Fencer Archive
Thread: Ranged and Melee Defence (question to Raph)
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
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
(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.
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.