Game Guides Archive

Thread: Melee/Ranged, Secondary, and State DEFENSES: would appreciate definitive answers

Javlynne
Fri Mar 04, 2005 8:04 pm
#1



These are questions that have been floating around for a while.People always seem to say different things, and I would really like themanswered definitively.


If you are not certain or just speculating, I would appreciate it if you did NOT reply.Iam searchingfor answers from someone who has:1) TESTED them and has data, or 2) has received a definite response from a developer.


On that note, an answer from a dev directly would be great. So, onward:


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1) Secondary defenses (dodge, counterattack, block):


From my understanding (and please correct me if I am wrong), the secondary defenses kick in AFTER it has been determined whether an attack will hit or not. In other words, having a very high accuracy will not decrease an opponent's chance to counterattack, dodge, or block.


The cap for counterattack mods gained through professions (swordsman and carbineer) is 125. Some people say this can be raised by 25 through AAs and CAs, others say it cannot. What is the real answer? Please!


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2) Primary defenses (melee and ranged defense):


Do we have a positive answer on whether melee and ranged defense have a cap? If so, is it a cap that can be raised by 25 through AAs and CAs, or is it a hard cap that includes all profession skill mods as well as attachment mods?


On that note, does melee/ranged accuracy have a cap? Similarly, is it a cap that can be raised by 25 by AAs or a hard cap?


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3) State defenses (Defense vs. KD, Dizzy, Blind, etc.)


What is the formula for determining the probability of applying effect? From my experience, I have +75 KD defense and TKMs have a 75% chance to apply the knockdown on Unarmed Knockdown special. I have NEVER been knocked down by a TKM. Therefore it seems to me that the KD defense subtracts directly from the % chance to apply effect. Is this correct or not?


If it is, please tell me where I can find a list of all the % chance to apply effects for all special moves.


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4) Other miscellaneous questions:


Do bleeds stack? (e.g. my mind hit 2 and mind hit 1 on swordsman, and mind shot 1 and mind shot 2 on rifleman)


Intimidate: It decreases your damage by 50%. What else does it do? Some say it removes all secondary defenses (e.g. dodge).


Blind: by how much does it decrease accuracy? Does it decrease a % of the chance to hit, or does it subtract directly from melee or ranged accuracy?


Stun:This stacks with intimidate, and also decreases damage. Does it also remove secondary defenses?
CalArsou
Sat Mar 05, 2005 3:59 pm
#2

From the TK Info Thread:


Ryutek wrote:

  • Stacking Defenses

    • Ranged and Melee Defense Stacks up to +125.

  • How Defenses Work
    Utess created a very well written summary of how the defenses in the game work together, that I am reposting here:

    Utess wrote:
    The best way to think of this is to see it as different layers of defense.

    First layer: Melee and Ranged defense - This determines your chance of getting hit by those types of attacks.

    Second layer: Dodge/Block/Counterattack/Defensive Acuity - If you do get "hit", these mods determine your chance of avoiding/countering the damage. In our case as TKAs, this layer is very weak for us because defensive acuity has a very low chance of success.

    Third Layer: Melee/Ranged mitigation - These shrink the damage range of those types of attacks. Making it so you get hit closer to the minimum damage instead of the max damage of a weapon/creature.

    Fourth Layer: Armor - This absorbs some of the damage you take.

    Final Layer: Toughness mods - This acts as a natural armor that absorbs even more damage. In the case of TKAs, ours works on melee damage.




  • That's about all that I know in a nice package and probably the best explantion on Defenses (/cheer Ryutek) I've seen from a prof board.

    Also, it is very rare for us to get any hard numbers from the Devs on most things (for good reason you may argue), so don't hold your breath on a Dev response .

    For your forth set of questions, only two things I can say for certain: (1) verificiation on Intimidate halving damage, and (2) that different bleeds do stack.



    Aen'ene Escaa
    g Master Medic // Royal Security Forces Ace

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