Pistoleer Archive

Thread: unstacking pistoleer dodge for cap (PvP)

llllMaverickllll
Wed Mar 03, 2004 6:48 am
#1


Lets look at the two current defensive stacking templates of the times. I'll talk about how they will be affected after the cap hits, and what pistoleers can do to create a new PvP template.


Rifleman/TKA/Fencer: The best ranged offence, the best melee offense, the best ranged defence, and the best melee defence.


Pistoleer/Fencer/TKA/df: 2nd best pistoleer offense (bh/pisoleer/df is the best), best ranged defense possible for pistols, best melee defense possible for pistols.



Now lets look at what will change after the next patch. The mod that is getting capped at 125 is the dodge/block/counterattack. The melee and ranged defence appear to NOT be capped (I'm seriously hoping they are). How will this affect the two stacking templates?


Rifleman/TKA/Fencer: Total block: 80 The #1 defence stacking template will NOT be changed after the patch.


Pistoleer/Fencer/TKA/df: Total dodge:210The Pistoleer stacking template dodge modifier will be serverely capped.


Why would the devs not cap the most blatently stacked template in the game? Most likely because they're going to nerf rifleman.


So, it would seem a maximized pistoleer template would try to avoid hitting the dodge cap, or go just a bit over it. Lets remove all the dodge skill boxes from fencer that we don't need then.


That leaves us with 4/4/0/4 (gives 120 dodge). Now, you should keep in mind that you will have skill points to use to improve melee offense (defence will be maxed after this, and getting the best pistoleer offence would sacrifice almost all defence).


Because you're already dropping master fencer, you might as well drop the offensive fencer skills as you won't be maximizing your melee offence. Now you're down to 4/4/0/0. This will drop your melee mitigation, but youwill get it back later


Now,if you drop down to4/2/00 fencer, you can get master TKA. With this you lose 30 defense to KD 30 defense to Posture change (this is significant, but lets see what you can buy with the skill points left over).


Most Pistoleer stackers now have 2/0/0/4 (or something along those lines) from TKA. Add these attributes from the added boxes:


FoW

5 CoB duration

10 CoB efficiency

20 KD defense

30 posture change Defense

45 combat equilibrium

23 unarmed toughness

25 defensive acuity

10 defence vs. blind

15 defense vs. stun

5 defence vs. dizzy

150 unarmed damage

80 unarmed speed (speed cap hit)

35 unarmed accuracy (Highest acc in the game from a single prof)

melee mitigation 3

unarmed KD 2 (dizzy kd)

unarmed hit 3


Although the capping of dodge will hurt a defense stacking Pistoleer, Avoiding the cap can lead to a compensation in defenses and a boost in offensive power.



Porkchop Sandwhiches!!!!!!????
Teoco Capwn - Wanderhome
Akumaru - Wanderhome
ImpDude
Wed Mar 03, 2004 6:55 am
#2

You forgot carbineer counterattack...Anyways i have a mega template i saw off one other person, that im not telling



--------------------------------------------------------------------------------------
Shaq Brown-pistoleer 4044/pikeman/tk

Mr Fish (Ahazi)- Master rifleman/ master doc

Aurey Fiera (Bria)-Master bh/pistoleer 0004
llllMaverickllll
Wed Mar 03, 2004 6:59 am
#3

Counterattack isn't defensive really. It can never prevent damage.



Porkchop Sandwhiches!!!!!!????
Teoco Capwn - Wanderhome
Akumaru - Wanderhome
llllMaverickllll
Wed Mar 03, 2004 6:01 pm
#4

lil mistake, you can get 4/3/0/0 fencer. The extra box does Jack for you tho :/



Porkchop Sandwhiches!!!!!!????
Teoco Capwn - Wanderhome
Akumaru - Wanderhome
KnightHawk420
Wed Mar 03, 2004 7:25 pm
#5






llllMaverickllll wrote:


Lets look at the two current defensive stacking templates of the times. I'll talk about how they will be affected after the cap hits, and what pistoleers can do to create a new PvP template.


Rifleman/TKA/Fencer: The best ranged offence, the best melee offense, the best ranged defence, and the best melee defence.


Pistoleer/Fencer/TKA/df: 2nd best pistoleer offense (bh/pisoleer/df is the best), best ranged defense possible for pistols, best melee defense possible for pistols.



Now lets look at what will change after the next patch. The mod that is getting capped at 125 is the dodge/block/counterattack. The melee and ranged defence appear to NOT be capped (I'm seriously hoping they are). How will this affect the two stacking templates?


