Force Sensitive Archive

Thread: Most useful FS branch for dual ranged combat professions?

Uthyr
Fri May 06, 2005 9:56 am
#1

I have enough skill points available to build one complete branch of FS skills (4 boxes), and was wondering what people think is the most useful branchfor a dual ranged combat profession? I'm a Master Pistoleer/Master Bounty Hunter/novice Combat Medic, so I haveexcellent defenses and accuracy. My lowest combat-related mod is weapon speed, but unless it's been fixed, I know that FS Ranged Speed is broken, and due to the diminishing returns now at higher speed mods (I'm not sure if the formulas work the same way for accuracy and defenses now too), I wonder how much good +12 speed would do me anyway (I already have 105 total weapon speed).


So where would you all put the skill points? Should I forget about combat mods altogether and put them somewhere like Vehiclular Control? Or is there any talk from the devs of adjusting the combat mods so they are more in line with the CU?



Col. Uthyr Pendragon | Artorius Pendragon
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Wasz
Fri May 06, 2005 10:58 am
#2

I have Combat Prowess Master, I have the same template as you minus the med part. I am all about speed. Get the combat prowess stuff and enhanced reflexes for defense.




Wasz Ipo, Jedi, Bustah Boute, Spy, Praise Darkness, Smuggler
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Uthyr
Fri May 06, 2005 11:16 am
#3






Wasz wrote:

I have Combat Prowess Master, I have the same template as you minus the med part. I am all about speed. Get the combat prowess stuff and enhanced reflexes for defense.





Unless it's been fixed with the CU, Combat Prowess is broken--it has been for as long as I can remember. Anybody have any word on that yet?


I actually used to have Enhanced Reflexes 3300 and found it very useful, but am not sure how things are now post-CU, so I'm trying to rearrange and find the best 3 or 4 FS boxes. I don't have enough free skill points for any more. I guess what I'm asking is how people think FS skillweightings have become after the CU.




Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

ADEPTMBH
Fri May 06, 2005 11:17 am
#4

If you can't get both, I would stick with range speed b/c there are some nice food buffs that give accuracy +250 for a limited time.
Uthyr
Fri May 06, 2005 11:24 am
#5

Thanks Adept, but again, unless something has been fixed with the CU release, Ranged Speed and Ranged Accuracy are both broken. They don't do anything. Nada. Has anybody checked this in the past few days?



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

JeffIncredible
Fri May 06, 2005 11:40 am
#6

as a master smuggler/mbh xxx3 pistoleer. MDefense 4 boxes. I find that both my ranged and melee defense are 10 points higher each when i am unarmed as opposed to with pistol. Why does this sound weird......



I USED TO take Defense Stacker 2....do you?

Ex-Triple Threat |o|o|o|O
Uthyr
Fri May 06, 2005 2:46 pm
#7

Let's look at this issue from another perspective and see if anybody has any additional thoughts. As a MP/MBH with CM 4/0/0/0 and FS Enhanced Reflexes 0300, with zero skill points to spare, I have the following mods:


105- Total Speed
200- Total Accuracy


250 - Total Melee Defense
250 - Total Ranged Defense


I am trying to decide where the best place to re-grind my 3 FS boxes (or whether to leave them where they are), since they can't be respec'd.


Let's assume for the moment that they fix (or have fixed) FS Ranged Speed and Ranged Accuracy. If I put the FS skill points into Ranged Speed (because speed is apparently my weakest mod), I get the following (with the changes in red):


117- Total Speed
200- Total Accuracy


235- Total Melee Defense
250 - Total Ranged Defense


I don't know if the logarithmic formula determining the diminishing returns applies to accuracy and defenses like it does with speed, but let's assume that it does. What I've done here is increase my speed mod by 11%--but that only translates to a much smaller actual speed increase due to the logarithmic scale (in fact, an almost negligible increase). I'veconsequently reduced my melee defense by 6%--again almost negligible, when translating that to the actual logarithmic defensive benefit. I don't know the logarithmic formula being used so I don't know what the actual numbers will turn out to be, but looking at a graph that I've seen on the Carbineer forum, it's pretty small.


So the question is, is there any point in me (or anybody else who is a dual combat master) putting any FS skill points into Ranged Speed, Ranged Accuracy, Melee Defense, or Ranged Defense? Should we instead put them into something unrelated to combat, like Vehicle Control, or Luck? Or should we not even bother to waste them on FS skills at all? Any opinions?




Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Uthyr
Sat May 07, 2005 12:01 am
#8


Thanks for the opinion, Jeff. Does anybody know if combat defense mods follow a diminishing-returns formula the way weapon speed does? If so, then FS defense lines may not mean terribly much for a dual-combat-master who already has really high defenses. I'm wondering if the points are better spent elsewhere in FS, or else moving them out of FS entirely.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Darth73Infamous
Sat May 07, 2005 12:15 am
#9






Uthyr wrote:

Thanks Adept, but again, unless something has been fixed with the CU release, Ranged Speed and Ranged Accuracy are both broken. They don't do anything. Nada. Has anybody checked this in the past few days?





Ranged Speed and Ranged Accuracy lines along with the melee lines are now General Ranged Accuracy and General Ranged Speed (instead of Enhanced), so they do stack with other skills and they do work.




Juelz
60 Tauren Warrior
Master Bounty Hunter - Master Rifleman - Master Pilot

Uthyr
Sat May 07, 2005 12:36 am
#10






Darth73Infamous wrote:



Ranged Speed and Ranged Accuracy lines along with the melee lines are now General Ranged Accuracy and General Ranged Speed (instead of Enhanced), so they do stack with other skills and they do work.





So Combat Prowess is now working properly? Can anybody confrim this? This is the first I've heard anybody mention this.


Message Edited by Uthyr on 05-06-200503:37 PM

Message Edited by Uthyr on 05-06-2005 03:37 PM



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Uthyr
Sun May 08, 2005 10:16 am
#11






Uthyr wrote:






Darth73Infamous wrote:



Ranged Speed and Ranged Accuracy lines along with the melee lines are now General Ranged Accuracy and General Ranged Speed (instead of Enhanced), so they do stack with other skills and they do work.





So Combat Prowess is now working properly? Can anybody confrim this? This is the first I've heard anybody mention this.






From the sound of another thread I read today in this forum, those lines are still broken. Asusming that is the case, does anybody feel that any of the combat-related FS skill lines are useful at this point for a combat dual master, considering the logarithmic diminishing-returns formulas in place now? Should I dump them all and re-grind something unrelated to combat? I'm considering Vehicle Control, just for fun.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

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