Fencer Archive

Thread: SEAs (which work and which don't?)

Azazale
Mon Aug 30, 2004 1:39 am
#14




Haschel wrote:
Just like the title says. I'm basically looking for which ones that apply to us don't actually work any more, because the devs took them out/they're broken/wtfever.


I've been told that the following don't work

1H melee damage

1H block

1h counter


What else doesn't? Or do those really work?




Try this Link, it's a helpful guide to what AA/CA work and don't work that was posted awhile back on the shadowfire trades forum.

Message Edited by Azazale on 08-30-2004 04:42 AM



__________&______________________________________________
Erom'

IamCadan
Mon Aug 30, 2004 7:02 am
#15

I think all damage SEAs are broken. I know that TKs have tested the unarmed ones and found it made no difference.




OilFan - Elder Jedi
Lako - MBH/TKM MBH/Master Rifleman Remade BH

Why is everyone the same?
Lambchops79
Tue Aug 31, 2004 4:59 pm
#16

SEAs the positively dotn do anything:


1h Counter attack

1h block

1h Dodge

1h evasion


SEA's that work but arent usefull


block (only works with rifles and pikes

Counterattack(ONly works with 2hnad wepaosn and carbines)


SEA's that do work but arent relaly needed

1h speed (capped with the speed fo fencer weapons)



SEA's that might work

1h damage (peoepl say different things(


SEA's you want

Dodge, melee defence, ranged defence (remeber these cap out at 125, so if you're stacking these might not be usefull)

1h accuracy (you cna naver have too muhc of this)

defense versus anything (again you can never have too much of this)









Daedalus
Joost1000
Wed Sep 01, 2004 11:35 pm
#17






IamCadan wrote:
I think all damage SEAs are broken. I know that TKs have tested the unarmed ones and found it made no difference.





tkm is unarmed damage capped so it wouldnt work anyway
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