Pikeman Archive
Thread: Accuracy cap?
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diabolikal
Fri Dec 31, 2004 8:31 pm
#1
Id like to know what the Accuracy cap is can anyone help me ?
chindi2k2
Sun Jan 02, 2005 12:21 am
#3
weaponmaster88 wrote:
well its master pikeman +25 SEA's +whatever you get from FS accuracy. it doesn't cap but thats all you can get as of now
Plus snowcake.
weaponmaster88
Sun Jan 02, 2005 1:01 am
#4
well its master pikeman +25 SEA's +whatever you get from FS accuracy. it doesn't cap but thats all you can get as of now
frog169
Tue Jan 04, 2005 5:36 am
#5
i got me a small pocket belt with +23 polearm acc, and +23 polearm speed.
pkirk25
Wed Jan 26, 2005 4:30 am
#6
With the help of some tapes I have +142 accuracy. What is the cap on this?
SandLizard
Wed Jan 26, 2005 5:55 am
#7
This is the way I thought it worked, someone please correct me if I'm wrong :
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All player mods cap at +125.
*Then* take up to a possible +25 that is allowed from CA/AA.
*Then* food mods can be applied, if applicable.
Hypothetical:
if you have +120 dizzy def from your skill trees (is that even possible? heh), then say, +20 from an AAs in your armor, then drink an ithorian mist for +23 more, you would have 120+20+23= +163 def vs dizzy!
But, if I'm wrong, I would love to be corrected, as that would help me too
-------------------------------------------------------------------------------
All player mods cap at +125.
*Then* take up to a possible +25 that is allowed from CA/AA.
*Then* food mods can be applied, if applicable.
Hypothetical:
if you have +120 dizzy def from your skill trees (is that even possible? heh), then say, +20 from an AAs in your armor, then drink an ithorian mist for +23 more, you would have 120+20+23= +163 def vs dizzy!
But, if I'm wrong, I would love to be corrected, as that would help me too
JawaHater666
Wed Jan 26, 2005 8:32 am
#8
accuracy doesnt cap, except for the 95% to-hit chance (meaning you have a 95% chance of hitting them..... very complicated formula)
melee and ranged defense, as well as counter-attack, dodge, and block cap at 125, but those are the only ones actually said from the devs...
all attachments cap at 25, meaning you cant have more than +25 2h accuracy in a suit and have it add in, even if you have +37, and it shows up in your skill modifier window, only +25 of it will work into the equation
if the target is stunned, basically your accuracy caps at 125, but you can surpass this with food...
hope this helps
melee and ranged defense, as well as counter-attack, dodge, and block cap at 125, but those are the only ones actually said from the devs...
all attachments cap at 25, meaning you cant have more than +25 2h accuracy in a suit and have it add in, even if you have +37, and it shows up in your skill modifier window, only +25 of it will work into the equation
if the target is stunned, basically your accuracy caps at 125, but you can surpass this with food...
hope this helps
JediForceSeeker
Wed Jan 26, 2005 9:53 am
#9
Yeah Acc has no cap, you can get around 200+ with Foods and MB/MS
Oyzo
Wed Jan 26, 2005 2:43 pm
#10
All player mods cap at +125.
*Then* take up to a possible +25 that is allowed from CA/AA.
*Then* take up to a possible +25 that is allowed from CA/AA.
Don't forget you can get +12 from FS Melee Accuracy.
*Then* food mods can be applied, if applicable.
Sesshomaru78
Thu Jan 27, 2005 8:30 am
#11
From what I understand, only defense mods are capped at +125 thru skill boxes, but can be increased another +25 from SEAs and than you can add the food/drink bonus on that. As far as I know, the accuracy mods have no cap from the skill boxes, but the +25 cap from SEAs applies to everything in the game.
After doing some more research I could only find 3 mods that are actually said to be capped at +125 from the skill boxes. I found that information in KB artical 7445. It talks about Dodge/CounterAttack/Block as being the defenses that are capped to prevent people from becoming impossible to hit. In another KB artical (7367) I read that the SEAs do infact work as I stated above and it also uses TK Damage mod as an example which goes way over +125.
After doing some more research I could only find 3 mods that are actually said to be capped at +125 from the skill boxes. I found that information in KB artical 7445. It talks about Dodge/CounterAttack/Block as being the defenses that are capped to prevent people from becoming impossible to hit. In another KB artical (7367) I read that the SEAs do infact work as I stated above and it also uses TK Damage mod as an example which goes way over +125.
Message Edited by Sesshomaru78 on 01-27-2005 10:53 AM
lordsegan
Sat Feb 05, 2005 12:44 pm
#12
Ok.. So right now I have BH/Pistoller but I am thinking of dropping some BH and adding force sensitive mods. This will drop my accuracy a bit (speed will still be ok).
My question is... is there an accuracy cap at 125 before foods etc etc?
My question is... is there an accuracy cap at 125 before foods etc etc?
RenKesson
Sun Feb 06, 2005 1:15 am
#13
The only skill mods that are hardcapped in the game are Ranged/Melee Defense, Dodge, Counterattack, Block, and Speed.
I don't think anything else is hardcapped, and I know that Accuracy isn't.
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