Rifleman Archive

Thread: Do defensive mods stack now/after next patch?

UWSkeletor
Tue Jul 15, 2003 8:12 am
#1

I'm not so sure that they will, but who knows. If they do then I would think some of the only good viable combinations with Rifleman will be doctor, combat medic, or 2-hand.


Also, if they did that then they would have to get rid of stacking offensive mods too wouldn't they? Why should a pistol or carbine be able to get much better offensive capabilities in other professions if we could not get better defensive capabilities somewhere since we don't have any professions to get better offensive mods?


I doubt that would happen. I think it's more likely that they would lower some of the mods gained in professions, at least I would prefer that to getting rid of stacked mods.




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Skel Etor
Valcyn
Master Sharpshooter

Kolibrilator
Tue Jan 20, 2004 7:25 am
#2

Hi, until now I was quite content with my mixture of skills, partially combat (master marksman and master rifleman) and partially support (medic and scout). But rescently more and more people have shown up on my server who have taken many defensive mods of several professions making it really hard for me to hit them


So I was thinking to drop some of my skills to get another combat profession to augment rifleman, but I have no clue when / if the patch will be coming where these mods won't stack any more. Does someone of you have any insight on this?






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And don't take your life too serious (SPOILER!); you won't get out of it alive!!!

ElectricBlue17
Tue Jan 20, 2004 7:45 am
#3

apparently they capped it at 150




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Makavelli

Imperial Rifleman & Bounty Hunter

UWSkeletor
Tue Jan 20, 2004 8:08 am
#4

what did they cap at 150? and where did you hear that?


I have seen that fencers etc. have said that they must have capped the Dodge stacking, but I don't think I've seen anyone say anything about ranged/melee defense.




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Skel Etor
Valcyn
Master Sharpshooter

Kolibrilator
Tue Jan 20, 2004 8:16 am
#5

the reason I asked is because I've been playing around with a char builder, and according to that it is possible to get ranged defence up to +194 and melee defence +208, maybe more if you took lesser medic skills


this seems rediculously high, and there have been account bans by CSR because they thought someone was cheating when not getting hit by 10 mobs or something.


So, I haven't read anything about stacking mods beeing changed, but surely they willsooner or later, right?






000110010010010011001011000101 Sri'Kandi, Warrior Princess
101010010011100101101100000001
110100010111010100010100110101 Sri'Kanderis, Wayang Champion
011110000111111101010010100001
111110001001101101100101110011 Sumbadro, mostly harmless Wookiee
111100111001000110101101000111
001101110001111001100001000000 Vendors on Tatooine at 188 3246
001001010100010100110000111100
May you always live as long as you want but never want as long as you live.
And don't take your life too serious (SPOILER!); you won't get out of it alive!!!

UWSkeletor
Tue Jan 20, 2004 9:12 am
#6

I'm not so sure that they will, but who knows. If they do then I would think some of the only good viable combinations with Rifleman will be doctor, combat medic, or 2-hand.


Also, if they did that then they would have to get rid of stacking offensive mods too wouldn't they? Why should a pistol or carbine be able to get much better offensive capabilities in other professions if we could not get better defensive capabilities somewhere since we don't have any professions to get better offensive mods?


I doubt that would happen. I think it's more likely that they would lower some of the mods gained in professions, at least I would prefer that to getting rid of stacked mods.




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s postcnt=postcnt+1
Skel Etor
Valcyn
Master Sharpshooter

RedKnight1
Tue Jan 20, 2004 11:41 am
#7

Rumor has it that multiclass def mods will no longer stack universally, but only with the type of weapon your wielding. For instance say you have all the def mods in TKA, Pistol, and Fencer. Well if you wield a pistol, then youll only get the benefit of the defenses in the pistol tree. And vice versa in Fencer.


I've read a few posts by devs hinting at this, and ive been told by others that it is the case in the next publish or 2.


Just remains to be seen.




-=Aeron Corvus=-
"I am ... a Dragon of Heaven!"
Doctah Snipah

Sosstuborx
Tue Jan 20, 2004 11:53 am
#8

This will get a bit confusion, so please, try to stay with me here...



There are three types of defense mods:


1) Profession Specific Mods (Dodge, Block, Counterattack)


2) Defense vs. mods (Defense versus KD, Posture Changes, Dizzy, etc.)


3) and "General" Melee and Ranged defense



Now, the main "rumor" is that the profession specific modsmight be changed so they do not stack (Pistoleer & Fencer, Rifleman & Pikeman, Carbineer & Swordsman).


I have not heard anything specific regarding the "Defense vs." mods.


The last category of defense (Melee & Ranged) most likely will take quite a bit of work to be changed so they do not stack. Think about it for a minute. You get bonuses for ranged / melee defense in the weapons support tree in marksman. Where would these be applied too? Would they be changed to "general" meleeor ranged defense, like the general ranged aiming modifier?


Also Squadleaders get these bonuses. Would they become a "general" defense as well?


I just don't think the change is as simple as people would like to believe.






Col. Cristos Diaz
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Jeisyn
Tue Jan 20, 2004 12:07 pm
#9

Right now everything seems to stack just fine. the fencers thought dodge was capped last patch but apparently it just looks that way because the Dev's upped the accuracy on a lot of mobs. (making dodge looking weaker, when in fact, it's the same).


if they nerf stacking, oh well. it's still a good idea to have dmg mitigation 3 for both melee and ranged if you PVP, maybe base a template around that - works excellent for both pvp and pve. (imo).




Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
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