Pistoleer Archive

Thread: Hey Phil... Show me where your defense mods are useless here?

Taewyn
Mon Nov 10, 2003 11:49 pm
#27

Its...only Monday.


Not everyones week starts on monday mine starts on satuday





Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


Philosopher1976
Tue Nov 11, 2003 1:11 am
#28

Phantom I am really busy at work, so I don't have time to give your post the long reply it deserves.


I've pulled an all-nighters, so my math might be off, but here is the math I was doing, based on the assumption that the 20% Defense v. Knockdown made you 20% less likely to be knocked down:


First knockdown: 80% chance of success


Now, for the second knockdown, there is an independent 80% chance that you'll be knocked down. So you need to take 20% of the 20% that is left over.


.2 * .2 = .04 = 4 percent chance of being knocked down in two hits


I really think this math is right, but maybe I'm just sleepy.


Does this give you an advantage in combat? Maybe, a real slight one, if the enemy is unbuffed, because he might stop after the first KD or might lose some HAM from having to use it twice instead of once.


The other defenses won't even give that slight advantage -- Defense v. Blind is the best example. If someone is spamming EyeShot, the 20% chance of not being blinded doesn't do much because once one of them sticks, I'm blind for a long time.


What I need to do is get on TC (when the Devs get their act together) and test this stuff out extensively. Until then, we're really dealing in hypotheticals based on what I've seen in the game. I'll post what I find on here, once they get me the access I need.






Samra Hael
Master Pistoleer • Expert Bounty Hunter
KOTOR • Scylla


phantomRyce
Tue Nov 11, 2003 5:53 am
#29

Ok first, Shadow2k


Thanks for clearing that up, i see it now.


Philosopher1976


Durations would be pretty nice bonus, but i dont think it would really help knockdown, since its duration is only like 5 seconds, then you get right back up. Knockdown isnt anything with out dizzy. Makeing dizzy shorter would be a very nice idea with the defences, and the defences would be more usefull for stateeffects. Just knockdown defence works better with the chance/fail not duration, just because it really has no duration, and i was basicly argueing just knockdown. I am all in favor of them just lowering duration and im sure all the people who depend on knockdown(BH's are one) would be happier that they still knock us down. But then defences vs knockdown is kinda useless. Still its a better trade off, what 3- 5 state effects working vs 1(knockdown) working.


You can test away but you may be right about it not working to well, i notice a big diffrence because i have 70 resist, vs the 20 resist.




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Taallyn
Tue Nov 11, 2003 7:33 am
#30

The only problem with affecting state durations is that it infringes on doctors' heal state abilities. It's a good idea, but there are other issues it affects beyond simple combat survivability.
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