Rifleman Archive

Thread: The Perfect Defensive Combo

h310ise
Fri Nov 21, 2003 6:47 pm
#14

Some defensive bonuses across professions appear NOT to stack - see this post for the dirt:
http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=26354
Also, it appears that some attack specials stick based on the incoming damage (therefore armor gives much better knockdown protection than some passive defense mod).

SILVERLOBO - where did you get that information? I'm interested in testing melee defense, and it'd be really great if I could verify what you've said.
SilverLobo
Fri Nov 21, 2003 7:37 pm
#15

When you read the pistoleer board make sure you check out the last page also. I disproved most of the theories except for dodge, block, and counter-attack, because I do not have a good way to test it, and frankly it is not something I am to concerned with ATM.


As for how I calculated to hit, I used nooles, sorry if I spelled his name wrong, great work on calculating to hit and posted my test here:


http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=28536&highlight=#M28536


The only area that I did not agree with, could have read his theory wrong, was when the bonus to hit from specials was calculated. Everything else I used from his theory. I calculated everything while we were testing and had it done before we finished. That the final hit percentage was dang near the same as what I came up with on paper helps me validate my findings, at least to my satisfaction.

meyer1215
Fri Nov 21, 2003 8:26 pm
#16

I'm not sure this is where he found it, but here is where the 65% is showed.


http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=14370


Look for the "to hit" father down the page. Also notice that the specal mod is added AFTER the 1/2ing of the difference between ranged d and accuracy. So the +50 that most pistoleer specails give is worth 2x the accuracy and defenses.


I also believe that later in the post, it also shows a base 3% chance to counterattack, on a non-combat- player. This could be why alot of rifleman think block is working. I'm not sure that it is right now.


--Rorrimot

Cadmus
Sat Nov 22, 2003 3:30 pm
#17

My self I have been going master rifleman, Swordman And a few scout skills for runing and some minor medic skills for when there no doc in the medbay after that commando hits me with the flamer lol.


Oh used a 2 handed blade gives many pistol packing people a nasty surprise get a bleed or headshot2 off on them and when they get close so you can't do much whip out the blade and used the head hits for swordman......very messy and yet FUN!!

TheGragg
Sat Nov 22, 2003 10:59 pm
#18

ok, so defensive mods stack. And dodge doesn't? Well what about our block? does that actually do anything?



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
Lurko
Sun Nov 23, 2003 1:09 am
#19

I had been thinking about going for the counter attack (carbine), dodge (pistol)and TKAcombat XPtrees to supliment my master rifle, giving me all the no really you miss options. Do I understand corectlythat these will not stack and that defence dose stack?



:--- Kettemoor ---:
Voakicam Marda - Master Architect, Master Artisan

:--- Eclipse ---:
Sollisk - Master Ranger - Available for Hire
Page 2 of 2