Fencer Archive

Thread: question about defenses

ItalianJediLord
Fri Mar 26, 2004 5:55 pm
#1

I know there is a cap on melee/ranged defense as well as block, dodge, and counter. However, I did not hear about a cap on defenses vs. Knockdown, Posture Change, Blind, Dizzy, or Stun. So my question is, if you have tons of defenses against KD, does that mean its harder to get KD'd or you can recover faster?
KnightHawk420
Fri Mar 26, 2004 6:22 pm
#2

Defense vs KD= Harder to KD


Defense vs Dizzy = reduced effect, doesn't seem to effect whether or not dizzy lands or not. Perhapseven bugged. In my experience it seems less likely to fall over when standing up from a knockdown, or to cause the person who is dizzied to be knockdowned less often due to posture changing.


Defense vs Stun = Harder to stun


Defense vs Blind = Harder to blind.



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KnightHawk420
Fri Mar 26, 2004 6:23 pm
#3

And no cap on these particular defenses either BTW. Contrary to what seems to be popular belief.



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Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Karthrag-Inak
Tue Jun 29, 2004 6:12 pm
#4

hi


i have a question about fencing defenses. if i have the stances and grips column, are my defenses only valid with a fencing weapon equipped?



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Chais-Jayden
Fri Aug 27, 2004 12:00 am
#5

I been trying to look... but can't seem to find anything...


Ok... I know the defenses vs whatever.... but what is the difference between def. vs. and melee/ranged defense? is it better to have a higher ranged and melee defense? Can someone help me please? Thanks



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Chais-Jayden
Fri Aug 27, 2004 12:03 am
#6

I been trying to look... but can't seem to find anything...


Ok... I know the defenses vs whatever.... but what is the difference between def. vs. and melee/ranged defense? is it better to have a higher ranged and melee defense? Can someone help me please? Thanks




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antares_Kauri
Fri Aug 27, 2004 12:13 am
#7

Melee/ranged defenses are to-hit modifiers, i.e. the higher the value, the less likely you are to be hit by an opponent. The defense vs. state defenses are modifiers that help you resist certain state changes like KD, dizzy, stun, etc.

antares
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Chais-Jayden
Fri Aug 27, 2004 12:18 am
#8

ok... thanks... what is the cap on these defenses? and would skill tapes raise the cap?



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Unwanted
Fri Aug 27, 2004 6:26 am
#9






Chais-Jayden wrote:

I been trying to look... but can't seem to find anything...


Ok... I know the defenses vs whatever.... but what is the difference between def. vs. and melee/ranged defense? is it better to have a higher ranged and melee defense? Can someone help me please? Thanks







Ok, ranged and melee defense cap at 125, no more going over that. And that determines how easily hit you are, so if it's high, people will miss you, and if its low you're likely to get smacked around a bit.


Now the state defenses, like DefvStun for example cap at I think 50, or 75, someone check me on that. Anyways, they protect you from an opponent landing a status effect on you, so if you have a high DefvStun, someone will probably have a hard time landing a stun effect on you.




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-Zbrax-
Sun Aug 29, 2004 6:32 pm
#10

Been getting mixed answers about the defenses...

If I have Defense vs. (Stun/Dizzy/Knockdown/etc.) from say , Pistoleer. If I take for instance , I take the Defense vs. (Stun/Dizzy/Knockdown/etc.) linesin Fencer , will they stack if im using either weapon?




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WillburWright
Sun Aug 29, 2004 6:33 pm
#11

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