Fencer Archive
Thread: Which gives better defense?
da-bro wrote:
Can't access the drop down menu to edit for some reason, so to expand on my post:
With 150 melee/ranged defence, someone might miss you once or twice more than if you had zero (per minute). This is because everyones accuracy is 200+ so the only time you really start seeing more misses, is when someone is blinded, or the defender is using Improved CoB/Improved Aura. The damage reduction from defence doesn't come into play unless your defence is above the attackers accuracy.
With Def 4xxx or x4xx, you're getting something like a 25-30% damage reduction and maybe your attacker will miss two/three times a minute tops. With Enhancer x4xx, you're getting around 48% damage reduction, which is far more beneficial than the attacker maybe missing 2/3 times a minute.
The only Defender lines that should even be considered alone/together (without mastering) are;
xx4x (Aura), xxx4 (Valor) or xx44 (both).
Dabbling in 44xx of Defender is a waste of skill points really.
A popular template (at least with alot of Jedi I know and have spoken to) is;
Master Lightsaber/Enhancer 4004/Healer 4100 and Defender 4400.
Taking into account what I have discussed, these people would be far better off with;
Master Lightsaber/Master Enhancer/Healer 4004 or Healer 4040.
You're giving up 150 Melee/Ranged defence and look at what you gain:
Stasis
Regain Consciousness
Advanced Force Run
Force Feedback
Force Absorb
Force Resists (crap, but beats nothing/ the resists given in novice Defender)
More overall Force
Better Force Regeneration
Anyone who is thinking straight will see that what you could have, far outweighs having a few measley points of defence, especially when the effects of which are based on something you have no control of; your attackers accuracy. For melee/ranged defence to be worth giving up the various other skills you could get, you would need at least 300, preferably 500+.
So remember, do not dabble in 4400 Defender, stick to the opposite side for dabbling, or master it
Good analysis, da-bro. However, I'd still like a bit more information before I switch alway from my plan to go for Defender 4-4-4-0. Those first two lines of Defender give a total Innate Jedi Armor of +56, which results in about a 45%damage mitigation, and that's not something to be cast aside before I can get all the facts.
At this point, I have Defender 2-4-2-0, so Ihaven't yethad the opportunity to see for myselfhow much mitigation Improved Aura grants.Aura doesn't just make you harder to hit; it actually reduces (mitigates) damage taken -- the low-level Aura by about 25-30% or so. The downside of Aura is that it's of short duration -- about 30 seconds at Defender x-x-2-x. Now, with Improved Force Armor, the mitigation is 48% -- which is slightly better than what I'd get with Defender 4-4-x-x, but what's the force cost, and what is the duration of each activation of the Armor? How does it play in large-scale battles? I'd envision situations in which several people concentrate their firepower on a single Master Enhancer and rapidly drain his force bar. In that situation (very common in the large PvP battles on Bria), it would seem the innate Jedi armor in Defender 4-4-x-x would be preferable.
Other possibilities people have discussed involve adding the Aura line to Master Enhancer or Enhancer x-4-x-xand stacking Force Armor and Aura.
At any rate, Master Enhancer is sounding very tempting to me. I tend to prefer templates with a wealth of tactical options rather than a straightforward tank template, so I may yet throw my caution to the winds and go for it.
FernGully wrote:
lotsa stuff here...
- Defense mods. Defense mods have two effects. First, they decrease the chance-to-hit of an attacker. Secondly, after a hit has been determined, they push the damage dealt for that hit towards the lower end of the attacking weapon's min-max damage range. In both cases, they work opposite of the attacker's accuracy. If the attacker's accuracy mod for their weapon is much higher than your defense mod for that weapon, their chance to hit you will be high and the damage they do will be close to their weapon's max damage. If your defense is much greater than their accuracy, their chance to hit will be much lower (more misses), and they will hit you for closer to the weapon's min damage.
Ferngully also wrote:
Force Aura is purely a defense mod boost (+250 for lower one, +500 for improved one).
I had to read these posts carefully several times to get to where I grasped this point, and I'm still not sure I understand it correctly. I think my personal field tests may have given me an incorrect understanding of the mechanics of these elements.
Let me see if I can rephrase what you're saying, and strengthen my grasp of the point.