Pistoleer Archive

Thread: For those in question if the Defense mods stack.

Galacticspaceferett
Wed Dec 17, 2003 9:24 pm
#1

Hey everybody. I ran some tests today, and it seems to me that, indeed they do very well stack. I'm a master pistoleer/master teras kasi/fencer 4 0 3 0/smuggler 0 0 4 0 (yes barely enough skillpoints, I know). I have a melee defense of around 200, ranged defense around 125. My KD defense is 70, blind/dizzy/stun all around 50-60. Dodge mod is about 180. With my super-enhanced clothes (bio engineered, as well as chocked full of skill attachments), I can gain a good +15 to +25 in these catagories, but for the tests I went naked and armorless. I wont draw out the full statistics and combat logs for ya, but to sum things up a bit, it seems the dodge/melee/range defense line is working just fine.


I had a master pistoleer/bh with the pistol tree maxed, a teras kasi master, and a master rifleman (also master marksman, giving him more accuracy bonuses) all test against me. The pistoleer shot me around 125-150 times. I averaged a good 25%-35% dodging, 50% or more missing. Yes, with a pistoleer standing at the best range (kneeling as well, using a fairly good accuracy DX2), he only hit me a good 25%-35% of the time, if that. Next was the master rifleman. He did a bit better do to his higher accuracy mods, but I still managed to dodge a good 20%-25%, and a good 35%-40% missed. Thats around 35%-40% actually hitting me. This is all with only a ranged defense of 125 or so, and dodge of 180. Next, I tested the teras kasi master. Using his fists only, at a comfortable ranged (was a trandoshan as well, got melee bonuses), I dodged around 20%, and a whopping 60%-65% miss ratio. He barely hit me, 15% or lower of the time after 125-150 hits. Now remember, I have a pretty decent melee defense up around 190-195. I was also holding a pistol the entire time, the attackers at the best ranges firing non-specials, using their best weapons.


To conclude, I've basically ran a chart for all those wondering how defenses work. Every 25+ added to the range/melee defense mod, it seems to go up a decent 5% or so, as well as gaining a good 20% bonus if peaking 100. Basically, someone with 100 melee/range defense would have around 40% chance for the opponent to miss, due to the 20% + 20% bonus factor. Of course, this might not be counting another 5% or so that everyone has initially, regardless of mods. Someone with, amazing as this sounds, 200+ defense in melee/range, would most likely get another 20% bonus. This would be a wopping 40% +40%, totalling to a good 80% chance to miss. After my tests, and just playing PVP/PVE for quite a while, friends are even amazed to see how much the blows miss or are dodged. NOW count the dodge mods. Dodge mods have been proven before to act if they do successfully roll a hit on you (all you D&D players will understand the concept quite well). Its a "second chance" roll. It is most likely a good half less than the melee/range defense mod. With a dodge mod of 100, its mostly a 15% + a 15% bonus or so. Probably a good 30%. With a dodge mod of 180, it seems I have a good 40%-45% chance to dodge.


All of these tests of course may vary. I havent tried a KD test etc, but the ideas floating around that "you must equip the certain profession's weapon" for the mods to work would be silly. With my KD defense of 70, Teras Kasi Masters in pvp can almost never knock me down. I've pvped before with around 30-40 KD defense, there is a major difference. For the designers to limit stacking of mods would be singling out classes. There would be no meaning to having multiple combat classes. The devs I believe, have even STATED that mods like dodge, melee, and ranged defense stack. Why wouldnt they? In fact, tonight I am going to contact a few CSRs to get the straight deal, and see if they can give me an answer. If so, I'll gladly post it. If not, I feel we can all safely assume, that the devs meant and have kept the idea of a multiclass, and one who would of course benefit from the others. There is nothing wrong with knowing how to shoot a pistol one minute and wield a sword the next. This is what this game is all about, diversity. Why do you think melee classes mirror ranged classes? Carbiner is to swordsman as rifleman is to pikeman, the mods are the same, they are alike in many ways. Pistoleer is to fencer, it just makes sense. So for all those who cannot sleep at night, wondering if their character is in dire peril over the desicion you made to multiclass to finally beat that tusken up, or get revenge on that player on the other side of the war, fear not, for I believe we are still VERY much in tact. Thank you.




- As I see it, Sony has until July 31st 2004 to pull content, balance and most importantly "fun" out of a hat and into the game for me. I guess I can list "buying a non-refundable year's subscription" down as one of the dumbest decisions made in my life. Congradulations SoE, you took 200 bucks from me. -
SauerSiggy
Thu Dec 18, 2003 12:32 am
#2

Something I was curious about, is a character's defense mods vs the other character's accuracy mods.


I.E. Would a character with say +25 ranged defense VS a character with +100 pistol accuracy mean that the pistoleer would then have +75 accuracy? With that said, would then your character with +120 range defense mean that a pistoleer with +80 accuracy would miss you 40% of the time? I'm saying this because my character has a very low ranged defense rating, and people hardly ever miss me. While on the same not, I almost never miss pistoleers, while I miss teras kasi, riflemen and melee professions all the time.




Trucido Phasmatis-- Nerfed and cancelled

Sauer Siggy-- Nerfed and cancelled

TheBride--Nerfed even more, and cancelled even sooner.
Galacticspaceferett
Thu Dec 18, 2003 5:08 pm
#3

I think its most likely just a roll number. If your defense for range is.. 150 for example, and someone's rifle accuracy is 160, they'd have to roll a 151 or higher to get a hit. And like D&D rules, it is probably a 160 + 20 roll or something along those lines, so that people with lower than 150 would not miss 100% of the time. They'd miss alot, but not every shot misses.



- As I see it, Sony has until July 31st 2004 to pull content, balance and most importantly "fun" out of a hat and into the game for me. I guess I can list "buying a non-refundable year's subscription" down as one of the dumbest decisions made in my life. Congradulations SoE, you took 200 bucks from me. -
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