Fencer Archive

Thread: .::NEED HELP WITH CAPS::.

Locs
Sat Dec 11, 2004 9:30 am
#1

What is the Hard speedcap for Fencer (whats the total cap or is there a calculator)


and is Dodge Capped at 125?



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NHGLethos
Sat Dec 11, 2004 9:42 am
#2

Well with master fencer on its own, you have +90 one handed speed, which will hit the one hit a second speed cap you refereing to with any fencer weapon / specialwhich comes to mind.

With Master fencer and master brawler that goes upto +95 one handed speed, with the hard cap at 100 (ultimate speedcap)


Dodge, melee/ranged defence etc hard capped at 125


melee accuracy is capped to +25 more in attachments, and i beleive that food are drink are seperate from that cap.



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Locs
Sat Dec 11, 2004 9:46 am
#3

ok thanks




llllll Loc - Elder Jedi - CA
llllll WOOKs - Wevil Banker - CA

llllll Squeeko - Sneaky Butt Hole - CA
llllll Loot - Swoops - Faction Items - Rewards
llllll -1268 3862 (Rori, Vanmoriel)

Psynob
Sat Dec 11, 2004 9:49 am
#4



from natural skills you can reach up to 125 which is the Cap without AA or CA enhancements.Further on you can get +25 which means 125 +25 and you get some bonus points from foods 125+25+foods.Only accurancy has a high Cap at 200 i think

You dont need more speed with Fencer.He is fine.90 speed at master and a weapon up to 3.5 speed youcan perform anattack every second you cant go bellow that

Message Edited by Psynob on 12-11-2004 06:52 PM



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Minerunner
Sat Dec 11, 2004 10:17 am
#5

Just to make sure everyone is aware of appropriate phrasiology.

Hard Cap = The stat it'self cannot even display a numeral above the cap. (Not found in SWG ever)
Soft Cap = The point in which surpassing the cap has no more effect. (The only type of cap found in SWG)

Speed can go above 100 numerically, however the server limits attacks to one every one second, no matter what the speed modifier is.

Defensive Skill stats such as Dodge/Block/Counter/Defensive Accuity are inefective beyond 125, unless increased by Food/Drink/Squadleader.

Defense vs "x" skills are soft capped at 95, as any state landed by any person or NPC or animal always has a 5% chance to hit regardless of your defense verses that state... you can have a 105 Defense against Stun (105% chance to resist)... but you will still have a 5% chance of failing to resist. BE Clothing, SEA's, and AA's DO NOT PUSH A DEFENSE SKILL EFFECTIVNESS ABOVE 125, even if they seem like they do by modifying the numerical representation of that skill. A Melee Defense of 125(150) without food/Squadleader is still calculated as 125 This is proven, And developer confirmed.



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"Cast aside your preconceptions and you will be delivered from this sin of assumption."
AdmiralSpy
Sat Dec 11, 2004 3:56 pm
#6






Minerunner wrote:
A Melee Defense of 125(150) without food/Squadleader is still calculated as 125 This is proven, And developer confirmed.




Still not sure if I get this, as the above post seems to differ a bit.


Suppose I pick up enough skills to get 125 Ranged and 125 Melee defense in skill boxes alone. Were I to add a shirt with +25 to Ranged and +25 to Melee defense in the form of SEAs, (ignoring food/SL), would this help? Or would it still calculate it at 125.. at which point, I wasted a lot of credits and should resort to foods and a SL?


Sorry if its repetitive or if you get this a lot It's just that the post right above yours claims its 150, whereas you say the math stops at 125.


Message Edited by AdmiralSpy on 12-11-2004 05:57 PM



Addy | 'Addy
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Forever Carbineer
Minerunner
Sat Dec 11, 2004 4:52 pm
#7

The numbers in parenthisis mimic the effect of clothing on the skills sheet listing of modifiers in game.

Yes if you have enough skills to reach a soft cap on your own, and use of SEA's AA's or BE Clothing are null and void. What they do allow for is the ability to not have to spend SP on all the skills needed to get you to 125. You could have 100 Melee Defense and 25 Melee Defense from SEAs AAs BE Clothing, and be equal defensivly to someone who has 125 Melee Defense naturally by only spending skill points on the skills.



Roogah Heeveah : Starsider, Alien Master of the Force : Roleplayer
Leoaf Be'lya : Bothan Ace Alliance Pilot : Eclipse
Minerunner : Test Center


"Cast aside your preconceptions and you will be delivered from this sin of assumption."
AdmiralSpy
Sat Dec 11, 2004 7:31 pm
#8

Gotcha, thank you.


Several guildmates of mine were claiming the opposite (including state defenses), but the 95% assumption is indeed a logical one as well in that respect.


Thanks again.



Addy | 'Addy
ex-Photographer
Forever Carbineer
TalusianRogue
Sat Dec 11, 2004 8:04 pm
#9

Two questions Minerunner.


Firstly, pertaining to 95 being the soft cap for Def Vs. X Skills, wouldn't a +95 Def. Vs. X yeild a total of a 91.25 chance of evading blocking it, rather than a 95? or is the 5% entirely seperate from any skill mods?


Secondly, can you shed some light on how SEAs will be adjusted in the Combat Upgrade? Will stat mods be completely revamped too, or can I count on my +22 1h speed belt to still be a +22 1h speed belt when all is said and done, or is it not worth the effort to buy attachments now in anticipation for the CU?





Ko'c
Who the ***edit*** codes this game?

Minerunner
Sun Dec 12, 2004 2:05 am
#10

1: It is entirely seperate of any skill mod is my understanding.
2: I cannot provide any information as to what may or may not happen to existing SEA's come the Combat Upgrade. Sorry.



Roogah Heeveah : Starsider, Alien Master of the Force : Roleplayer
Leoaf Be'lya : Bothan Ace Alliance Pilot : Eclipse
Minerunner : Test Center


"Cast aside your preconceptions and you will be delivered from this sin of assumption."
TalusianRogue
Sun Dec 12, 2004 11:33 am
#11






Minerunner wrote:
1: It is entirely seperate of any skill mod is my understanding.
2: I cannot provide any information as to what may or may not happen to existing SEA's come the Combat Upgrade. Sorry.




Was worth a shot.




Ko'c
Who the ***edit*** codes this game?

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