Rifleman Archive

Thread: interesting results from the chefs

Odinwaa
Thu Sep 22, 2005 3:31 pm
#27



Uthyr wrote:


Odinwaa wrote:


Well that answers my question, but heres one. Why in the heck is it left up to the players to test out game mechanics? Why don't the devs just state these things? Last time I checked you guys weren't employed by SOE.


I think the devs would probably answer that question by saying that if they posted the details of the game mechanics, then it would be too easy for some players to take advantage of the knowledge to gain an unfair advantage (this was discussed in a recent post here that I recall). I don't personally buy that argument, and in any case agree with youthat these kind of things need to be more clear, at leastin instances where the description of a mod/skill/etc. is misleading or incorrect. If it's a bug that the devs are unaware of (which is certainly a possibility in this case, if nobody else has ever noticed this issue with the defense mods), then that's another matter and I can forgive that. What I would like to see is an asterisk next to every broken or bugged description in the game, with a note saying something to the effect of" **Known bug; fix in progress: See bug note # xxx on game forum."




I would like to know since I spent millions on my current armor beefing it up with melee defense mods thinking it helped against melee attacks.

/points finger at self

/idiot



BLUE-CLOUD ~ Master Commando~~Dharma: the Jedi Knight of good Kharma(AoF)
R / Hero of the Alliance
Felisa O'di nwaa-Master Engineer Merchant, Droid crafting, mistress of the wholesale, ex Elder Smuggler and Spice Merchant
Nytewalkyyrr-~ -"Intrepids Best" BASE KILLER -314 destroyed ~~~Sweaty, life debted employee of Blue-Cloud
O'dinwaa's Quickstop Vendor----Fayth, Corellia, 3395 -5822
Galactic Rebel HQ and Rifle Museum, Riverfayth - Corellia 4514 -6596
Dr4g0nf1y
Thu Sep 22, 2005 4:40 pm
#28

I also just tested with both Elshandruu and Vegeparsine. I did everything like I was supposed to: Unequipped/reequipped my weapon after eating the food, had the same opponent hit me with the same attack 10 times from the exact same range, etc.

After all was said and done, I can confirm the findings of the Chefs. Melee defense is - at the moment - worthless to anyone holding a ranged weapon. Ranged defense is everything to us, and that is actually a good thing for us considering that we have a higher ranged defense than anyone else. If you count rifle defense and pistol defense we only have 5 less total defenses than pistoleers. That is pretty impressive.

So now we have the best range, the most powerful weapons, and great defenses. WOOHOO!

LOL...we are so screwed. I hope to god they beef up the defenses of Pistoleers and Carbineers to be better than ours, because I dont want a nerf. I recognize that this is not how it is supposed to be, and that carbineers are supposed to have slightly better defenses than us. I realize that, but I would rather see them get a boost than for us to be nerfed to bring us back in line with the original documentation from the CU.

Oh well....we shall see.
MTVGeneration
Fri Sep 23, 2005 5:33 am
#29






Odinwaa wrote:





Uthyr wrote:





Odinwaa wrote:


Well that answers my question, but heres one. Why in the heck is it left up to the players to test out game mechanics? Why don't the devs just state these things? Last time I checked you guys weren't employed by SOE.




I think the devs would probably answer that question by saying that if they posted the details of the game mechanics, then it would be too easy for some players to take advantage of the knowledge to gain an unfair advantage (this was discussed in a recent post here that I recall). I don't personally buy that argument, and in any case agree with youthat these kind of things need to be more clear, at leastin instances where the description of a mod/skill/etc. is misleading or incorrect. If it's a bug that the devs are unaware of (which is certainly a possibility in this case, if nobody else has ever noticed this issue with the defense mods), then that's another matter and I can forgive that. What I would like to see is an asterisk next to every broken or bugged description in the game, with a note saying something to the effect of" **Known bug; fix in progress: See bug note # xxx on game forum."






I would like to know since I spent millions on my current armor beefing it up with melee defense mods thinking it helped against melee attacks.

