Jedi Archive

Thread: 220 Melee Accuracy vs 900 Melee Defense

Sidalo
Sat Jul 02, 2005 5:39 pm
#14






MsNiL wrote:





Sidalo wrote:





MsNiL wrote:

20 = Melee Defense IV

235 = Master Defender
500 = Force Aura

150% = Pikatta Pie


100 = Vegaparsine (Doesnt work atm)

64 = BE wear (Doesnt work atm)



Only gonna get 25 from BE wear or CAs, when it does work


Unless you hvae proof otherwise. it has been stated that +25 is still the cap by the devs in response to tailor inquiries.





I assume that since it doesnt work now, and that everything they "fixed" have been changed, it's likely that BE wear might be different once they are fixed. And "25" is nothing right now, so I dont see why they should keep the cap.




We may not agree with it but they have stated the +25 is and will be the cap when responding to questions from the Tailors.


I expect +25 cap to stay in place







Sidalo Yalew - Sith Apprentice
Renamed - Master Merchant

All Accounts Cancelled by NGE
MsNiL
Sat Jul 02, 2005 7:28 pm
#15






Sidalo wrote:





MsNiL wrote:





Sidalo wrote:





MsNiL wrote:

20 = Melee Defense IV

235 = Master Defender
500 = Force Aura

150% = Pikatta Pie


100 = Vegaparsine (Doesnt work atm)

64 = BE wear (Doesnt work atm)



Only gonna get 25 from BE wear or CAs, when it does work


Unless you hvae proof otherwise. it has been stated that +25 is still the cap by the devs in response to tailor inquiries.





I assume that since it doesnt work now, and that everything they "fixed" have been changed, it's likely that BE wear might be different once they are fixed. And "25" is nothing right now, so I dont see why they should keep the cap.




We may not agree with it but they have stated the +25 is and will be the cap when responding to questions from the Tailors.


I expect +25 cap to stay in place




We will see what they do once they actually fix them.

Might take a whole publish on Tailor alone.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
I_Zombi
Sat Jul 02, 2005 7:53 pm
#16


/flail


force aura doesn't give you melee defense! pikatta pie doesn't give you melee defense (and it certainly doesn't give you 150% of it...)! vegeparsine does work!!!


besides, there are lots of different things that are gonna affect damage taken/chance of being missed besides accuracy and defense. it's not really possible to answer that question without very extensive testing of the system through which you can find the exact formulae the #s go through. i would probably bet that anyone who claims to know exactly how the math works out is lying. and if they're not lying, they should share

Message Edited by I_Zombi on 07-02-2005 10:53 PM



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Sidalo
Sat Jul 02, 2005 8:40 pm
#17






I_Zombi wrote:


/flail


force aura doesn't give you melee defense! pikatta pie doesn't give you melee defense (and it certainly doesn't give you 150% of it...)! vegeparsine does work!!!


besides, there are lots of different things that are gonna affect damage taken/chance of being missed besides accuracy and defense. it's not really possible to answer that question without very extensive testing of the system through which you can find the exact formulae the #s go through. i would probably bet that anyone who claims to know exactly how the math works out is lying. and if they're not lying, they should share

Message Edited by I_Zombi on 07-02-2005 10:53 PM




No it does not. I ran extensive tests and it did absolutely nothing in any of my tests.


If you think it does show me the numbers to back it up.


If you have been paying attanetion to the boards you would have seen extensive testing. Also there are people that are personal friends of devs and player reps, that have inside tracks on these things and know how they work.





Sidalo Yalew - Sith Apprentice
Renamed - Master Merchant

All Accounts Cancelled by NGE
I_Zombi
Sat Jul 02, 2005 9:18 pm
#18

in pve, vegeparsine increases the % chance that something will miss you. i sat my jedi alone on dantooine for hours, taking hits with and without certain foods and took down the results. i was missed by about 6.5% more attacks with the vegeparsine.


like i said... if you claim to know the specific formulae used to calculate chance to hit and damage, state them or link me to them.



Little Horn, 100 badges, 32 masteries, Jedi Padawan
Aye Zombi, Master Chef/Bio-Engineer
who will survive and what will be left of them?
apocalyptic dreams bring the ordinary madness

MsNiL
Sun Jul 03, 2005 6:31 am
#19





I_Zombi wrote:


force aura doesn't give you melee defense!Pikatta pie doesn't give you melee defense (and it certainly doesn't give you 150% of it...)! vegeparsine does work!!!


