Rifleman Archive

Thread: Skill Cap

BHrulZ
Sun Feb 13, 2005 4:27 am
#1

Just beginning my journey to Master Rifleman & just trying to work out what CA/AA to buy later on.


Im am looking to be a Master Rifleman/Master Bounty Hunter (had to Master Marksman as a prerequisite)


If ive worked this out correctly ill have the following points in these skills & just looking for advice on capped.




For e.g. I know Rifle speed is capped at 97. I do not know the other cap rates:-




Rifle Accuracy 170


Rifle Speed 95


Ranged Defence 78


Melee Defence 42


Block60


Accuracy while Moving 10



So looking at the above, accuracy is very high (170), has this gone past the cap mark ?, speed=buying a +2 to cap.


Once I have gone part way to increasing the above ill have to work on resists to KD/Stun/dizzy/poison/disease etc


Which brings me on to my final point.........places to insert CA/AA.


If they were placed in armour (AA) can these be removed if I purchase a new set of armour.



I think thats it for now but im sure ill have more questions later







"Never interrupt your enemy when he is making a mistake."
- Napoleon Bonaparte (1769-1821)


IGN: Plasmol
Ackehece
Sun Feb 13, 2005 8:51 am
#2






BHrulZ wrote:

Just beginning my journey to Master Rifleman & just trying to work out what CA/AA to buy later on.

Im am looking to be a Master Rifleman/Master Bounty Hunter (had to Master Marksman as a prerequisite)

If ive worked this out correctly ill have the following points in these skills & just looking for advice on capped.


For e.g. I know Rifle speed is capped at 97. I do not know the other cap rates:-

Rifle Accuracy 170

Rifle Speed 95

Ranged Defence 78

Melee Defence 42

Block60

Accuracy while Moving 10


So looking at the above, accuracy is very high (170), has this gone past the cap mark ?, speed=buying a +2 to cap.

Once I have gone part way to increasing the above ill have to work on resists to KD/Stun/dizzy/poison/disease etc

Which brings me on to my final point.........places to insert CA/AA.

If they were placed in armour (AA) can these be removed if I purchase a new set of armour.

I think thats it for now but im sure ill have more questions later





Uncapped:



  • Accuracy is completely uncapped

Capped:



  • Speed 100 is hard cap(all weapons)97-98 is the soft cap(most weapons)

  • Primary Defences 125

  • Secondary Defences 125

  • Skills 125

  • Resistances (knockdown/stun/intimidate/etc) 125

Armor Attachements:



  • can only add +25 to a skill with these

  • once placed can never be removed


nowTWO pieces of advice since you are new:



  1. READ THE FAQS (pretty much all the stickies at the top of the page)as they answer most of the questionsyou asked.

  2. Please use the FORUM SEARCH function which is on every page and the rest of these questions could have been answered.




"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




Cpl_Fisher
Sun Feb 13, 2005 11:47 am
#3

As a MBH Master rileman, you will always be vuln to states. If you plan on hunting jedi, that will hurt you. I would make sure I ate lots of thakitilo, and drank ithorian mist. you can get BE clothing that will give you +4 melee defense +17 stun defense for about 5k on Vacyn. wear it under your armor. Also, you can not put multiple tapes of the same kind in the same gear. for example, if you have a chestpiece that has a +5 defense vs KD in it, if you put a +10 defense vs KD AA in it, you use up another socket, plus you only get a chestpiece with +10 defense vs KD. So spread them out!



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
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