Fencer Archive
Thread: The Real Scoop on Dodge, Pistoleer/Fencer, Stacking Issues, and Nerfs
MonikaTSarn wrote:
Wow, they should make you 'combat system correspondent' - good work.
What makes it a bit unfair is that fencer and pistoleer is a great combo - can stack 4 bleeds on health. Swordsman and carabineer would suck, they get mind and action bleeds. Just as pikeman and rifleman would suck probably.
swordsman get 2 mind bleeds ..........so do rifleman.......hey! combine them and get 4 stacking health bleeds
hmmmm looks like there are only two left soo................combinde them and get 4 stacking action bleeds
yay!
i actually have no idea if pikeman have action bleeds or not but my intleligence says they do
tacwraith wrote:
excellent post raph.
Here's my take on this:
All the defense mods should stack, regardless of where you get them from (of course, except the specifically named +unarmed toughness and such)...
Why? Simple. I actually started work on a super-defensive, pure melee character who had the highest melee defenses possible (mastering 1 melee class, taking the defense mod giving trees of all others along with master brawler).
I should be allowed to have insane defenses. Thats why i spent ALL my skillpoints on. Im giving up any terrain negotiation, any medic skills, any crafting skills, any ranged abilities. I wanted to be the player that put CH tank creatures to shame. And this template is extremely time consuming to achieve, as i have to get to level4 in some proffession's skill trees while having little to no damage attacks or offensive mods in that weapon.
Its the same as with the pistols ... get a character, pistol4, smuggler dirty fighting4,1pistoleer tree at box4 (damage or accuracy mods, player's choice) , bh pistol4, NOVICE COMMANDO (launcher pistol). Insane firepower and mods and utilities. Let me say that again, INSANE firepower and mods and utilities.
If this is allowed, thenthedefenses should be allowed to stack. if i spend my points for it I should benefit from it. 'nuff said.
I could not agree more.
IMHO, all the defensive mods should stack. They can cap the effectiveness if they want (eg. you can never dodge more than 80% of your hits). However, if you want to spend all your points to GET that 80%. All the power to you.
I was thinking about dropping CH and picking up some more defensive skills. I may in the future after I get a feeling as to what the devs have planed for them.
As it stands now, I'm not even sure if the block skill even WORKS (yes, I know, the whole counter act message thing, however, I swear you STILL TAKE DAMAGE)
Impressive post. Most impressive.
That's a whole lot of work.
Well done.
/salute
Are any of these defensive 'to hit' modifiers or 'to hit' formulas going to change with the introduction of the new melee and ranged 'damage mitigation'abilities that arecurrently on test?
Isis
I do have one question that I didn't see an answer to. I am a Master TK and I noticed that Fencer shares the Combat Equilbrium (sp?) mod with TK. Does this mod also stack across professions?
now you mention it, i just notice something.
the defense of swordman and carbinerr should be similar, both has counter-attack, so wouldn't it makes sense either give carbinerr mind bleed of just move the mind bleed to pikeman?
since fencer/pistoleer, swordman/carbineer, pikeman/rifleman these classess have similar defense ability, hmmm....i wonder...
Now that I see that you read this post Mr heavy I will ask again, as someone did previously in this post,if you know anything about Defense Acuity? Haven't found anything solid, not much at all in fact. Is this supposed to give general bonuses in all the secondary defenses like dodge etc. and is it then possible to stack it? I know it shouldn't if you take the conclusions from this thread, but how is it really? I do remember some TKA/fencer sayingit worked fine... He could have been in his own little world though, as nottoo many aggreed with him...
I want facts! ![]()
Thanks in advance for anything you can come up with.
Boatillo wrote:
To remove fencer/pistoleer dodge stacking (and block/counterattack stacking) is completely pointless imho, here's why:
I could just as easily take every line that gives +melee defense and +ranged defense and end up with a character that is just as hard, if not harder to hit than my dodge stacked fencer! I have a friend that went this route and is very nearly a god in pve and pvp (solo'd 2 large turrents, 3 at-st's, 40 st's, and 3 players at the same time) AND they are worried about dodge stacking?
It doesn't make any sense, but NOTHING soe has ever decided made sense! They wanted player tanks - that's what we are finally able to make! And now you say they are thinking about robbing us of this stacking, and forcing us to go up melee defense lines instead, pointless.
Yes, you could actually get the melee and ranged defenses to be as good or even better than dodge, EXECPT for when you use COB. Infact, i'm wondering if all the people that say Master Fencer/Master pistoleer are impossible to hit, are talking about them playing as a pistoleer, a non-cob fencer or a fencer using CoB. I think they are all talking about a CoBMaster fencer with the dodge of pistoleers.From looking at Noules000 formula (which is not entirely correct, but gives a good estimate on the expect results), 205 non-cob dodge should give pretty good defenses, but should not be unhittable.(if the same to-hit formula is used as ranged/melee defense but using dodge, but as a second pass after ranged/melee failed)
It is all according to how CoB works;if it is a % increase of the dodge modifier, this would explain why dodge is seen as being overpowered. BUT up until now, i've not seen anyone with a (test-backed)guess on a formula which explains CoB dodge. I think some of the corespondants are looking at trying to get a dev answer to how dodge and CoB acutally work. Good luck to them. Hope they get it.
--Rorrimot