Ranger Archive

Thread: Melee & Ranged Def.?

Dheak
Thu Jun 30, 2005 4:15 am
#1

I am having a real hard time understanding how Melee & Ranged Def. works. U see I always that that the higher your def. Mods the less dmg u will take from an attack. But i did some test and that does not seem to be directly the case. I used some food that gave a + to Melee and Ranged Def., and yet i was still gettin hit for the same amount of dmg. So i tried BE clothing, same thing. Next i tried different CA's and AA's, again same thing. I equipt a Rifle that gave a + to Melee & Ranged Def. So if these 2 Def. modes do not decrease the dmg inwhich is dealt to me, then what the heck do they do.


I know this is the Ranger Forums, but i have found u fellow Ranger to be some of the most knowlegeable peps in the game.


Sasquatchy Master Ranger/Master Rifleman
Ronaj
Thu Jun 30, 2005 4:40 am
#2

Well while I haven't tried any of the food or attachments I can say for certain that the BE clothing is broken at the moment, the attachments probably are too actually as it seems like a lot of attachments still don't work.



IGN Ronaj Anatil - Master Ranger

Contract Miner For Hire

9,080,937 units mined under contract since CU and counting


Painting Vendor 3314, -867 Commerce City, Lok

Aenedor
Thu Jun 30, 2005 5:10 am
#3

A Jedi in my guild had 150 melee defence, he used a food/drink that from memory gave him plus 100, taking it to 250, this not entirely scientific, but he said that he saw no difference in the amount of damage he was taking. I must admit that at the time, I assumed this was down to the fact that stats now are not capped as such but are subject to a exponential diminishing return. In hind sight he should have seen some difference though I guess.



Aenedor Tru'shot
Elder Ranger
Imperial Medic - Bringing Healing and Order to the Galaxy.
AgonThalia
Thu Jun 30, 2005 5:17 am
#4

i dont think melee or ranged defense modifies the amount of damage you get hit for, just the chance for the critter to hit you.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

KuroKaze
Thu Jun 30, 2005 6:49 am
#5


the only defense that seems to be currently working is base character stuff and profession abilities like force aura and center of being, duelist stance, parry riposte, etc.


there's a technique called kiting - you fly the critter like a kite, it's agro being the string, a snare being the wind.
as a ranger, your traps are your best defense, make the target easier to kill by lowering target's defense (glow wire) slowingit down (pdarts) ormessing with concentration (eg: sonic pulse if they're not too tightly grouped)


being ina group and simply doing trap debuffs/statesand harvesting is an option - mediochre tanks will still hold agro mostly (CU sorta forces everyone to group anyway)


also, additional "defense" comes from using BE pets with high regen, defense and armor - a master BE with good meat and the highest quality DNA templates can make you a great pet - better ones available for CH


unfortunately, all my tensile resilliance based clothing/armor is broken due to a bug in BE tissue components, spice quit stacking a while back, many foods are screwy,my tamed pets are broken, area track isn't turning up anything this morning (i think all the wild spawns were turned off for some reason - perhaps the level 0 critter bug)


i'm a badge collector, tk broke so i surrendered it, - currently finishing CH/Ranger and keeping politician on ahazi - the GOOD news for me is the current mayor isn't too good at his job, hasn't attracted any good guilds to the town, and i'm ahead 2 votes to zero on copitition, and the mayor just made a withdrawl from the treasurary EVERYONE saw (reason: i'm leaving the game) i might have to raise taxes or something, get rid of a few services... but at least one of my professions isn't broken (politician hasn't really suffered many "upgrades" fortunately!)


i'm in it for the long haul, trying my hand at everything - i wish they'd bring back hologrind - that way everyone knew how just about everythingthe game worked.if force powers continue improving like they did with 19.0 yesterday - i'm definitely choosing those with only minimal lightsaber (so i can equip one as every jedi should) oh wait, force cloak is now turret vulnerable *shrugs*i don't like GCW anyway
TavinBek
Thu Jun 30, 2005 7:12 am
#6






AgonThalia wrote:
i dont think melee or ranged defense modifies the amount of damage you get hit for, just the chance for the critter to hit you.






This is right, it's tied in with your opponents ranged/melee accuracy, if your defence is lower than thier accuracy they have a better chance of hitting you, where as if you have a much higher defence than they do accuarcy they will have a harder time hitting you.


Not sure if BE clothes are broken but I do think that they cap at +25 (that's inculding CA & AA).


At least this is what I've been able to find out from mindlessly lurking on the forums.....





Tavin Bek - Euro-Chimera
Master Pistoleer - Jedi Pad.
A Ranger who was subverted by the darkside of the force...
Tavins Bio

Saken Bek - Euro-Chimera
Master Pistoleer - Master Ranger
Darkness Incarnate
DI Pics

KenjiTokugawa
Thu Jun 30, 2005 11:07 am
#7






TavinBek wrote:





AgonThalia wrote:
i dont think melee or ranged defense modifies the amount of damage you get hit for, just the chance for the critter to hit you.






