Rifleman Archive

Thread: Help Me With the Defense Stacking!!! Please

FistMasterImp
Mon Jul 05, 2004 3:58 pm
#1

Okay..... I heard that primary defense skills go up to 125... and I dont know what secondary skills go up too (Never heard anything about that). But I have 4 questions, what are primary skills? What are secondary skills? How far do primary skills go up too? How far do secondary skills go up too?


I know there are rumors I just posted to get thing cleared up.... feel free to debate out the rumors...



Again ty



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Waste93
Mon Jul 05, 2004 4:08 pm
#2

All defense skills are suppose to cap at +125 I think.



Colonel Waste - The Wookiee Crusader
DarthVillanus
Mon Jul 05, 2004 6:50 pm
#3


Dodge, counterattack, and block all cap at 125. Back around January rifleman was bugged and had a 2.5x to-hit modifier, making them 2.5x harder to hit. Well "temploiters" would be a rifleman/fencer/tk/swordsman with over 200 ranged and melee defense, making them unhittable.



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realvorda
Mon Jul 05, 2004 6:51 pm
#4

/agree

all defences cap at 125 form your skills. you can add 25 to that using SEA's, then you can add SL bonusses, and finally chef bonusses. oh yeah, cob can break the cap aswell, but thats for melee profs



Vorda Treygath
Synergy
[Original Mandalorian Warrior]
Silti
Tue Jul 06, 2004 1:27 am
#5






FistMasterImp wrote:

Okay..... I heard that primary defense skills go up to 125... and I dont know what secondary skills go up too (Never heard anything about that). But I have 4 questions, what are primary skills? What are secondary skills? How far do primary skills go up too? How far do secondary skills go up too?


I know there are rumors I just posted to get thing cleared up.... feel free to debate out the rumors...



Again ty






primary defences are ranged and melee. secondary defences are dodge, counterattack, and block. and like everyone already said, they cap at 125(not counting food, SL, etc.).
Bermag
Tue Jul 06, 2004 3:49 am
#6

Sure about SEA let you go above +125?



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BlasterForHire
Tue Jul 06, 2004 6:40 am
#7



Bermag wrote:
Sure about SEA let you go above +125?





yes
Bladius
Tue Jul 06, 2004 11:30 am
#8

Get some TK or Fencer skills to augment your melee and ranged defense...as MTKA/MRM not a whole lot can hit me right now....



Tyr'Ka Bladius

Cleaning up the galaxy one "mark" at a time

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Veustuh
Tue Jul 06, 2004 2:09 pm
#9






FistMasterImp wrote:

Okay..... I heard that primary defense skills go up to 125... and I dont know what secondary skills go up too (Never heard anything about that). But I have 4 questions, what are primary skills? What are secondary skills? How far do primary skills go up too? How far do secondary skills go up too?


I know there are rumors I just posted to get thing cleared up.... feel free to debate out the rumors...



Again ty







Primary defenses (Block, Counter Attack and Dodge) all cap at +125. All secondary defenses (Stun, Dizzy, Posture Change up & down, intimidate, knock down, etc.) also cap at +125. This is true with any combat and support roles though some that have +160 accuracy (rifles), I'm not certain if there are exceptions for offenses. Basically all skill will hard cap at +125 and you can not go past +25 in skill tapes and plates.


Now with this in mind and you're looking to cap or near cap out your defenses the first thing you need to do is find which profession will be your main profession. For all of the following examples we'll use Rifleman as our primary combat class with all others added in for complementary benefits.


Using the base Master Rifleman this is what you have for defenses:


Marksman 4/0/0/0
Rifleman 4/4/4/4 (master)


Block+80
Defense vs. Blind+10
Defense vs. Dizzy +10
Defense vs. Posture Change (up) +30
Defense vs. Stun +10
Melee Defense +40
Ranged Defense +72


All of these defense are active when you have a rifle equipped. There are a few options you have to add on or complement these defenses and the two I highly recommend will be TK and Pikeman. We want the defense line from pikeman as its main defense is block with the secondary defenses being the same or near same as rifleman. Tera Kasi is added into the mix primarily for the Defense Acuity and combat equilibrium that is always active while using any combat class. The Defense Acuity enhances your chances of your primary defenses kicking in with the combat equilibrium adding to the miss rate from your enemies. Another benefit of TK is they don't have a primary defense so they will use whatever primary defense you have which makes for a great template base.


