Game Guides Archive
Thread: are there caps on defensive mods (such as def vs kd)?
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Imspaced
Tue Feb 15, 2005 8:46 pm
#3
No caps, just caps on dodge, block, counter attack, ranged defense and melee defense.
All of those cap at 125.
sciguyCO
Wed Feb 16, 2005 2:01 pm
#5
The only capped skills are the ones Imspaced laid out.
Heronemous wrote:
maybe not, me def vs stun is 100 and it wont go any higher?
The defense vs. {state} skill mods are probably percentage based. So a 100% defense vs. stun would be the real limit: you never get stunned. However, it's also possible (but I've never seen it confirmed one way or the other) that different stun or KD attacks have differentchances of sticking. You see this already with the potency stat on CM poisons/diseases: higher potency has a better chance of sticking. If that's the case, it might be along the lines of this:
ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100;
StateRoll = random(0,1);
if [ StateRoll < ChanceOfState ] { ApplyState(); }
If that's the case, having defense vs. Stun greater than 100 would still benefit you against high-potency stun attacks.
KD may be a special case. There was a dev post stating that regardless of the KD attack used and the defender's defense vs. KD, there's always a 5% chance of the KD failing and always a 5% chance of the KD succeeding. That'd probably be implemented by having ChanceOfState having a minimumof 0.05and a maximum of 0.95. I don't know whether or not this 5% rule is implemented on all states, though.
Heronemous
Wed Feb 16, 2005 4:59 pm
#6
well I do get stunned but very very rarely like once every 2 buff sessions
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