Fencer Archive

Thread: The Real Scoop on Dodge, Pistoleer/Fencer, Stacking Issues, and Nerfs

Jeisyn
Wed Dec 24, 2003 11:43 am
#79

just a quick note to Raph - coming from a rifleman/fencer


there has been a numberof changes that weren't mentioned to the correspondants OR in the patch notes.


i'm not surprised to see the stealth-change of stacking dodge.


2.5x melee dmg is also gone, and some rifle specials now cost more ham...


on the Plus side - mob warping seems a thing of the past




Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Sharc
Wed Dec 24, 2003 11:45 am
#80

Good post.


As a devoted Heavy Swordsman I take issues with the way the melee and renged catgories are aligned.



Mind: Heavy Swordsman, Rifleman


Health: Fencer, Pistoleer


Action: Pikeman, Carbineer


TKA is outside of this discussion as it can combo and hit all three pools.



Currently this is how the professions stack with block, dodge, counterattack


Block: Pikeman, Rifleman


Dodge: Fencer, Pistoleer


Counterattack: Heavy Swordsman, Carbineer


What this means is that if I want to stack my secondary defenses as a pikeman or heavy swordsman with a ranged profession i will not be able to attack the same HAM pool, but I *can* with Fencer, pistoleer.


Advantage: fencer/pistoleer



Wouldn't it make more sense to flip-flop the heavy swordsman to block and pikeman to counterattack so that all 6 professions are more in line?


Or switch fencer and pikeman so that none of the professions stack both defensive mods and HAM pool attack?




Sharc













Raphayl
Wed Dec 24, 2003 12:01 pm
#81






Jeisyn wrote:

just a quick note to Raph - coming from a rifleman/fencer


there has been a numberof changes that weren't mentioned to the correspondants OR in the patch notes.






Correct, but most are eventually caught.




i'm not surprised to see the stealth-change of stacking dodge.






I sort of am... because the Devs said they would get back to us before they made this particular change.




2.5x melee dmg is also gone






That wasn't a stealth change. The Devs told us that was happening. I posted it here on the Fencer forum, too. Didn't it get posted in your forum?




, and some rifle specials now cost more ham...






I can't say if that was strealth or not, I don't keep track of Rifleman HAM costs. You may be right. You Corr should know, or I could check on it if you'd like.




on the Plus side - mob warping seems a thing of the past







It still happens, but it's been greatly reduced.



I'm not completely convinced that Dodge was (purposefully) made unstackable yet. A change to the rate Dodge is occuring against certain mobs? Yes... I would agree that something has happened there, most likely due to the mob rebalancing. I will either need to test this again, or hear it from the Devs before I am convinced. It's also possible just that there is a simple, unintentional glith that occurred in this patch that has impacted Dodge.... and the Devs are not even aware of it. It certainly would not be the first time, and would explain why we haven't heard anything.


Juliet-
Wed Dec 24, 2003 1:43 pm
#82

simple counter to stacked dodgers or anything



Intimidate



they wont dodge while intimidated.. test it

Tarinth2
Wed Dec 24, 2003 10:00 pm
#83

I'm currently a 2-4-4-0 Fencer and a 1-0-2-4 Pistoleer. I'm trying to test the efficacy of the Dodge capabilities myself, but I'm getting confused by one thing that I'm seeing and perhaps you can help clear something up.


When I fight a creature, I don't "dodge" at all. On the other hand, I "evade" a lot of attacks.


When I duel a player, or fight NPC mobs, I see that I "dodge" a lot of attacks. The "evade" text is now very rare--in reviewing my combat spam when attacknig a Rebel lair, I found that I only evaded one attack (a special) versus about 20+ dodges.


What exactly is the skill that's being utilized when I see the "evade" text? Is this just another word for "dodge" (in a different context)?


Jeisyn
Thu Dec 25, 2003 1:17 am
#84

the type of glitch you speak of is exactly what we're hoping the rifle special costs are - a glitch.


as for 2.5x dmg, actually, i don't recall seeing it in the rifle forum until well after the patch(can you believe that? lol - and it wasn't posted as a response to our top five, nor was it in the patch notes, from what i saw). maybe i'm the only one, i don't know...


i should clarify what i meant about "i'm not surprised to see the stealth-change of stacking dodge."


