Jedi Archive

Thread: Discuss: Melee vs Ranged Defense

MasterSheep
Wed Sep 21, 2005 12:32 am
#105






Drazharr wrote:

OK, so what I get from this is this:


Hold a saber or nothing, get the benefit from Vegesaprine but not Thundercloud. And you get no ranged defense from the Master Defender or any other Jedi (or normal) Defense trees.


Hold a gun and you get benefit from Thundercloud but not Vegesparine. But you still get your melee defenses from Master Defender or any other Jedi (or normal) Defense trees.


Is this correct? Does this mean all ranged attackers have been hitting us harder for a while? Which Publish did this bug start?






not entirely true - whilst holding a saber your "ranged defence" stat means absolutely nothing and vice versa


hold a melee weapon and your melee defence counts as your defence level - hold a ranged weapon and your ranged def comes into play - exactly where powers comes into this im not sure





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MasterSheep
Wed Sep 21, 2005 12:33 am
#106






Drazharr wrote:





MasterSheep wrote:


to summerise guys


as a jedi - if your gonna use your saber - eat vegeparsene then de equip and re equip your saber - and youll get +100 def vs everything - DONT use the drink thundercloud - will do nothing for you


as long as you leave your saber equipped - the bonus will stay - even if the food times out! (testing just how long this works for atm - and im not sure about shuttling/aura etc and its effect on this "bug")

Message Edited by MasterSheep on 09-20-2005 08:29 PM



By "everything," do you mean melee AND ranged attacks?






yes melee defence mods when holdoing a melee weapon protect you from both melee and ranged attacks



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MasterSheep
Wed Sep 21, 2005 12:34 am
#107

update - my +100 buff from vegeparsene still seems to be working a full 30 mins after the food expired!



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WookieOgre
Wed Sep 21, 2005 12:35 am
#108

May I ask why as a MBH/MR that i have over 200 melee defense if I need to be holding a melee weapon to actually see any benefit?


Sorry, this may be how it's currently working but this sounds so broken it's not funny. Why would Jedi even need RAnged defensive mods then? My Master Defender has over 200 Ranged, isn't that just waisted unless I want to be cute and use my rifle?

MasterSheep
Wed Sep 21, 2005 12:37 am
#109






WookieOgre wrote:

May I ask why as a MBH/MR that i have over 200 melee defense if I need to be holding a melee weapon to actually see any benefit?


Sorry, this may be how it's currently working but this sounds so broken it's not funny. Why would Jedi even need RAnged defensive mods then? My Master Defender has over 200 Ranged, isn't that just waisted unless I want to be cute and use my rifle?







a very good point - but atm it seems if your a full melee prof - youll never use your ranged defence mods


for a Mdefender though its a moot point as at MDEF melee and ranged mods are equal. its only an x4xx dabbler that will notice the difference





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Drazharr
Wed Sep 21, 2005 12:39 am
#110





MasterSheep wrote:





Drazharr wrote:





MasterSheep wrote:


to summerise guys


as a jedi - if your gonna use your saber - eat vegeparsene then de equip and re equip your saber - and youll get +100 def vs everything - DONT use the drink thundercloud - will do nothing for you


as long as you leave your saber equipped - the bonus will stay - even if the food times out! (testing just how long this works for atm - and im not sure about shuttling/aura etc and its effect on this "bug")

Message Edited by MasterSheep on 09-20-200508:29 PM




By "everything," do you mean melee AND ranged attacks?






yes melee defence mods when holdoing a melee weapon protect you from both melee and ranged attacks





Omigod, that's too much. Am I reading your words correctly? 100+ VegesparineMelee Defense=100+ Ranged Defense for Jedi, when holding a saber?


How about the other 200+ melee defense a Master Defender has? Does that magically turn into Ranged Defense, too?



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DrNeek
Wed Sep 21, 2005 12:42 am
#111

That's amazingly usefull and confusing at the same time... That means that a Jedi holding a saber could have 0 range defense or 500 range defense and it wouldn't change anything... Makes you wonder why that 4xxx tree of Defender gives you range defenses.


If I'm melee only (no powers), that means I can only use food/drinks that increase my melee defense and completely forget about ranged def.



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Sidalo
Wed Sep 21, 2005 12:43 am
#112






WookieOgre wrote:

May I ask why as a MBH/MR that i have over 200 melee defense if I need to be holding a melee weapon to actually see any benefit?


Sorry, this may be how it's currently working but this sounds so broken it's not funny. Why would Jedi even need RAnged defensive mods then? My Master Defender has over 200 Ranged, isn't that just waisted unless I want to be cute and use my rifle?





My thoughts exactly. It may work this way now, but this has to be a bugged implementation, otherwise half of the skill mods are of no use and therefore wasted.


The would not have made such a big stink over re-organizing defender skill mods after the Ranged Defense and Force Ranged Defense would not stack.


If this is the way they meant it to be they would ahve just removed all ranged defense mods from melee professions and been done with it.





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jokerbacca
Wed Sep 21, 2005 12:45 am
#113


One other thing we should be concerned about, in general hypothetical thinking, the return of the stackers. Not sure how one could accomplish this, but i'm heading to character builder to see if its a feasible thing to accomplish.


doesn't necessarily effect us a whole lot but may unbalance the game a bit pve wise.


Message Edited by jokerbacca on 09-20-2005 03:48 PM



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MasterSheep
Wed Sep 21, 2005 12:47 am
#114

stacking is perfectly possible - COB is +500 melee and ranged defence and dueilst and melee repost give +250 without even looking at skill mods in trees - however these have limited value vs a saber as our weapons virtually ignore defenceive mods due to the tight damage ranges..



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Sidalo
Wed Sep 21, 2005 12:47 am
#115






MasterSheep wrote:

the computer calculates damage based on MElee defence (coz your holding a melee weapon) and your armour





This would be the problem, it is basing the defense checks on the attacked.player.weapon instead of attacker.player.weapon.


That is oversimplification but most like what is happening and a swithc should be made to base the defence calculation off of the attacker's weapon instead of the attackee's weapon.


Probaly a typo erro or cut and paste error in the code that handle the calculation



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Drazharr
Wed Sep 21, 2005 12:49 am
#116






MasterSheep wrote:

ok - this is what i see


you hold a melee weapon


something hits you


the computer calculates damage based on MElee defence (coz your holding a melee weapon) and your armour


its not a defence VS melee mod its a defence WITH a melee weapon mod - quite whether this is a big/glitch or an intended feature is up for grabs


so at MLS you may have 240 melee and 240 ranged def - but as long as you hold a LS only the melle mods actually make any difference - but as a MLS you could grab a rifle and take no extra damage








OK, lol, I feel like I'm in a Rod Serling script. I'm trying to understand this.


If an MLS/MDef holds a rifle, does he get his 240 melee and 240 ranged defenses added together for 480?


Heck, why waste force on aura? Just equip a pistol!



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MasterSheep
Wed Sep 21, 2005 12:49 am
#117

alternatively it could have been caused by the implementation of the "pistol defence" and 2h weapon defence ca's - and noone noticed since virtually noone uinderstands defence mods fully anyway



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