Pikeman Archive

Thread: Question About Blok Cap 115-140 with +25CA

Starpilots
Fri Dec 24, 2004 4:42 pm
#1

Hello follow pikeman/woman

I just got my hand on a +25 Blok CA and was wondering to how far it does work???

as Master Pikewoman I get +115 Blok on skills now I know that a lot of skills are capt on +125 like you take Rifleman and Pikeman ad the same time you get an Insane High blok rate so it caps on +125

but when I got a tape of +25 extra on it does it still Cap on 125 or on 140?????

please let me now



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annelid0
Fri Dec 24, 2004 9:14 pm
#2

My understanding is that foods, BE mods, squad leader mods, and SEAs are not bound by the cap on innate skill mods. So a 115 block mod plus a +25 CA should indeed give you +140.

I've yet to find a good equation on how the skill mod numbers govern blocking so I no have direct evidence to support block working this way, but that's how it should work in theory.



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

Antilles98
Fri Dec 24, 2004 11:38 pm
#3

It was my understanding that while food and squad leader mods can add onto the +125 cap, skill tapes and BE mods do no add beyond +125. This is why you do not see anyone bidding on Wound Treatment mods, since they can be BE capped +25 in one piece of clothing.

Am I right?
Varom
Sat Dec 25, 2004 3:03 am
#4

yes u r right..



Vipao!aroe






Starpilots
Sat Dec 25, 2004 10:35 am
#5

so If I got it correct +10 give already Cap for us pikemans

ow wel proberly is gona change a little with the Combat Balance thx for the replys



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~ Offers, in my workshop -458, 906 Naboo ~
~ Mandalorian Suit ~
~ Loot Made Armor Stock ~ Normal Armor Stock ~
Neofiliac
Sat Dec 25, 2004 4:08 pm
#6

OK I also have a swordsman


they get 110 counterattack at master I had + 15 in seas which would bring me to 125 counterattack


I saw a HUGE differance when i got to + 25 in counterattack tapes so it does go beyond 125 w/ tapes



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capzyL
Sun Dec 26, 2004 6:28 am
#7


125 is the cap for the mod by "skill boxes" ie you can stack pikeman and rifleman block, but everything above 125 is useless and wont work.


CA/AA:s can add +25 SQL can add some, and food can add some.


the 125cap goes for every cap, its just so you cant stack with professions for something like a +200mod and then add food and CA/AA:s



ie im pikeman with 115 in block. i Add a my +25 block AA. i Get 140 in block mod, and its working, now i decide i want some more and dabble in rifleman to get +10 more to my block mod. I now have 150. Then ill eat some food and group with a SQL and ill have a fair amount of "working block" mods.

Message Edited by capzyL on 12-26-2004 01:30 PM





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Dynastar
Mon Dec 27, 2004 10:24 am
#8

I still have my doubts as to how the 125 cap works. I block consistently more as a Rifleman/Pike than I did as a Pikeman alone.



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
Starpilots
Tue Dec 28, 2004 4:38 am
#9

bah seems that still no one nows how it works



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~ Offers, in my workshop -458, 906 Naboo ~
~ Mandalorian Suit ~
~ Loot Made Armor Stock ~ Normal Armor Stock ~
capzyL
Tue Dec 28, 2004 6:05 am
#10

i know how it works, i just explained it to you.


The only thing the 125 cap does is cap the amount of block you can activate with skill boxes. The cap DOES not aply to tapes/food/SQL





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capzyL
Tue Dec 28, 2004 6:07 am
#11

i could get master fencer and pistoleer 1.0.0.0 then i would have 125 dodge, and it would work, i could also get pistoleer 2.0.0.0 to get +15 dodge more, but i would still only have 125 active dodge, since the extra +15 is above the limit. I can however get the 125 and add a +25dodge CA to reach 150 in active dodge.



Clear enough for you?





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blahwaeyws
Tue Dec 28, 2004 6:16 am
#12

Dyn, that's because with rifle/pike you had 125 block, whereas pikeman alone gives you 115 block.

When you use a SEA, you see two numbers in your skill mods window. 115/130 would be an example of a master pikeman with a +15 block CA/AA. The number on the left is the level of your skill from skill boxes alone, the number on the right is your skill mod number plus the sum of all attachments you have. The number on the left has a maximum cap of +125. The number on the right can go +25 past the number on the left, so the absolute highest (working) block you can have is +125/+150 with rifle/pike. With pike alone, the highest you can get is +115/+140.
If you are a master rifle/master pike with a +15 SEA, your numbers will show up as +195/+210. However, since the cap is +125, you will have the same effectiveness as a master pikeman/rifleman dabbler with +125 block. The SEA can only boost you past the cap, so your +210 will effectively be reduced down to +140.
In conclusion, SEAs will help you, always. Unless you already have +25 of the same stat from other attatchments, that is.


Hope that clears things up.
capzyL
Tue Dec 28, 2004 7:25 am
#13

Dyn, that's because with rifle/pike you had 125 block, whereas pikeman alone gives you 115 block.

When you use a SEA, you see two numbers in your skill mods window. 115/130 would be an example of a master pikeman with a +15 block CA/AA. The number on the left is the level of your skill from skill boxes alone, the number on the right is your skill mod number plus the sum of all attachments you have. The number on the left has a maximum cap of +125. The number on the right can go +25 past the number on the left, so the absolute highest (working) block you can have is +125/+150 with rifle/pike. With pike alone, the highest you can get is +115/+140.
If you are a master rifle/master pike with a +15 SEA, your numbers will show up as +195/+210. However, since the cap is +125, you will have the same effectiveness as a master pikeman/rifleman dabbler with +125 block. The SEA can only boost you past the cap, so your +210 will effectively be reduced down to +140.
In conclusion, SEAs will help you, always. Unless you already have +25 of the same stat from other attatchments, that is.


Hope that clears things up.







Good and informative post, might be a bit complicated to the original poster tough since i feelt my earlier replys covered it pretty good on a non simplifyed way. Had to make it a bit easier the last two tries tough.


So Dyn if you dident get my first atempts, hope this will clear it for you. Feel like i should mention that black isent close to the other "def skills" like counterattack and dodge tough, so caping it isent nerly as vital as it is for the other professions. A block caped +25 swordsman will notice a huge benefit dmg wice from it, since when ever hes counterattacking he will take 0dmg and also deal some. Dodge is a very good mod but still weak compared to counterattack since it dont deal any dmg. And block is the worst one (not counting block with a lighsaber here) since you will take 50% of the dmg even if you block.


Cheers





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