I mean i'm not surprised they didn't tell anyone about it, if it has indeed been changed purposefully.


i'll be interested to know the truth about dodge, at any rate.


keep up the great work!



now if they would just fix rifle block...




Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
EagleShard
Sat Dec 27, 2003 5:57 pm
#85

Just a quick post to say wow raph you have some awesome threads, just dropt by to check the forum out as I've been going through all the forums to see if there is anything interesting in them (I'm not doing the jedi grind and never will, and don't have a fencer )


Just to put my opinion into the discussion either 1)like mods(dodge dodge etc)should stack and all defensive mods apply all the time (dodging whilst using Vks etc) or 2) dodge shouldn't stack.


I don't like it that not all melee professions are equally viable.


However it doesn't make sense that being good at counterattacking with a sword means you're good at counterattacking with a carbine. Or at least not as much sense as that dodging isn't so much weapon based as block/counterattack. But if dodge stacks and the other don't then the others should be slightly better than dodge.


Do I make sense? Maybe.




Lady Gemina, Mistress of the Crimson Talons
Proprieter of the Lucky Bantha Cantina, New Hamburg, Tatooine (Dancers, Spice and a whole lot more!)
InquisitorPayne
Sat Dec 27, 2003 6:03 pm
#86






EagleShard wrote:

Just a quick post to say wow raph you have some awesome threads, just dropt by to check the forum out as I've been going through all the forums to see if there is anything interesting in them (I'm not doing the jedi grind and never will, and don't have a fencer )


Just to put my opinion into the discussion either 1)like mods(dodge dodge etc)should stack and all defensive mods apply all the time (dodging whilst using Vks etc) or 2) dodge shouldn't stack.


I don't like it that not all melee professions are equally viable.


However it doesn't make sense that being good at counterattacking with a sword means you're good at counterattacking with a carbine. Or at least not as much sense as that dodging isn't so much weapon based as block/counterattack. But if dodge stacks and the other don't then the others should be slightly better than dodge.


Do I make sense? Maybe.







They do stack. All the secondary defense mods stack. The only issue is that dodge is the only defense mod that stacks from profession that aim for the same HAM Pool. If they would simply swith counterattack and Block on the Pikeman and th swordsman there wouldnt even be an issue....



Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


InquisitorPayne
Sun Dec 28, 2003 5:44 am
#87

i know =)




Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


EagleShard
Sun Dec 28, 2003 6:08 am
#88

Sorry when I said stack I meant that either all defensive mods should always apply (ie you can dodge whilst using a carbine) or they shouldn't stack.



Lady Gemina, Mistress of the Crimson Talons
Proprieter of the Lucky Bantha Cantina, New Hamburg, Tatooine (Dancers, Spice and a whole lot more!)
InquisitorPayne
Mon Dec 29, 2003 6:09 am
#89






EagleShard wrote:
Sorry when I said stack I meant that either all defensive mods should always apply (ie you can dodge whilst using a carbine) or they shouldn't stack.





Well, in that case:


You get hit by a pistol. You are master Pistoleer, Master carbineer and Master Rifleman. Wich skills works? If more then one, in wich order? How much Server load would a cross-checking of 4 Defense Mods apply?


The problem is: They Must not work regardless of weapon but specific to a weapon. They only need to reverse Block and Counterattack on Swordsman and Pikeman.


I see no reason why they should not stack as well. If you are willing to invest extra skillpoints in a better defense, why shouldnt you get it?


If they wouldnt stack, then speed modifiers should not stack. Terrain negotiation should not stack. Accuracy should not stack. If you do That, the whole idea of a non-class based character system is gone.


They ideae behind SWGs character system is that you are free to develop you character any way you wish. If you want to have a defense monster, so be it. If you want a Doctor Musician, so be t. If you want a Warrior Troubadour, so be it.....


You might disagree with me. Your decision. Your right. But i truly cant see the point you are aiming for.


Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


RebRifle
Mon Dec 29, 2003 11:31 am
#90

block doesn't work It says ya block the shot but it still does the dmg
AltairPolluxRigel
Mon Dec 29, 2003 2:07 pm
#91

this is somewhat unverified, but i understand blocking is supposed to let damage pass through, but the block means you don't get ALL the damage. the adjustment is that blocking should occur far more often than even dodge.

again, it'd have to be confirmed by someone who knows for sure, or has tested it.



-Altair
Page 7 of 11