Fencer Archive

Thread: Ranged and Melee Defence (question to Raph)

Rush-GAT
Fri Dec 12, 2003 12:34 pm
#1

Afternoon my brotheren
Ive read all the posts on the dodge mods and realize that there are two rolls on weather we (fencers) get hit. 1st roll is figured i think with our melee/range defence and the attackers accuracy. I know the second roll is on chance to block and the formulas you guys came up with are incredible. I wonder if the other correspondents do this much homework.

My question is.....
What is the formula for ranged and melee defence?
Is there thread where I can read about it that ive missed?
Does a certain amount of defence points end up becoming a percentage of that first roll goin in your favor.
Please help me to understand.

I understand dodge, I dont understand this?
thanx again
rush



Rush

Official GAT Smuggler
FURY_Chaser
Fri Dec 12, 2003 12:45 pm
#2

by my guess it is not % based


maybe something like


(acuracy mod + weapon acuracy mod + posture mod + random # ) - ( Defense mod + Movement Mod ) = x


if x>0 then its a hit

Minerunner
Fri Dec 12, 2003 2:25 pm
#3

(acuracy mod + weapon acuracy mod + posture mod + random # ) - ( Defense mod + Movement Mod ) = x


Should add "+ random #) to defense side so that it looks as follows.


(acuracy mod + weapon acuracy mod + posture mod + random # ) - ( Defense mod + Movement Mod + Random #) = x


Unless Random # in accuracy side can be negative.


Because I can tell you that if a TKM were to hit me he is going to miss a whole lot more times than he hits... and if Accuracy doesn't go negative it stands to reason I get a defense "roll" otherwise a TKM will never miss against anyone with their insane accuracy.




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Minerunner : Test Center


"Cast aside your preconceptions and you will be delivered from this sin of assumption."
Andoryu
Fri Dec 12, 2003 6:06 pm
#4

I think ranged/melee defense reduces damage taken as well as making hits less likely. That's purely anecdotal, and might be wrong, but that's the impression I've got while playing my fencer/tka combo.
Zzelkin
Fri Dec 12, 2003 7:00 pm
#5






Andoryu wrote:
I think ranged/melee defense reduces damage taken as well as making hits less likely. That's purely anecdotal, and might be wrong, but that's the impression I've got while playing my fencer/tka combo.




I think your correct. There are ranged defense numbers, melee defense numbers, and dodge numbers. I think they act all independant of each other. The 1st two, as Andoryu said, is damage you take. The last being getting hit or not.
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