Jedi Archive

Thread: Defense STACKING Innate Jedi Armor, Force Armor, Aura, Valor, Ranged & Melee Def, Clothing, Food, CA

Elven_Prowler
Fri Sep 02, 2005 5:19 pm
#1



I have looked all over, and I am still unable to find a good collection of the various Defenses available to Jedis. Especially since my searches have been bogged down by pre-cu info. I think it would be a tremendous help if to those of us getting very close to their full temp decisions, if this could be provided. Namely I am looking for NUMBERS concerning the stacking of:
Melee/Ranged Defenses vsaccuracy

If anyone has numbers on these PLEASE post. I am fully aware of diminishing returns, so I will ask people to kindly refrain from posting opinions or general concept information. I'm looking to find out the statistics behind all these concepts.

Thanks,
Ete Faro
Lowca
Master LS/Def trying to decide what to use the last two lines on.

I'll compile stuff as it comes in below in the order applied.


Lightsaber Block (LSB):
Percent of Attacks Blocked [applied first.]
1pt LSB = 1%
chance to block a shot

Ways to boost LSB: {cumulative effects}
Master LS:


25pts
Improved Force Valor:
(small activation cost, 1 minute duration)

25 pts


FRS......... if it ever works again........

Ranged/Melee Defense (RMD):
[applied second]
Apparently this is just a you vs. your attacker. It is helpfull to think of this as a fraction. Your RMD over your attackers respective accuracy. The greater this fraction is the more your opponent will missand the less he will hit you for. The reduction in damage appliesinside their damage range. So the greater the damage range of thier weapon the more melee/ranged defenses help you. Note that their is a defense cap of+/- 750 over the attackers accuracy mod.

Ways to boost RMD:
Force Aura:
(45 second small initial FC. You can string a macro to do it for like five minutes.)
250 pts RMD @ Force Aura
500 pts RMD @ Improved Force Aura
(
Force Defense
(requires no activation or force)
20 pts RMD @ novice
40 pts RMD @ 11xx
60 pts RMD @ 22xx
85 pts RMD @ 33xx
110 pts RMD @ 44xx
160 pts RMD @ Master Defender


*(note that 4xxx is the melee line and x4xx is the


ranged and therefore can be aquired seperately)



Enhanced Reflexes: (no activation or force cost)
5 pts RMD @ 11xx
10 pts RMD @ 22xx
15 pts RMD @ 33x

20 pts RMD @ 44xx
Clothes & CA's:cap of 25 total in any individual mod.


Food:

Armor Value (AV):
Damage Absorbed (DA) [applied last]

1000 = 10.5%

2000 = 20.0%

3000 = 28.5%

4000 = 36.0%

5000 = 42.5%

6000 = 48.0%

7000 = 52.5%

8000 = 56.0%

9000 = 58.5%

10000 = 60% <10k is a hard cap>

Ways to boost Armor Value: {cumulative effects on AV}
Jedi Inate Armor (JIA): (No activation or Force cost)
10pt JIA = 1000 AV
totalof 20pts IJA@ initiate
total of 70pts IJA @ master Def

Force Armor: (Small activation cost and8% of damageit absorbs in force cost)
40 pts IJA @ Improved FA


Personal Sheild Genorator: (Item equiped as a belt)


These provide more energy only armor. A good one will be a little under 3000. Keep in mind they have conditions so they wear out (Anti Decay Kit...)and that thier effeciency is reliant upon damage absorbed over time vs. the recharge rate.


Message Edited by Elven_Prowler on 09-12-2005 06:49 PM

MasterSheep
Fri Sep 02, 2005 5:28 pm
#2






Jedi Inate Armor


works like regular armour each point of this gives +100 armour resistance up to effectively 7000 resist armour with the +70 to this mod at master sabers


Force Armor


gives +40 innate armour (so 4000 protection) but costs force when hit - can stack with master def but cap is at 10000 - so some is wasted


Shields


Add a littlee armour vs ranged energy attacks


Force Aura

Melee/Ranged Defenses

Sheild Genorators


these reduce the damage you get hit for BEFORE armour is considered Basic aura increases melee and ranged def by 250 - imp by 500 you get 225 defence from master defender - the exact way these work is complicated but basically if the acc of a player/mob is above your def value then you get hit for MORE than the weapons average damage if its LESS than your defence the opposite happens


Force Valor
Lightsaber Block


give % chance of blocking a ranged shot +25% at Mdef +25% from force valor for +50% total


good combos are to get


7000 innate armour - so either Mdef or nov def and force armour


AND


aura for mitigation


and valor if you wanna be extra defensive but it not really needed if your master sabers

Message Edited by MasterSheep on 09-03-2005 01:28 AM



Force Sensitive Crafting Master
Master Freelance Pilot
-Jedi -

Guns n Roses Weaponry @ -2971 +0147 on Naboo
DevilPuppy
Sat Sep 03, 2005 4:09 pm
#3

Ok then, does that mean imp aura, wouldnt really make a diff? If you have norm aura, plus then your other mrd added to that, It should be higher then most others peoples accuracy so they'll miss more etc, but does the extra 250 from imp aura make a diff?



ZeFeroth Fadis
MasterSheep
Sat Sep 03, 2005 4:13 pm
#4

it does yes


the limit on def modifiers making any more diff are +/- 750 over the opponents acc so imp aura will still make a diff - infact exacly the same diff you get between no aura and basic aura is then applied again between basic and imp aura


eg


bol hits you for 200 with no aura


hits for 150 with basic aura


hits for 100 with full aura



however


jedi hits you for 450 with no aura


hits you for 430 with basic aura


hits you for 410 with imp aura



aura isnt very useful at all vs weaposn with a small damage range - it is very effective vs a player with a large max-min range (rifle) and PvE




Force Sensitive Crafting Master
Master Freelance Pilot
-Jedi -

Guns n Roses Weaponry @ -2971 +0147 on Naboo
Elven_Prowler
Mon Sep 05, 2005 6:39 pm
#5


Not quite that simple. Two words diminishing returns.I have a damage calculator.Plus it isn't a direct relationship their accuracy: your defense. Just because your MRD is above theirs doesn't mean it's SUFFICIENTLY high enough to do you any good. I will eventually make a spreadsheet that holds most things constant and shifts MRD and MRA around and gives damage.

http://www.freewebs.com/staveeno/SWG%20Calculators.xls target=_blank> Accuracy Vs. Defense Calculator
http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=295071 target=_blank> Equations Behind Calculator


I hit you without aura = 1035


difference of62 (calculated no aura and aura) 6% of possible


I hit you with aura 1 = 973


difference of 104 (calculated no aura - improved aura ) 10% of possible


I hit you with aura 2 = 931


difference between aura andimproved =42 (calculated aura - improved aura)4% of the possible


gains from having aura 6%


additional gains from improved aura 4%


Keep in mind that my accuracy isfairly high (227 unbuffed), so against an oponent who has a lower accuracy (or is blinded...) the difference is more as well as the percentage blocked. And don't forget that these stat's also give them a greater percent chance to miss. I find that the to hit modifiers outweigh the damage modifiers. soon as my brother gets back online we'll do some testing and give exact numbers. (sometime late this week) Plus if you have already spent 14 points on aura, why not spend another 6 and get 66% more?(ITHINK the gap remains porportionally constantas it becomes alarger amount blocked)

Message Edited by Elven_Prowler on 09-05-2005 07:51 PM

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