/points finger at self

/idiot




Melee/Ranged defence mods are capped at +25 and are completely different to what the food adds. Buying a shirt and bandolier for 40k with +13 Melee/Ranged Defence (BE Tissues) and equipping them (no backpack can be worn when bandolier is worn) would cap you and be a little cheaper.



Sun-Tzu Liao [SFR]
Sunfall RebelsElder & Chef
Kuan-Ti -Jedi Padwan / Lorri Kelmar- Bounty Hunter
Clancy - 12pt Chef/14pt Artisan
-131 2075 Mining Outpost/ 3520 1111 Commerce
Home Is where the Sun Falls


RueKursk
Fri Sep 23, 2005 5:36 am
#30

Seems until this is fixed I can stop spending money and stomach room on vegesparine. More room for synthsteak hits, woo!



Rue Kursk
MoS Eisley Syndicate
MeS Complaints Department Officer
Uthyr
Fri Sep 23, 2005 6:15 am
#31






MTVGeneration wrote:



You are wrong. Everyone gets some Melee and Ranged defence as part of their template. The food works differently but the way the Dev's have named it, it is easily confused with the Defences you get as part of your template. Which defence food you take is determined by the weapon you hold. As I understand it, you don't actually get +xxx ranged defence, just +xxx defence as a ranged person.






Your last sentence above is a good way of putting it. It's pretty clear now that this is the way chef buffs work... the real question now is whether it is working the way the devs intented it to, or if it is a bug.


From what people are saying in today's posts, it sounds like Melee Defense SEA's and FS skills (but not foods/drinks) are still useful for a ranged profession. Has anybody actually tested this recently? I'd test it myself, but I don't have any clothing or SEA's that contain only melee defense mods, that I can equip or unequip (they all contain ranged defense mods as well), and of course I can't unequip mymelee defense FS skills.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

MTVGeneration
Fri Sep 23, 2005 7:38 am
#32






RueKursk wrote:
Seems until this is fixed I can stop spending money and stomach room on vegesparine. More room for synthsteak hits, woo!





/sigh


There is nothing wrong with Vegeparisine hence no fix. Vegeparisine=Melee Person. Thundercloud=Ranged Person.


Also I should add that Pikatta Pie is possibly better than Synthsteak



Sun-Tzu Liao [SFR]
Sunfall RebelsElder & Chef
Kuan-Ti -Jedi Padwan / Lorri Kelmar- Bounty Hunter
Clancy - 12pt Chef/14pt Artisan
-131 2075 Mining Outpost/ 3520 1111 Commerce
Home Is where the Sun Falls


MTVGeneration
Fri Sep 23, 2005 7:41 am
#33






Uthyr wrote:





MTVGeneration wrote:



You are wrong. Everyone gets some Melee and Ranged defence as part of their template. The food works differently but the way the Dev's have named it, it is easily confused with the Defences you get as part of your template. Which defence food you take is determined by the weapon you hold. As I understand it, you don't actually get +xxx ranged defence, just +xxx defence as a ranged person.






Your last sentence above is a good way of putting it. It's pretty clear now that this is the way chef buffs work... the real question now is whether it is working the way the devs intented it to, or if it is a bug.


From what people are saying in today's posts, it sounds like Melee Defense SEA's and FS skills (but not foods/drinks) are still useful for a ranged profession. Has anybody actually tested this recently? I'd test it myself, but I don't have any clothing or SEA's that contain only melee defense mods, that I can equip or unequip (they all contain ranged defense mods as well), and of course I can't unequip mymelee defense FS skills.




Remeber normal Melee/Ranged Defence SEA's are the same as the Melee/Ranged Defence in BE Clothes. It would be cheaper to pick up two +13 pieces of clothing (Shirt/Bandolier as both can be worn at the same time as armour) than to actually buy the tapes. Also remember that if you have 2 items of clothing with say +16 in each giving 32 on the character sheet is a bug. The cap is +25 as it is for everythign else and therefore anythign that shows up above that cap on the character sheet is incorrect....




