Fencer Archive
Thread: Which gives better defense?
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MastaJones
Mon Aug 30, 2004 10:34 am
#1
I'm considering the following templates:
Master Pistoleer
4/0/4/0 Fencer
0/3/0/4 TKA
4/2/3/0 Medic
or
Master Pistoleer
Master Fencer
1/0/0/0 Medic
I would think that the first template would give better defense since you have defenses from both Fencer and TKA that stack. Any thoughts?
BloodfinBros
Tue Jul 05, 2005 2:25 pm
#4
FernGully wrote:
lotsa stuff here...
- Defense mods. Defense mods have two effects. First, they decrease the chance-to-hit of an attacker. Secondly, after a hit has been determined, they push the damage dealt for that hit towards the lower end of the attacking weapon's min-max damage range. In both cases, they work opposite of the attacker's accuracy. If the attacker's accuracy mod for their weapon is much higher than your defense mod for that weapon, their chance to hit you will be high and the damage they do will be close to their weapon's max damage. If your defense is much greater than their accuracy, their chance to hit will be much lower (more misses), and they will hit you for closer to the weapon's min damage. Armor comes into play after both of these things (chance to hit, and damage from hit) have been calculated, and it absorbs a % of damage dealt. Note that defense mods, themselves, do NOT actually "absorb" damage like armor does, but they do end up making you take less of damage.
- The big difference between force armor and innate armor is that innate armor has no "cost", whereas force armor does. For roughly every 10 points of damage your force armor absorbs, you lose 1 point of force. This may not sound like much (and it is much less than it used to be), but if you're in a bad situation getting pounded on by lots of baddies, force armor won't really save you. All it'll do is bankrupt your force pool. Defender's innate armor, tho, does its work for free.
The way I look at it is this: If you can only afford one single line of one profession for your defense, you're probably best off taking Force Armor (particularly if you also have channel/meditate to put back the force after fights). If you can spare enough skill points for two lines or more, you're probably better off grabbing the Aura line + Melee and/or Ranged def.
Thanks a lot for writing that up...was very informative and helpful 
And, yeah, I already have aura in my template for sure...I just didnt know what other lines would end up giving me the most benefit.
Iawalein
Tue Jul 05, 2005 5:46 pm
#5
Supposedly innate armor is a percentage, such as +32 means 32% resists in the old system.
For armor it's similar,but with standard armor the number is in 1000s, such as 9000 resist for energy is 90%.
alephen
Tue Jul 05, 2005 5:51 pm
#6
my understanding is that 70 innate armor is the same as 7000 armor, about 55% resists. nothing any longer is based on percentages, everything has diminishing returns so that good gear only looks much better then average gear, but is really only slightly better.
as far as the shield i do not know if it is a straight 40% (which i believe is the case) or 4000 armor.
Iawalein wrote:
Supposedly innate armor is a percentage, such as +32 means 32% resists in the old system.
For armor it's similar,but with standard armor the number is in 1000s, such as 9000 resist for energy is 90%.
alephen
Tue Jul 05, 2005 5:54 pm
#7
the numbers stolen from the armorsmiths sticky:
armor rating armor reduction percentage
1000 = 10.5%
2000 = 20.0%
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0%
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60.0%
MsNiL
Tue Jul 05, 2005 6:24 pm
#8
Force Armor is not a traditional defense. It transfers your damage to your forcebar, which keeps you from dying out of 1-hit kills but still use up the force, just as if you healed it.
Message Edited by MsNiL on 07-06-2005 03:25 AM
da-bro
Tue Jul 05, 2005 7:18 pm
#9
With the healing timers, 99% of the time, if you're not a Master Defender (Avoid Incap) you will be dieing with alot of Force left. 150 Melee/Ranged defence is neither here nor there. Enhancer x4xx will give you alot more protection and the Force cost is minimal. I don't even meditate or channel and breaks in combat are plenty enough for Force to regenerate.
I went with a group of 2 other Jedi to the Corvette the other day and after completing that, I still had over 80% Force and I hadn't meditated or channeled at all and I even used a Regain Consciousness up there (1K Force).