Rifleman/TKA/Fencer: Total block: 80 The #1 defence stacking template will NOT be changed after the patch.


Pistoleer/Fencer/TKA/df: Total dodge:210The Pistoleer stacking template dodge modifier will be serverely capped.


Why would the devs not cap the most blatently stacked template in the game? Most likely because they're going to nerf rifleman.


So, it would seem a maximized pistoleer template would try to avoid hitting the dodge cap, or go just a bit over it. Lets remove all the dodge skill boxes from fencer that we don't need then.


That leaves us with 4/4/0/4 (gives 120 dodge). Now, you should keep in mind that you will have skill points to use to improve melee offense (defence will be maxed after this, and getting the best pistoleer offence would sacrifice almost all defence).


Because you're already dropping master fencer, you might as well drop the offensive fencer skills as you won't be maximizing your melee offence. Now you're down to 4/4/0/0. This will drop your melee mitigation, but youwill get it back later


Now,if you drop down to4/2/00 fencer, you can get master TKA. With this you lose 30 defense to KD 30 defense to Posture change (this is significant, but lets see what you can buy with the skill points left over).


Most Pistoleer stackers now have 2/0/0/4 (or something along those lines) from TKA. Add these attributes from the added boxes:


FoW

5 CoB duration

10 CoB efficiency

20 KD defense

30 posture change Defense

45 combat equilibrium

23 unarmed toughness

25 defensive acuity

10 defence vs. blind

15 defense vs. stun

5 defence vs. dizzy

150 unarmed damage

80 unarmed speed (speed cap hit)

35 unarmed accuracy (Highest acc in the game from a single prof)

melee mitigation 3

unarmed KD 2 (dizzy kd)

unarmed hit 3


Although the capping of dodge will hurt a defense stacking Pistoleer, Avoiding the cap can lead to a compensation in defenses and a boost in offensive power.





A chunk of your info is wrong.


1. They are capping melee and ranged defenses at +125 in addition to the secondary defenses.


2. Rifleman/TKA/Fencer and you list they're combined "block" mod? It's not block what makes that combo great.........Nor does it have anything to do with getting nerfed,in this comboblock isn't even stacked. All +80 of it is entirely from rifleman alone.In fact this combo is getting a nerf to the afformentioned ranged defenses being capped at +125. The problem here was NOT block. It was all about the ranged defense, and state defenses.


If you wanted to stack "block" you need to get rifleman/pikeman or swordsman I think one of the two.





Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
llllMaverickllll
Wed Mar 03, 2004 7:47 pm
#6


1. They are capping melee and ranged defenses at +125 in addition to the secondary defenses.


  • Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)

  • Quoted form the patch notes. No mention of capping melee or ranged defense.


    I did a search on it, and they are considering capping melee and ranged, but seems nothing official yet.



    Either way, this thread isn't really about rifleman, it's about pistoleers and dodge. If you count up the ranged and melee defense from the final template I laid out you'll find that they are near the cap (trust me I planned on them being capped when I was figuring out my template), nothing to be worried about as far as wasted points.




    Porkchop Sandwhiches!!!!!!????
    Teoco Capwn - Wanderhome
    Akumaru - Wanderhome
    JamfeFabri
    Wed Mar 03, 2004 8:28 pm
    #7

    pikeman is the one with block




    ~~~~~~~~~~
    "In an effort to combat the Imperial technological superiority with such innovative designs as the ATST, our rebellion scientists have come up with a weapon more devasting than 3 Death Stars....... KAMIKAZE EWOKS!" - Some head honcho for the rebels, was later promoted and dubbed "Hero of the Rebellion"

    5 star ninja
    ~~~~~~~~~~
    roymitchel1
    Wed Mar 03, 2004 9:02 pm
    #8

    block doesnt even work. and the problem is ranged and melee defense, and the bugged 2.5x melee modifier that rifleman have, which makes them 2.5x harder to hit, instead of easier.



    ROCK AND ROLL!
    vonbraat
    Wed Mar 03, 2004 10:49 pm
    #9

    im gonna **edit** a brick if the cap melee/ranged defense



    and there was much rejoicing...
    Jpshaff01
    Thu Mar 04, 2004 5:02 am
    #10






    KnightHawk420 wrote:





    llllMaverickllll wrote:


    Lets look at the two current defensive stacking templates of the times. I'll talk about how they will be affected after the cap hits, and what pistoleers can do to create a new PvP template.