Sun-Tzu Liao [SFR]
Sunfall RebelsElder & Chef
Kuan-Ti -Jedi Padwan / Lorri Kelmar- Bounty Hunter
Clancy - 12pt Chef/14pt Artisan
-131 2075 Mining Outpost/ 3520 1111 Commerce
Home Is where the Sun Falls


Uthyr
Fri Sep 23, 2005 8:16 am
#34






MTVGeneration wrote:




There is nothing wrong with Vegeparisine hence no fix. Vegeparisine=Melee Person. Thundercloud=Ranged Person.




If that is the case (that there is nothing wrong with Vegeparsine) then there most certainly is something wrong with the description for Vegeparsine... or has it actually been posted somewhere officially that Vegeparsine is not intended for ranged professions? I'm curious how people who already knew that vegeparsine was not for ranged professions knew this--was it just word of mouth?



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Uthyr
Fri Sep 23, 2005 8:20 am
#35






MTVGeneration wrote:
Remeber normal Melee/Ranged Defence SEA's are the same as the Melee/Ranged Defence in BE Clothes. It would be cheaper to pick up two +13 pieces of clothing (Shirt/Bandolier as both can be worn at the same time as armour) than to actually buy the tapes. Also remember that if you have 2 items of clothing with say +16 in each giving 32 on the character sheet is a bug. The cap is +25 as it is for everythign else and therefore anythign that shows up above that cap on the character sheet is incorrect....







QFE. Good points, MTV. One question though... do FS Melee Defense skills get counted as part of the +25 cap? My understanding is that they do not.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

RueKursk
Fri Sep 23, 2005 8:40 am
#36



Uthyr wrote:


MTVGeneration wrote:

There is nothing wrong with Vegeparisine hence no fix. Vegeparisine=Melee Person. Thundercloud=Ranged Person.

If that is the case (that there is nothing wrong with Vegeparsine) then there most certainly is something wrong with the description for Vegeparsine... or has it actually been posted somewhere officially that Vegeparsine is not intended for ranged professions? I'm curious how people who already knew that vegeparsine was not for ranged professions knew this--was it just word of mouth?





I'm curious about the original poster's synopsis as well. What makes you think vegesparine is working as intended if it does not increase one's melee defense?



Rue Kursk
MoS Eisley Syndicate
MeS Complaints Department Officer
Odinwaa
Fri Sep 23, 2005 11:01 am
#37



MTVGeneration wrote:


Uthyr wrote:


MTVGeneration wrote:


You are wrong. Everyone gets some Melee and Ranged defence as part of their template. The food works differently but the way the Dev's have named it, it is easily confused with the Defences you get as part of your template. Which defence food you take is determined by the weapon you hold. As I understand it, you don't actually get +xxx ranged defence, just +xxx defence as a ranged person.



Your last sentence above is a good way of putting it. It's pretty clear now that this is the way chef buffs work... the real question now is whether it is working the way the devs intented it to, or if it is a bug.
From what people are saying in today's posts, it sounds like Melee Defense SEA's and FS skills (but not foods/drinks) are still useful for a ranged profession. Has anybody actually tested this recently? I'd test it myself, but I don't have any clothing or SEA's that contain only melee defense mods, that I can equip or unequip (they all contain ranged defense mods as well), and of course I can't unequip mymelee defense FS skills.


Remeber normal Melee/Ranged Defence SEA's are the same as the Melee/Ranged Defence in BE Clothes. It would be cheaper to pick up two +13 pieces of clothing (Shirt/Bandolier as both can be worn at the same time as armour) than to actually buy the tapes. Also remember that if you have 2 items of clothing with say +16 in each giving 32 on the character sheet is a bug. The cap is +25 as it is for everythign else and therefore anythign that shows up above that cap on the character sheet is incorrect....





Holy chrisstmans! That is soo weak. Why the heck isn't that in some FAQ or they should tell us. If it caps at +25, why the heck does it say +234 ranged defense if I only really get +25! I am way lost on this one now. I beefed up my armor and I thought I was doing a good thing. I want my money back.



