Fencer Archive
Thread: Just a note about Defense Skill Caps
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deXtoRious
Fri Oct 29, 2004 4:26 pm
#14
Looted Tusken DoT Rifles don't cap until 98 (9.0 speed).
You are correct about Fencer, it caps at 90.
Co-valent
Sat Oct 30, 2004 10:43 am
#15
Raniok_Tasifer wrote:
State defenses can be pushed to Immunity (docs can heal thier states, jedi can heal all states, and if you build your template correctly, you can be immune to states, no exploit, just a different style of play)... blind - dizzy - stun (KD even at 120 I would still fall on my back.. its more heavily based on a percentage chance, PD is no issue though).. we tried to immunize Intimidation.. but ..
Tallyn wrote:
What about state defenses? I.e. Defense vs Intimidation, Defense vs Blind, Defense vs Stun, etc. Very curious as to this
A) the +25 intimidation tape isn't sticking (i have this problem with BE clothing and defense attachments, thier bonus value sometimes doesn't stick) , so the raw intimidation is at 75 (which at test is little different from 40 vs intimidation or lower)
or
B) that intimidation defense is broken in itself..
---
75 vs intimidate, and someone with novice brawler can intimidate you first try (no BE intim bonus either).. somethings wrong (or they got a lucky roll...). *shrug* Whatwe tested, is that it's a lot more effective to have natural immunization than to rely on Attachments.
My template has left me immunized for the past .. 7 months? blind - dizzy - stun are no longer my enemy. And that's a very very effective trait to have against jedi (for me anyways, I'm not a healer.. just take the damage and deal it- tilleither myself or my enemy perishes). Unless they have novice brawler or ForceIntim2, they get ripped apart. I've built many templates around immunity. A good offense is a great defense (how I feel anyways..).. just a little of what I've uncovered.. I'm obssessed with State Immunity so yea... *fades to black*
*sighs*.. *shrugs*.. People whine and cry when they can't state you.. and they say it'll be 'fixed' with combat balance... well.. if they do 'fix' it. (pfft, what part of it is broken?! ><. Then they better remove Jedi's ability to be resistant /heal and doctors ability to heal thier own states.. just a concept.. *sounds angry* just get irritated.. well there ya go.. let's open a dicussion!
I agree with this poster, I try to build my templates to have good state defences. Atm my current template with zabrak bonuses and BE clothing and attachmentsI have is:
+85 to Stun resist
+65 to Intimidate Resist (Though it may be borked)
+90 or more to everything else.
Raniok_Tasifer
Tue Nov 02, 2004 9:18 am
#16
Aye, status defense is key when you have to fight off multile oppoents.. you can't do much flopping on your back.
turist
Wed Nov 03, 2004 1:25 am
#18
what about militia def? does it overide the cap like SL and food?
Mystix17b
Wed Nov 03, 2004 11:50 pm
#19
Raniok_Tasifer wrote:
Aye, status defense is key when you have to fight off multile oppoents.. you can't do much flopping on your back.
healdizzy macro, best defense for fencer is defense vs. intimidate
Mystix17b
Wed Nov 03, 2004 11:51 pm
#20
OditeFosore wrote:
Wow, there is a big misconception about this then, myself included. By chance have a dev post for quoting purposes Minerunner? I'd like to post a link on my home boards.
Lol, wonder how many millions of credits have been spent on useless SEAs?
Tapes cap out at +25 anyways.
Raniok_Tasifer
Thu Nov 04, 2004 7:57 am
#21
Mystix17b wrote:
Raniok_Tasifer wrote:
Aye, status defense is key when you have to fight off multile oppoents.. you can't do much flopping on your back.
healdizzy macro, best defense for fencer is defense vs. intimidate
Why use a healdizzy macro when you can just not get Dizzy..? I disagree on the intimidation aspect. I can still dodge mighty fine while intimidated (again that's me). I say stun is the most evil state for a Fencer.. or anyone.. *sighs* Just after what I've studied personally..
If only we could get the AA's to work and immunize Intimidation.. rofl that'd be a treat.
OditeFosore
Thu Nov 04, 2004 1:18 pm
#22
It has been common belief, on this board included, that you had your max skills from your profession + up to +25 from SEAs/bio clothing+ food and SL bonuses. This new news that was presented to Mapai and MineRunner means that if you are say at the 125 cap for dodge, any SEAs you have that you purchased to get the +25 max from SEAs which many assumed would still work up to a total of 150, will do nothing. That is the millions that folks may have spent that I'm referring to. I personally have +22 extra dodge from SEAs in my PVP suit - that means I'm lucky, I've only wasted +2 above the cap, but I know of others that made the assumption that even though they were already over 125 from stacking fencer/pistoleer, they would only be able to keep +125 from their professions. So, in order to take advantage of SEAs, they have another +25 from SEAs in their armor...which, we all now know does nothing. And for the folks that say they knew this all along, you're either telepathic or BSing because this is new news, and that's why MineRunner and Mapai both posted it when they learned it - it hasn't been posted by TH or any other SOE employees. There have been many posts on this board talking about stacking your max +25 from SEAs on top of the +125 of a defense cap - we now all know that's not how the system works and will learn to adapt.
Mystix17b wrote:
OditeFosore wrote:
Wow, there is a big misconception about this then, myself included. By chance have a dev post for quoting purposes Minerunner? I'd like to post a link on my home boards.
Lol, wonder how many millions of credits have been spent on useless SEAs?
Tapes cap out at +25 anyways.
Mystix17b
Thu Nov 04, 2004 7:13 pm
#23
OditeFosore wrote:
It has been common belief, on this board included, that you had your max skills from your profession + up to +25 from SEAs/bio clothing+ food and SL bonuses. This new news that was presented to Mapai and MineRunner means that if you are say at the 125 cap for dodge, any SEAs you have that you purchased to get the +25 max from SEAs which many assumed would still work up to a total of 150, will do nothing. That is the millions that folks may have spent that I'm referring to. I personally have +22 extra dodge from SEAs in my PVP suit - that means I'm lucky, I've only wasted +2 above the cap, but I know of others that made the assumption that even though they were already over 125 from stacking fencer/pistoleer, they would only be able to keep +125 from their professions. So, in order to take advantage of SEAs, they have another +25 from SEAs in their armor...which, we all now know does nothing. And for the folks that say they knew this all along, you're either telepathic or BSing because this is new news, and that's why MineRunner and Mapai both posted it when they learned it - it hasn't been posted by TH or any other SOE employees. There have been many posts on this board talking about stacking your max +25 from SEAs on top of the +125 of a defense cap - we now all know that's not how the system works and will learn to adapt.
Mystix17b wrote:
OditeFosore wrote:
Wow, there is a big misconception about this then, myself included. By chance have a dev post for quoting purposes Minerunner? I'd like to post a link on my home boards.
Lol, wonder how many millions of credits have been spent on useless SEAs?
Tapes cap out at +25 anyways.
right, but for the most part people only master fencer and get no pistoleer. Therefore they have 105 dodge and only need +20, but the melee and ranged defenses are not near capped at master, and won't get capped with +25 to each alone. Dabbling in tk is necessary. Didn't say it stacked just thought i'd point it out. I am also the opposite of you on the intimidation/stun thing. When I'm stunned i don't see as big a difference (there is one though) as compared to when im intimidated.
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