessarily a better class than CH; just want to do something different).


Anyhow, I was interested in how my +105 Dodge from Pistoleer stacks carries over when holding a sword.


Again doing Huurton Stalkers and Huntresses, I compared my % Dodge holding various weapons:


Sword: 17%
Pistol: 36%
Fists: 4%


This is at 0/3/0/0 Brawler, so all the Dodge that I am getting is coming from Pistoleer. I plan on collecting more data, but I believe I have witnessed enough to conclude that at my low level of One-Handed skills, I am Dodging alot more than if I was fighting bare fisted, but less than if I was holding my Pistol.


I do not know whether this means that One-Handed has a lower base chance to Dodge than Pistol, or that my overall skill level difference between the two weapons comes into play (these mobs where white con when holding a Pistol, red con with the sword).

Raphayl
Sat Nov 22, 2003 10:47 am
#6

Sword: 17%
Pistol: 36%
Fists: 4%


Very easy to misinterprete what you're seeing here.


Fists: All professions have a tiny base chance at Dodging... that is where the 4% comes from here.


Pistol/Sword: You have the exact Dodge with each as both are weapons that grant the ability to Dodge, but Dodge only comes into play after the normal calculation for being hit is determined. If you are missed through this normal calculation, Dodge isn't checked. Your Pistoleer skills and One-handed skills are at two different defensive levels, so the opportunity to reach the part of the "to-hit" equation do not occur equally often. Apparently, your normal chance of being hit while using a Pistol is greater,and as such your Dodge must come into play more often.

Movi
Sat Nov 22, 2003 11:36 am
#7

Sorry for my 2nd post about the attacker part, I reread and realize your talking about the hurton huntress accuracy mods, Jack D. and I shared a few cokes so I have my excuses, lol.


Anyway, Tallius here's an experiment for you: Start up the dodge tree in fencer and then take data on % dodge while holding your pistol at each new level opposed to the sword. Then we can see if your dodge % improves a bit better since like its said above dodge factors in after your hit.

Tullius_Cicero
Sat Nov 22, 2003 7:35 pm
#8

More data, this obtained at 0/4/0/0 Brawler, Master Pistoleer, all against Huurton Stalkers


HitMiss Dodge
----------------------------------------------


Pistol 44% 21%35% (126 attacks)


Sword 48% 27%26% (160 attacks)



So when holding a Pistol, 44% of attacks that made it past the first check were dodged; when holding a sword, 35%.


Dustin_Asche
Sat Nov 22, 2003 10:43 pm
#9

This would be interesting to test in a controlled environment. Having two players face off in a duel, one with a ranged weapon of some sort in a standing posture, the other who has taken enough pistol and fencer to get dodge bonuses in each. Then take turns shooting the pistol (best to use a CDEF) at the fencer/pistoleer several hundred times and recording the combat spam data, and comparing when he was holding a pistol to when he was holding a sword.



--------------------------------------------------------------------------------------
"Man, if I had I lightsabre, I'd go voom, voom, snick, snick, snick, waaah, Jedi! slice up tubby here, and we could crawl inside him and stay warm for the night." Jay - Clerks, the Animated Series.
Tullius_Cicero
Sun Nov 23, 2003 9:08 pm
#10

Now at Fencer 0/0/1/3, Master Pistoleer, I tried the Huurton Stalkers again. I have only tried holding a Pistol at this level.


147 Attacks total


50% Hit for damge


20% miss


29% dodge






This is little difference from the test I conducted when holding a pistol at 0/4/0/0 Brawler; it fact, slightly worse. This is a negative result for the hypothesis that Pistoleer and Fencer Dodge/Melee Defence stack, or at least stack without diminishing returns or a cap.


But more testing is needed. Preferably, we should all test on the same mob, if possible, Huurton Stalkers being a decent choice as they have little resistance for their XP, and can be fetched from the terminal when grouped.

StGabriel
Sun Nov 23, 2003 11:02 pm
#11

Actually the best way to test this that I see would be to have someone with master fencer/pistoleer to test in a controlled environment and then drop some skills to see what happens.

Only way I can think of to get someone to do that is to convince Raphayl to get pistol skills on TC or to convince Philosopher (the pistol correspondent) to pick up fencer skills. Then they could use the correspondent terminal to test out different skill levels in their correspondent class.

Hmm? =P

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Rzzp
Wed Dec 24, 2003 4:50 pm
#12

Here is my char im building, so i will save all data as i progress just like you do.


cover +80


counterattack +75


dodge +25


block +10


ranged +163


melee +226



Marksman 4400


Brawler 4440


Rifleman 0404


Pistoleer 0004


TKA 0004


Fencer 4000


Swordsman 0040


Smuggler 0040


Medic 0000



When i reach that goal then i will test other combos as well, like total counterattack, or total dodge, even total block.




Jamaika

Shimond
Thu Dec 25, 2003 6:42 am
#13

Jamaika,


That is an interesting template. Similar to mine though I will be keeping my mastery of fencing so I won't have quite as high melee defense (but over 4x the dodge).


I do have one question though.


How are you going to kill anything?


-Shi

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