BLUE-CLOUD ~ Master Commando~~Dharma: the Jedi Knight of good Kharma(AoF)
R / Hero of the Alliance
Felisa O'di nwaa-Master Engineer Merchant, Droid crafting, mistress of the wholesale, ex Elder Smuggler and Spice Merchant
Nytewalkyyrr-~ -"Intrepids Best" BASE KILLER -314 destroyed ~~~Sweaty, life debted employee of Blue-Cloud
O'dinwaa's Quickstop Vendor----Fayth, Corellia, 3395 -5822
Galactic Rebel HQ and Rifle Museum, Riverfayth - Corellia 4514 -6596
MTVGeneration
Fri Sep 23, 2005 1:03 pm
#38






Odinwaa wrote:





MTVGeneration wrote:





Uthyr wrote:





MTVGeneration wrote:



You are wrong. Everyone gets some Melee and Ranged defence as part of their template. The food works differently but the way the Dev's have named it, it is easily confused with the Defences you get as part of your template. Which defence food you take is determined by the weapon you hold. As I understand it, you don't actually get +xxx ranged defence, just +xxx defence as a ranged person.






Your last sentence above is a good way of putting it. It's pretty clear now that this is the way chef buffs work... the real question now is whether it is working the way the devs intented it to, or if it is a bug.


From what people are saying in today's posts, it sounds like Melee Defense SEA's and FS skills (but not foods/drinks) are still useful for a ranged profession. Has anybody actually tested this recently? I'd test it myself, but I don't have any clothing or SEA's that contain only melee defense mods, that I can equip or unequip (they all contain ranged defense mods as well), and of course I can't unequip mymelee defense FS skills.




Remeber normal Melee/Ranged Defence SEA's are the same as the Melee/Ranged Defence in BE Clothes. It would be cheaper to pick up two +13 pieces of clothing (Shirt/Bandolier as both can be worn at the same time as armour) than to actually buy the tapes. Also remember that if you have 2 items of clothing with say +16 in each giving 32 on the character sheet is a bug. The cap is +25 as it is for everythign else and therefore anythign that shows up above that cap on the character sheet is incorrect....








Holy chrisstmans! That is soo weak. Why the heck isn't that in some FAQ or they should tell us. If it caps at +25, why the heck does it say +234 ranged defense if I only really get +25! I am way lost on this one now. I beefed up my armor and I thought I was doing a good thing. I want my money back.





I thought this was common knowledge tbh. The bug is not that the SEA's don't work, it's just that like everything there is a cap and that is 25. The bug is that anything above 25 still shows on the character sheet misleading players that they have more melee/ranged defence than they actually do.


Personally I disagree with this as BE's can make better tissues but have no reason to due to the cap. Tailors can produce suits with 4 BE Modded clothing for TKA/Jedi but there is no point. The cap reduces crafting and merchant skill.


I am sorry to say that the credits you spent were sadly wasted. If you have CM skills you are best off getting +18 healing efficiency in a shirt and +16-17 Melee/Ranged Defence in a bandolier and you wil be near cap on both.....




Sun-Tzu Liao [SFR]
Sunfall RebelsElder & Chef
Kuan-Ti -Jedi Padwan / Lorri Kelmar- Bounty Hunter
Clancy - 12pt Chef/14pt Artisan
-131 2075 Mining Outpost/ 3520 1111 Commerce
Home Is where the Sun Falls


Ackehece
Fri Sep 23, 2005 6:09 pm
#39






MTVGeneration wrote:





Uthyr wrote:





MTVGeneration wrote:
Remeber normal Melee/Ranged Defence SEA's are the same as the Melee/Ranged Defence in BE Clothes. It would be cheaper to pick up two +13 pieces of clothing (Shirt/Bandolier as both can be worn at the same time as armour) than to actually buy the tapes. Also remember that if you have 2 items of clothing with say +16 in each giving 32 on the character sheet is a bug. The cap is +25 as it is for everythign else and therefore anythign that shows up above that cap on the character sheet is incorrect....







QFE. Good points, MTV. One question though... do FS Melee Defense skills get counted as part of the +25 cap? My understanding is that they do not.






To my knowledge Melee or Ranged defence FS skills are not part of the cap tho I have not seen anything to either confirm or deny my suspicions. FS Correspondent?






FS skills are just that skills so they are not part of the cap +25 is for things you wear (CA, AA, Clothes etc)



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Page 3 of 4