This is right, it's tied in with your opponents ranged/melee accuracy, if your defence is lower than thier accuracy they have a better chance of hitting you, where as if you have a much higher defence than they do accuarcy they will have a harder time hitting you.






Does this apply to creatures? Whenever I use advanced reckless shot (the special reduces my defenses by 80), I take more damage per hit. It is usually 10-20 more depending on the CL of the animal I am hunting.




Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


Dheak
Thu Jun 30, 2005 6:27 pm
#8


So would it be worthless to jack up my def. as high as possible. I mean would this cause peps and ctritters to miss more. I have an alt that is TKM/Master PIkes & Swords 2.0.4.0 and I still have 18 sp left over. I was thinking about putting it into Fencer for the def. mods. Would this be a waist of time.


And you are saying that the inhancements to melee and Range Def caps with BE clothing, CA's & AA's. So if I have a BE shirt that gives me +25 Melee +25 Ranged Def. then i would have no need for the Melee and Ranged CA's & AA's right.


Sasquatchy Master Ranger/Master Rifleman

Ronaj
Thu Jun 30, 2005 6:35 pm
#9

It depends, if the attachments work then use those since the BE clothes don't work right now.



IGN Ronaj Anatil - Master Ranger

Contract Miner For Hire

9,080,937 units mined under contract since CU and counting


Painting Vendor 3314, -867 Commerce City, Lok

darmokVtS
Fri Jul 01, 2005 2:56 am
#10



TavinBek wrote:


AgonThalia wrote:
i dont think melee or ranged defense modifies the amount of damage you get hit for, just the chance for the critter to hit you.



This is right, it's tied in with your opponents ranged/melee accuracy, if your defence is lower than thier accuracy they have a better chance of hitting you, where as if you have a much higher defence than they do accuarcy they will have a harder time hitting you.






The same comparing of defense vs. accuracy however does ALSO have an influence on damage (easily seen with defenseincreasing abilities that are known to work, cob for example, also just with a simple switch of weapontype equipped that will change your defense). Melee / Ranged defense food and bioclothing with defense however are bugged just like accuracy foods etc., bugged since day 1 of the CURB on Live :-/.




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
TavinBek
Fri Jul 01, 2005 3:55 am
#11


darmokVtS wrote:


TavinBek wrote:


AgonThalia wrote:
i dont think melee or ranged defense modifies the amount of damage you get hit for, just the chance for the critter to hit you.



This is right, it's tied in with your opponents ranged/melee accuracy, if your defence is lower than thier accuracy they have a better chance of hitting you, where as if you have a much higher defence than they do accuarcy they will have a harder time hitting you.






The same comparing of defense vs. accuracy however does ALSO have an influence on damage (easily seen with defenseincreasing abilities that are known to work, cob for example, also just with a simple switch of weapontype equipped that will change your defense). Melee / Ranged defense food and bioclothing with defense however are bugged just like accuracy foods etc., bugged since day 1 of the CURB on Live :-/.

That explains why there is no change in damage or any perceptable difference when using them....I didn't know taht it was all bugged. Hopefully they will get this fixed so we can do some real testing but I wont hold my breath.



Tavin Bek - Euro-Chimera
Master Pistoleer - Jedi Pad.
A Ranger who was subverted by the darkside of the force...
Tavins Bio

Saken Bek - Euro-Chimera
Master Pistoleer - Master Ranger
Darkness Incarnate
DI Pics

Oculus
Fri Jul 01, 2005 12:34 pm
#12


KenjiTokugawa wrote:


TavinBek wrote:


AgonThalia wrote:
i dont think melee or ranged defense modifies the amount of damage you get hit for, just the chance for the critter to hit you.



This is right, it's tied in with your opponents ranged/melee accuracy, if your defence is lower than thier accuracy they have a better chance of hitting you, where as if you have a much higher defence than they do accuarcy they will have a harder time hitting you.



Does this apply to creatures? Whenever I use advanced reckless shot (the special reduces my defenses by 80), I take more damage per hit. It is usually 10-20 more depending on the CL of the animal I am hunting.



Yes, the defense vs. accuracy mechanic is universal and applies to all combat. When you stun or otherwise lower your opponents defenses it will increase the damage they take.

You can use the defense debuff traps we have to see it, thou I don't recommend using them in combat. The damage increase is usually 5-10 points and I can fire 2-3 shots = ~1500pts damage in the time it takes me to throw the trap and fire again. That means the state would have to last at least 150 shots and in reality it's more like 10-15 shots.

In a group, it's a different scenario but still, those traps could use a boost.




Oku Kee'lus
Master Ranger | Master Carbineer

Dheak
Fri Jul 01, 2005 11:59 pm
#13

thx guys..anybody else have any input
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