Fencer Archive

Thread: Can anyone tell me the correct cap on all Fencer Mods?

ken0bi17
Thu Jul 22, 2004 5:18 pm
#27



Nealoc187 wrote:
The way it has been explained to me by a few players who I consider absolute experts in the game (I've never known them to be wrong and I've known them since the launch of the game) is that currently defenses are soft capped at 125. That is ranged and melee, dodge, block, and counterattack. In addition to the 125 of each you can get from your profession, you can get an additional 25 from attachments, and an additional 25 from food (in the case of ranged and melee def, which have specific foods which boost them a specific amount). Thus the cap on these would come to 175 at absolute maximum. That's how it's been explained to me.
Regarding non-working mods, these include all evasion mods, the mods called "1 hand weapon counter attacks" "2 hand weapon counter attacks" and "polearm counterattacks" and all damage mods EXCEPT unarmed damage. i.e. 1h damage, 2h damage, and polearm damage are all broken as these skills dont actually exist in the game, thus they modify something which doesnt exist, which doesn't change anything for you.
Tonight when I get home I'm going to test Pikatta, Air Cake, Ranged and Melee def foods and also CoB so that I can quantify these changes.





see I thought that defenses like ranged and melee were hard capped at 125.

someone should run some official tests on all this stuff and see what happens.



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disposable heroes
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ageless i remain, with vengeance on my breath
revolted by the meek

Tholcrist
Thu Jul 22, 2004 7:10 pm
#28

i'm almost posetive that the defence vs states and melee/ranged had a hard cap of actual +xx, however the +% from foods still mod's them. thats from my experiences though i would love to be proven wrong on this lol.



Vanima Tholcrist-Chilastra
A Calorie Counter You Need To Read
PsionicHawk
Fri Jul 23, 2004 12:03 pm
#29

Ithough that defense vs (stun, dizzy, kd, ect) had a hard cap of 90 no matter what.



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