I never have any issues with Force anymore. I've only ever had action run out once and that was on the Corvette trip when a group of 4 SBD's aggro'd us. Its all about the mind now if you can manage to heal the damage.
My advice to anyone with Defender 4400 (or anyone with any Defender not including the xx44 trees):
Pick up Force armor, enjoy better damage reduction and have an extra 20+ skill points free to put elsewhere (Aura/Valor).
I went with a group of 2 other Jedi to the Corvette the other day and after completing that, I still had over 80% Force and I hadn't meditated or channeled at all and I even used a Regain Consciousness up there (1K Force).
I never have any issues with Force anymore. I've only ever had action run out once and that was on the Corvette trip when a group of 4 SBD's aggro'd us. Its all about the mind now if you can manage to heal the damage.
My advice to anyone with Defender 4400 (or anyone with any Defender not including the xx44 trees):
Pick up Force armor, enjoy better damage reduction and have an extra 20+ skill points free to put elsewhere (Aura/Valor).
da-bro
Tue Jul 05, 2005 7:36 pm
#10
Can't access the drop down menu to edit for some reason, so to expand on my post:
With 150 melee/ranged defence, someone might miss you once or twice more than if you had zero (per minute). This is because everyones accuracy is 200+ so the only time you really start seeing more misses, is when someone is blinded, or the defender is using Improved CoB/Improved Aura. The damage reduction from defence doesn't come into play unless your defence is above the attackers accuracy.
With Def 4xxx or x4xx, you're getting something like a 25-30% damage reduction and maybe your attacker will miss two/three times a minute tops. With Enhancer x4xx, you're getting around 48% damage reduction, which is far more beneficial than the attacker maybe missing 2/3 times a minute.
The only Defender lines that should even be considered alone/together (without mastering) are;
xx4x (Aura), xxx4 (Valor) or xx44 (both).
Dabbling in 44xx of Defender is a waste of skill points really.
A popular template (at least with alot of Jedi I know and have spoken to) is;
Master Lightsaber/Enhancer 4004/Healer 4100 and Defender 4400.
Taking into account what I have discussed, these people would be far better off with;
Master Lightsaber/Master Enhancer/Healer 4004 or Healer 4040.
You're giving up 150 Melee/Ranged defence and look at what you gain:
Stasis
Regain Consciousness
Advanced Force Run
Force Feedback
Force Absorb
Force Resists (crap, but beats nothing/ the resists given in novice Defender)
More overall Force
Better Force Regeneration
Anyone who is thinking straight will see that what you could have, far outweighs having a few measley points of defence, especially when the effects of which are based on something you have no control of; your attackers accuracy. For melee/ranged defence to be worth giving up the various other skills you could get, you would need at least 300, preferably 500+.
So remember, do not dabble in 4400 Defender, stick to the opposite side for dabbling, or master it
With 150 melee/ranged defence, someone might miss you once or twice more than if you had zero (per minute). This is because everyones accuracy is 200+ so the only time you really start seeing more misses, is when someone is blinded, or the defender is using Improved CoB/Improved Aura. The damage reduction from defence doesn't come into play unless your defence is above the attackers accuracy.
With Def 4xxx or x4xx, you're getting something like a 25-30% damage reduction and maybe your attacker will miss two/three times a minute tops. With Enhancer x4xx, you're getting around 48% damage reduction, which is far more beneficial than the attacker maybe missing 2/3 times a minute.
The only Defender lines that should even be considered alone/together (without mastering) are;
xx4x (Aura), xxx4 (Valor) or xx44 (both).
Dabbling in 44xx of Defender is a waste of skill points really.
A popular template (at least with alot of Jedi I know and have spoken to) is;
Master Lightsaber/Enhancer 4004/Healer 4100 and Defender 4400.
Taking into account what I have discussed, these people would be far better off with;
Master Lightsaber/Master Enhancer/Healer 4004 or Healer 4040.