    Rifleman/TKA/Fencer: The best ranged offence, the best melee offense, the best ranged defence, and the best melee defence.


    Pistoleer/Fencer/TKA/df: 2nd best pistoleer offense (bh/pisoleer/df is the best), best ranged defense possible for pistols, best melee defense possible for pistols.



    Now lets look at what will change after the next patch. The mod that is getting capped at 125 is the dodge/block/counterattack. The melee and ranged defence appear to NOT be capped (I'm seriously hoping they are). How will this affect the two stacking templates?


    Rifleman/TKA/Fencer: Total block: 80 The #1 defence stacking template will NOT be changed after the patch.


    Pistoleer/Fencer/TKA/df: Total dodge:210The Pistoleer stacking template dodge modifier will be serverely capped.


    Why would the devs not cap the most blatently stacked template in the game? Most likely because they're going to nerf rifleman.


    So, it would seem a maximized pistoleer template would try to avoid hitting the dodge cap, or go just a bit over it. Lets remove all the dodge skill boxes from fencer that we don't need then.


    That leaves us with 4/4/0/4 (gives 120 dodge). Now, you should keep in mind that you will have skill points to use to improve melee offense (defence will be maxed after this, and getting the best pistoleer offence would sacrifice almost all defence).


    Because you're already dropping master fencer, you might as well drop the offensive fencer skills as you won't be maximizing your melee offence. Now you're down to 4/4/0/0. This will drop your melee mitigation, but youwill get it back later


    Now,if you drop down to4/2/00 fencer, you can get master TKA. With this you lose 30 defense to KD 30 defense to Posture change (this is significant, but lets see what you can buy with the skill points left over).


    Most Pistoleer stackers now have 2/0/0/4 (or something along those lines) from TKA. Add these attributes from the added boxes:


    FoW

    5 CoB duration

    10 CoB efficiency

    20 KD defense

    30 posture change Defense

    45 combat equilibrium

    23 unarmed toughness

    25 defensive acuity

    10 defence vs. blind

    15 defense vs. stun

    5 defence vs. dizzy

    150 unarmed damage

    80 unarmed speed (speed cap hit)

    35 unarmed accuracy (Highest acc in the game from a single prof)

    melee mitigation 3

    unarmed KD 2 (dizzy kd)

    unarmed hit 3


    Although the capping of dodge will hurt a defense stacking Pistoleer, Avoiding the cap can lead to a compensation in defenses and a boost in offensive power.





    A chunk of your info is wrong.


    1. They are capping melee and ranged defenses at +125 in addition to the secondary defenses.


    2. Rifleman/TKA/Fencer and you list they're combined "block" mod? It's not block what makes that combo great.........Nor does it have anything to do with getting nerfed,in this comboblock isn't even stacked. All +80 of it is entirely from rifleman alone.In fact this combo is getting a nerf to the afformentioned ranged defenses being capped at +125. The problem here was NOT block. It was all about the ranged defense, and state defenses.


    If you wanted to stack "block" you need to get rifleman/pikeman or swordsman I think one of the two.






    that was the entire point to this post, that ranged and melee defense is what saves rifleman. NOT the block.





    -iMMoRtALs-


    ; Jpshaff Shaffer ; Meatshield Defiler ; Hustler Inc. ;



    llllMaverickllll
    Thu Mar 04, 2004 9:52 am
    #11

    affirmative



    Porkchop Sandwhiches!!!!!!????
    Teoco Capwn - Wanderhome
    Akumaru - Wanderhome
    Gunrunner6661
    Thu Mar 04, 2004 12:55 pm
    #12

    So with master pistoleer, tkm, and 4300 fencer, none of your defenses will be affected by the caps?
    llllMaverickllll
    Thu Mar 04, 2004 7:27 pm
    #13

    Actually if they cap melee and ranged you'll losemelee defense.


    End cap stats Mpistoleer/TKM/fencer 4/3/0/0:

    120 dodge (135 dodge if you choose to go fencer 4/1/1/0)

    121 ranged defense

    176 melee defense (might be capped to 125)


    So, your not going to be able to completely avoid the caps. But I think 2/3 is pretty good. Can't really drop any of your melee since you would end up dropping your ranged (which needs to be pumped up as close to the cap as possible).




    Porkchop Sandwhiches!!!!!!????
    Teoco Capwn - Wanderhome
    Akumaru - Wanderhome
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