Force Aura gives +500 Defense = +500 Melee/+500 Ranged.

Pikatta Pie boost defense with an additional % decided by the pikatta, around 50%.

Vegaparsine is broken and give 0 bonus to both hitchance and damage reduction.





--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Elven_Prowler
Sun Sep 04, 2005 1:58 pm
#20



It would be a sinch to get over 1000 ranged/melee defense. It just takes a wierd jedi/elite template. Think improved force aura +500, Master def +255, Heightened sences 4 +20, Improved COB +500, pica and veg +100, BE clothes +25for a total of.... 1415 ranged and melee defense. Now I don't know if there's a cap but you guys could think outside the box a little.

Message Edited by Elven_Prowler on 09-05-2005 08:22 PM

Vash72
Sun Sep 04, 2005 2:05 pm
#21






MsNiL wrote:

20 = Melee Defense IV

235 = Master Defender
500 = Force Aura

150% = Pikatta Pie


100 = Vegaparsine (Doesnt work atm)

64 = BE wear (Doesnt work atm)






vegisprine does work. just unequip your weapon and re-equip. you will notice the 2-3points of damage it mitigates.



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Xalya_Shadowalker
Sun Sep 04, 2005 2:05 pm
#22

Pikatta pie does not modify your defenses, it creates a separate chance for the attack to miss. Thats the 'ancient knowledge' from the Chef Forums. Vomit of Starsider did extensive testing on Pie and Cake and found the percentage of missing in PvP and PvE and discovered it created a separate 'to miss' chance on attacks, rather than modifying the defenses or adding to dodge skills.





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alya Shadowalker

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Kivrin
Sun Sep 04, 2005 2:30 pm
#23

(Accuracy - Target Defense) * (Max Damage - Min Damage) * 0.00066255 = Damage Bonus / Penalty

You can use this to show that food and BE clothing defense mods aren't sticking. So say someone with LS 0404 (145 Accuracy) vs someone with Defender 4040 (150 Melee Defense) using a 500-600 damage saber, both with and without +100 Vegeparsine.

(145 - 150) * (600 - 500) * 0.00066255 = -0.33
(145 - 250) * (600 - 500) * 0.00066255 = -6.90

You should see a difference of 6 points in damage taken when on the food if it was working.

/shrug



I_Zombi wrote:
in pve, vegeparsine increases the % chance that something will miss you. i sat my jedi alone on dantooine for hours, taking hits with and without certain foods and took down the results. i was missed by about 6.5% more attacks with the vegeparsine.
like i said... if you claim to know the specific formulae used to calculate chance to hit and damage, state them or link me to them.






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MasterSheep
Sun Sep 04, 2005 2:32 pm
#24

for reference the cap for defence values is +/- 750 over the attackers acc mod - however vs a jedi no level of defence is truely very effective due to thesmall diff between max and min



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Elven_Prowler
Mon Sep 05, 2005 8:26 pm
#25

Just out of curiosity, where did you find that +/- 750 cap info at? And while I'm posting, I see all over the place that defence vs. accuracy affect to-hit modifiers. Anyone got the equations to figure this aspect of it out? This is really what the thread was about and we all got sidetracked. Thanks

Message Edited by Elven_Prowler on 09-05-2005 08:27 PM

Staveeno
Mon Sep 05, 2005 9:25 pm
#26






Elven_Prowler wrote:

Just out of curiosity, where did you find that +/- 750 cap info at? And while I'm posting, I see all over the place that defence vs. accuracy affect to-hit modifiers. Anyone got the equations to figure this aspect of it out? This is really what the thread was about and we all got sidetracked. Thanks

Message Edited by Elven_Prowler on 09-05-200508:27 PM






~750 is the cap for determining damage mitigation based on Accuracy vs Target Defense. I don't know if it affect To-Hit calculations. 750 comes from doing a few other computations and finding out that if:


Accuracy - Target defense > 750 then your extra damage you do from having more accuracy will be shifted to the Max Damage of your weapon. You can't go beyond that. The same holds true if Target's Defense is real high causing Accuracy - Target Defense to be less than -750. Your damage is then shifted to your minimum damage, which you can't do less damage than your minimum of your weapon.


This of course is before special attack mods, armor mods, etc.




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