You're giving up 150 Melee/Ranged defence and look at what you gain:
Stasis
Regain Consciousness
Advanced Force Run
Force Feedback
Force Absorb
Force Resists (crap, but beats nothing/ the resists given in novice Defender)
More overall Force
Better Force Regeneration
Anyone who is thinking straight will see that what you could have, far outweighs having a few measley points of defence, especially when the effects of which are based on something you have no control of; your attackers accuracy. For melee/ranged defence to be worth giving up the various other skills you could get, you would need at least 300, preferably 500+.
So remember, do not dabble in 4400 Defender, stick to the opposite side for dabbling, or master it
BloodfinBros
Wed Jul 06, 2005 12:01 am
#11
I need to know what you guys think gives you better defense: x4xx enhancer or 4xxx defender? Now, I realize that improved force armor gives you +40 innate armor, while the melee defense line only gives +22...but 4xxx defender also gives you +115 melee defense (all without a FC too). I'm not exactly sure what melee defense even does right now, is it a dmg mitigation or something that makes you get hit less? And with all that in mind, what in the end will give yourself the best protection?
Jacella
Wed Jul 06, 2005 12:09 am
#12
Personally, I would rather have defenses that don't require a force upkeep or Force Cost.
FernGully
Wed Jul 06, 2005 12:31 am
#13
lotsa stuff here...
- Defense mods. Defense mods have two effects. First, they decrease the chance-to-hit of an attacker. Secondly, after a hit has been determined, they push the damage dealt for that hit towards the lower end of the attacking weapon's min-max damage range. In both cases, they work opposite of the attacker's accuracy. If the attacker's accuracy mod for their weapon is much higher than your defense mod for that weapon, their chance to hit you will be high and the damage they do will be close to their weapon's max damage. If your defense is much greater than their accuracy, their chance to hit will be much lower (more misses), and they will hit you for closer to the weapon's min damage. Armor comes into play after both of these things (chance to hit, and damage from hit) have been calculated, and it absorbs a % of damage dealt. Note that defense mods, themselves, do NOT actually "absorb" damage like armor does, but they do end up making you take less of damage.
- The big difference between force armor and innate armor is that innate armor has no "cost", whereas force armor does. For roughly every 10 points of damage your force armor absorbs, you lose 1 point of force. This may not sound like much (and it is much less than it used to be), but if you're in a bad situation getting pounded on by lots of baddies, force armor won't really save you. All it'll do is bankrupt your force pool. Defender's innate armor, tho, does its work for free.
The way I look at it is this: If you can only afford one single line of one profession for your defense, you're probably best off taking Force Armor (particularly if you also have channel/meditate to put back the force after fights). If you can spare enough skill points for two lines or more, you're probably better off grabbing the Aura line + Melee and/or Ranged def.
- Defense mods. Defense mods have two effects. First, they decrease the chance-to-hit of an attacker. Secondly, after a hit has been determined, they push the damage dealt for that hit towards the lower end of the attacking weapon's min-max damage range. In both cases, they work opposite of the attacker's accuracy. If the attacker's accuracy mod for their weapon is much higher than your defense mod for that weapon, their chance to hit you will be high and the damage they do will be close to their weapon's max damage. If your defense is much greater than their accuracy, their chance to hit will be much lower (more misses), and they will hit you for closer to the weapon's min damage. Armor comes into play after both of these things (chance to hit, and damage from hit) have been calculated, and it absorbs a % of damage dealt. Note that defense mods, themselves, do NOT actually "absorb" damage like armor does, but they do end up making you take less of damage.
- The big difference between force armor and innate armor is that innate armor has no "cost", whereas force armor does. For roughly every 10 points of damage your force armor absorbs, you lose 1 point of force. This may not sound like much (and it is much less than it used to be), but if you're in a bad situation getting pounded on by lots of baddies, force armor won't really save you. All it'll do is bankrupt your force pool. Defender's innate armor, tho, does its work for free.
The way I look at it is this: If you can only afford one single line of one profession for your defense, you're probably best off taking Force Armor (particularly if you also have channel/meditate to put back the force after fights). If you can spare enough skill points for two lines or more, you're probably better off grabbing the Aura line + Melee and/or Ranged def.
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