Pistoleer Archive
Thread: Results from First Round of Defense Mod Tests
RanShino wrote:
Did you test this on Scylla or TC? Who was the MBH?
Scylla ... ShadowKB was the MBH.
Philosopher1976 wrote:
RanShino wrote:
Did you test this on Scylla or TC? Who was the MBH?Scylla ... ShadowKB was the MBH.
As I thought. Was he using a standard Laser Carbine or his ubar looted carbine to run those tests with?
Just curious as you are stating that the more powerful the attack the more likely the KD would work however few of us have 900 max damage Laser Carbines lying around which may skew your tests.
RanShino wrote:
As I thought. Was he using a standard Laser Carbine or his ubar looted carbine to run those tests with?
Just curious as you are stating that the more powerful the attack the more likely the KD would work however few of us have 900 max damage Laser Carbines lying around which may skew your tests.
He was using a standard Laser Carbine -- the max damage was around 400. I put the stats of the carbine in my initial post ... here's a quote from my initial post:
"Attacker = Master Bounty Hunter, using FireKnockdown with a 42-403 Laser Carbine (ideal range = 50m)"
There's the info you're looking for.
Message Edited by Philosopher1976 on 11-25-2003 12:45 PM
JuntSmoka wrote:
The dodge DOES stack, well, to a certain extent. The reason why it appeared like it didn't in the original test is because unarmed has no such defensive mod as dodge. However, I'm certain that if you took a Fencer/Pistoleer, put them next to just a plain pistoleer and shot at each one the Fencer/Pistoleer will dodge much more, wether holding a pistol or sword. The mods only stack across weapons that use them.
Yes you're right -- right now Pistoleer and Fencer Dodge stack, although the Devs are reviewing that. No other defense mods (Block, Counterattack, etc.) work when you're using a pistol, however. I'm going to talk more about this in a separate post.
But defense vs. knockdown is given in so many professions, and added up to one single number. Do you assume that there is a seperate skill being kept for all professions you have ?
I dont have test data, except annecdotal - I'm a master swordsman with fencer defenses, 85 defense vs. knockdown total, and people tell me I am very hard to knock down.
I've found that whether I use a DH17 or a 520 dmg laser carbine, I still have lots of trouble knocking down pistoleers and the melee professions. I believe Monika is correct in her determination of the def. vs knockdown. When TKM/commandos fight me, I can't knock them down whether they have a FT or a VK in hand.
Coming from a hardcore PvPer, it is freaking hard as hell to get dizzy and knockdown to stick, and they NEVER both stick on the first shot. Combined with the high ham costs for specials, I put away my carbine and go pistol-pistol with pistoleers. I've got a real nice republic blaster, so I can usally kill them pretty quick with stopping shot.
Frankly, I'm surprised that these tests even have to be run. Why is it that this should be some big "secret" that shouldn't actually be disclosed in the manual? If you look at the "my character" sheet in game, all skills you get from all professions stack. So the only reason I can think of that a dev hasn't come forward and said "no, these don't stack, or aren't supposed to, or they do" is because the programming is buggy and in some instances it works, while in others, it does not.
If when you purchase the skill, the mods get added to your character profession sheet, they should stack. End of discussion. If they don't, it's bugged, and frusterating. Thanks for the hard work.
Philospher - are you sure it's the damage that affected the KD, or the type of weapon?
You used a CDEF Pistol, and a Laser Carbine...perhaps you could try it with a CDEF Carbine, and a high-end Pistol (Pre-nerf FWG5 or Republic Blaster)?
I think it'd be an interesting bug if the weapon type used against you affected your dodge ability.
my two cents here:
as an mbh with carbineer cripple shot,when i added carbineer accuracy modsi noticed a huge difference in my ability to kd, even against the famously difficult to kd professions. also, i made a switch from a laser carbine to an elite carbine, which fares much better in pvp against opponents with ranged mitigation 3. these factors combined really impacted the effectiveness of firekd.
i currently have carbine accuracy of +145, and the elite carbine hits harder more of the time than my laser carbine. these two factors together have definitely skyrocketed my ability to kd nearly anyone in pvp. and that is only using firekd for the kd move.
increased accuracy andmore reliably high damage seem to tear thru defenses not only for hitting, but for inflicting state changes as well. if i had to take a guess, it seemsthat the increased accuracy made a big difference in cutting thru dodge/ranged defense type mods, while the higher damage output is getting the state changes to stick better.