Fencer Archive
Thread: FYI: Melee Defense Data
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.
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.
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).
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.
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.
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%.
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.
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.
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
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