Items And Loot Archive
Thread: Any Ca/ AA experts out there? I have another question about melee defense
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nessius1
Mon Jan 31, 2005 4:35 am
#1
ok i got 3 questions.
1. Does steady aim bonus work? (I have a plus 4AA) Also will it do any good for commando?
2.+9 block will it do anything for commando as well?
3. what is the max for Ranged Defense?
Message Edited by nessius1 on 02-02-2005 12:43 PM
Message Edited by nessius1 on 02-02-2005 05:11 PM
ZtyXDk
Mon Jan 31, 2005 5:08 am
#2
+125 is the maximum.
But it can go beyond that with for example a Squad Leader Bonus.
Steady Aim is a Squad Leader skill. A commando wouldn't be able to use it.
+9 Block is pretty nice. I suggest you sell it. I think you could get 5million for it if you find a good buyer.
I don't think commandos use block though.. Its good for fencers though.
destrkta
Mon Jan 31, 2005 5:16 am
#3
/shakes head
you may bypass the limit of 125 with attachments and food bonuses the 125 cap is based on sp from professions
block is useful to rifleman and pikeman (read their skill trees they are the only ones with block fencer is dodge) and no it won't benefit commando.
And as mentioned by zty Steady aim is a sl skill
UglyBovine
Mon Jan 31, 2005 5:21 am
#4
1 - I think it does - but not for a commando - it's a ranger mod
2 - block works for riflemen and pikemen. +9 is good, but not for you (assuming you're a commando)
3 - Max for ranged defence is 125 from skills anything over this is rounded down to 125. Same applies to melee defence, dodge, block and counter attack. As far as I know, you can add up to a further 25 from attachments.
As a commando the only one of dodge/block/counter attack you will benefit from is dodge - if you have a pistol equipped, your dodge modifier will be used in calculations.
ps. heavy weapons speed tapes don't work on flamers - flamethrowers & llcs got their own separate speed stats during beta...
2 - block works for riflemen and pikemen. +9 is good, but not for you (assuming you're a commando)
3 - Max for ranged defence is 125 from skills anything over this is rounded down to 125. Same applies to melee defence, dodge, block and counter attack. As far as I know, you can add up to a further 25 from attachments.
As a commando the only one of dodge/block/counter attack you will benefit from is dodge - if you have a pistol equipped, your dodge modifier will be used in calculations.
ps. heavy weapons speed tapes don't work on flamers - flamethrowers & llcs got their own separate speed stats during beta...
Lorko
Mon Jan 31, 2005 6:08 am
#5
I wish to add a question to the topic
Does +polearm damage (in my case) or any other weapon damage bonus AA actually work?
Murran
Mon Jan 31, 2005 6:29 am
#6
Lorko wrote:
I wish to add a question to the topic
Does +polearm damage (in my case) or any other weapon damage bonus AA actually work?
Yes, unarmed damage works but thats the only one. Polearm (and the others) damage doesnt work.
nessius1
Wed Feb 02, 2005 6:15 pm
#7
Ok i have 2 toons and recently got lucky and looted a +9 melee defense aa
the first toon is Master Smuggler/ Master Pike(Soon 2 be)/ Pistolier 0042
the second toon is Master commando (riding the fs grind, hopefully till the end)
How would the aa effect the two
nessius1
Thu Feb 03, 2005 1:44 am
#8
Ok guys I keep hearing that there are supposed to be special sea's for flamethrower but has anyone seen them?
Staveeno
Thu Feb 03, 2005 1:48 am
#9
Only thing that can get you above the 125 cap on ranged/melee defense is food and squadleader skills. CA's and AA's count toward this cap. So if you have +110 melee defense from skills, and you put on a +25 melee defence AA then your melee defense will be +125
This was explained in a Dev post when they instigated the cap.
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