Using Pike defenses and TK acuity here's what your basic stack will look like:


Brawler 4/0/0/4
Marksman 4/0/0/0
Pikeman 0/0/3/0
Rifleman 4/4/4/4 (master)
Tera Kasi 0/0/0/4


Block+140
Combat Equilibrium +10
Defense Acuity +71
Defense vs. Blind+20
Defense vs. Dizzy +20
Defense vs. Knockdown +10
Defense vs. Posture Change (up) +30
Defense vs. Posture Change (down) +10 *
Defense vs. Stun +20
Melee Defense +112
Ranged Defense +122


The lines in bold and yellow are the defenses that are active while using a rifle. Add to this I haven't confirmed that the posture (down) defense works with rifles as our base posture change defense is for (up) so they may not interchange. With this build you have now gone beyond the primary defense cap and near it with melee and range defense. Also you now have a +71 chance of your +125 Block working along with a +10 chance of equilibrium adding in to your defense.


Now you have 77 skill points to dabble with so you can either master TK, Pikeman, pickup other lines, add in medic, scout or pretty much anything else. One thing to keep in mind is anything over +125 isn't counted for defenses and anything that isn't found under the weapon you are currently using will not be used. You cannot use dodge modifiers with a rifle as rifleman's primary defense is Block.


Looking to boost those secondary defenses so more? Well toss in some lines from Fencer for the dizzy, blind and stun defense and you'll end up with something like this:


Brawler 4/4/0/4
Marksman 4/0/0/0
Fencer 0/0/4/0
Pikeman 0/0/4/0
Pistoleer 0/0/4/0
Rifleman 4/4/4/4 (master)
Tera Kasi 2/0/0/4


Block+155
Combat Equilibrium +10
Defense Acuity +71
Defense vs. Blind+110
Defense vs. Dizzy +110
Defense vs. Knockdown +20
Defense vs. Posture Change (up) +30
Defense vs. Posture Change (down) +20 *
Defense vs. Stun +70
Dodge +85
Melee Defense +132
Ranged Defense +144


An interesting build but brings up your primary and melee/range defenses well over the +125 mark so this in itself makes you a hard target to drop. Add in the status change defenses (blind, dizzy, stun) with the acuity and now ability to meditate off poisons and diseases you have a fairly decent template. This works exceptionally well in PvE and makes you one tough opponent in PvP. The dodge will only come into effect when you don't have the rifle equipped plus under this line of pistols you gain access to the Geonosian blaster and stopping shot. Also you'll pickup other damage types that you'd currently wouldn't get just with rifles (kinetic and electricity) for use during PvE and PvP. This is especially handy on NPCs and creatures that have high resists to our damage types.


One downside to this is you must become dependant upon buffs and armor plus extreme templating usually doesn't give you the option to have any medic skills. Also, now that there is a weapons and armor change delay during combat for both PvE and PvP this makes switching out weapons / combat classes a bit of a challenge but overall is a minor inconvenience. Overall templating allows you as a player to become an over powered force to be reckoned with and will allow you to tackle higher level targets then you might be doing now.




Veustuh - Rifleman/Carbineer
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WayneInAustin
Tue Jul 06, 2004 2:43 pm
#10

Dang, Veustuh... EXCELLENT post!!




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Came to life in Restuss, on Rori, 07/03/2003
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BiNcY112
Tue Jul 06, 2004 3:12 pm
#11

Sweet, must have took ya some time to do all that math.
Holbrook
Tue Jul 06, 2004 7:53 pm
#12


Master Rifleman (4/4/4/4)

Pistoleer (0/0/4/0)

Tera Kasi Artist ( 4/3/0/4)

Fencer (0/4/4/0)



Block +70

Defense Acuity +71

Defense vs. Knockdown +195

Defense vs. Blind+100
Defense vs. Dizzy +95
Defense vs. Posture Change (up) +130
Defense vs. Stun +65
Melee Defense +117
Ranged Defense +134

Ranged Mitigation +5

Melee mitigation +4

Powerboost


Holbrook
Tue Jul 06, 2004 7:58 pm
#13






Defense vs. Knockdown +195





ment to type the + value as +120 not 195


not sure how to edit post sso i just made this small reply


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