Fencer Archive
Thread: fencer vs. tk
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BowraRisingDawn
Sat Dec 04, 2004 10:18 pm
#41
it comes down to the skill of the player and the template. currently i rock TKM, 4000 doc, 3004 CM.
I have a specialstrategy for dueling fencers: /intim + poisons A-C and "dodge this."
Kasamatsu
Sun Dec 05, 2004 3:43 am
#42
Yes, yes... but even carbineer + dots > TKM by itself;
add in TKM + Doc and... you're back to TKM > Fencer.
AP is borked atm.
And BTW
TKM + DoTs + Doctor + stupidly overpowered armor > just about anything
Those of us with such a template know all too well
Tong-Fei
add in TKM + Doc and... you're back to TKM > Fencer.
AP is borked atm.
And BTW
TKM + DoTs + Doctor + stupidly overpowered armor > just about anything
Those of us with such a template know all too well
Tong-Fei
Message Edited by Kasamatsu on 12-05-2004 02:47 AM
Doctare
Sun Dec 05, 2004 12:58 pm
#43
well many people do both lol. fencer is better 4 the defenses, but tka is better because of meditate a little higher attack speed. if u combine the two u will be pretty uber. if u add master bralwer on top of that, and maybe a little pike defenses then u should be very uber in pve and pvp.
HEGEWIZARD
Sun Dec 05, 2004 1:24 pm
#44
im tka/smuggler
right now im also getting some sword
should I skip sword and get as much fencer as possible?
or ? I want to keep tka/smuggler
Atama
Sun Dec 05, 2004 2:28 pm
#45
Let's say someone has an acklay stun baton doing 300 damage per hit (for simplicity's sake assume it has the same min and max, and would ignore melee mitigation).
Against a TKM with 40% stun armor the following occurs:
Reduce by 75% for PvP reduction = 75 damage/hit
Reduce by 50% because it has no armor piercing = 38 damage/hit
Reduce by 40% for stun resistance = 23 damage/hit
Reduce by 57% for unarmed toughness = 10 damage/hit
Now let's take a TKM with a 50-200 damage VK and +250 unarmed damage, which has a total of 300-450 damage.
Against a Fencer with 80% kinetic armor the following occurs:
Reduce by 75% for PvP reduction = 75-113 damage/hit
Reduce range by 60% for Melee Mitigation 3 = 75-90 damage/hit
Reduce by 80% for kinetic resistance = 15-36 damage/hit
Reduce by 32% for one-handed toughness = 10-25 damage/hit
Thanks to armor and other damage reductions, neither the TKM nor the Fencer is really doing much, but the TKA is still doing more damage.
Against a TKM with 40% stun armor the following occurs:
Reduce by 75% for PvP reduction = 75 damage/hit
Reduce by 50% because it has no armor piercing = 38 damage/hit
Reduce by 40% for stun resistance = 23 damage/hit
Reduce by 57% for unarmed toughness = 10 damage/hit
Now let's take a TKM with a 50-200 damage VK and +250 unarmed damage, which has a total of 300-450 damage.
Against a Fencer with 80% kinetic armor the following occurs:
Reduce by 75% for PvP reduction = 75-113 damage/hit
Reduce range by 60% for Melee Mitigation 3 = 75-90 damage/hit
Reduce by 80% for kinetic resistance = 15-36 damage/hit
Reduce by 32% for one-handed toughness = 10-25 damage/hit
Thanks to armor and other damage reductions, neither the TKM nor the Fencer is really doing much, but the TKA is still doing more damage.
Tathizar
Sun Dec 05, 2004 11:14 pm
#46
i got 2 threads about this same thing... one in fencer forums and one here if you do a search 
VBDotNetRulz
Mon Dec 06, 2004 1:54 am
#47
From my experiences, this plays out true every time: it's not about what profession you have, it's how you use it and how your enemy uses theirs. Basically, I have taken downmultiple fencers and riflemanwith just TK and have lost to weaker professions such as pikeman. Basically if they opponent has melee mitigation 3, high unarmed toughness, 45% stun armor, 42% stun psg, intimidate 2's you, and synth steak your 2k damage stun baton does under 50
. I saw the calculations for this before in a post but sadly I can not find it. The main thing you want right now to help in pvp is master brawler. With intimidate 2, you cut their attack in half and all that dodge that players stack up is completely negated. Warcry 2 let me solo 4 pvp players because you get a chance to attack each individually. Taunt is somewhat usefull in pve. Lunge 2 is a fencer's best friend. It helps so much to be able to actually kd - and from 15m away too! Also as of now you need to stack up on stat defenses, but I hear that the combat upgrade is not allowing that anymore so... it's up to you whether you want to spend the time on it or not. If you can, purchase any defense vs intimidate skill tapes you find. One person on ahazi name katie' that I know has capped her intimidate resist using skill tapes and therefore is invinible in pvp do to high dodge - if you can't intimidate her, you can't hit her (and she maintains full dmg). Anyways, pvp will be MUCH different after the CU so I suggest grinding the profession you think is FUN. With the introduction of the CU you can migrate your used skillpoints anyways so you could, in theory, master teras kasi then switch to fencer later if you wanted. Just remember that everything you read about the CU is subject to change.
SuiRyu
Tue Dec 07, 2004 7:48 am
#48
Add intimidate and foodto that and they are tied imo, both doing no dmg.
Atama wrote:
Let's say someone has an acklay stun baton doing 300 damage per hit (for simplicity's sake assume it has the same min and max, and would ignore melee mitigation).
Against a TKM with 40% stun armor the following occurs:
Reduce by 75% for PvP reduction = 75 damage/hit
Reduce by 50% because it has no armor piercing = 38 damage/hit
Reduce by 40% for stun resistance = 23 damage/hit
Reduce by 57% for unarmed toughness = 10 damage/hit
Now let's take a TKM with a 50-200 damage VK and +250 unarmed damage, which has a total of 300-450 damage.
Against a Fencer with 80% kinetic armor the following occurs:
Reduce by 75% for PvP reduction = 75-113 damage/hit
Reduce range by 60% for Melee Mitigation 3 = 75-90 damage/hit
Reduce by 80% for kinetic resistance = 15-36 damage/hit
Reduce by 32% for one-handed toughness = 10-25 damage/hit
Thanks to armor and other damage reductions, neither the TKM nor the Fencer is really doing much, but the TKA is still doing more damage.
Message Edited by SuiRyu on 12-07-2004 06:50 AM
Atama
Wed Dec 08, 2004 7:40 am
#49
Intimidation will cut damage about in half, leaving the Fencer with 5 damage/hit and the TKM with 5-13 damage/hit.
By "food" I assume you mean synthsteak, which is the only damage reduction food I know of. I've seen it up to 50%, so cut those damage numbers in half. (3 damage for Fencer, 3-7 damage for TKM.)
Neither TKA nor Fencer are very strong at offense anyways. TKAs are great at landing states and weakening a target so that someone like a Swordsman, Pikeman, or Rifleman can pound them. Fencers are great at avoiding damage (by being hard to hit). Both have their place in PvP but neither are real powerhouses for damage.
By "food" I assume you mean synthsteak, which is the only damage reduction food I know of. I've seen it up to 50%, so cut those damage numbers in half. (3 damage for Fencer, 3-7 damage for TKM.)
Neither TKA nor Fencer are very strong at offense anyways. TKAs are great at landing states and weakening a target so that someone like a Swordsman, Pikeman, or Rifleman can pound them. Fencers are great at avoiding damage (by being hard to hit). Both have their place in PvP but neither are real powerhouses for damage.
Message Edited by Atama on 12-08-2004 06:40 AM
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