Squad Leader Archive

Thread: Does rally burst the defense cap and do I really get 305 ranged defense?

RubeusNight
Tue Aug 09, 2005 10:07 pm
#1

Ok, this might be an absurd question, but i'm really curious how high my defenses are and where they get caped off at.

I am at MSL/MDoc/Novice Pistoleer


My base melee/range is 120/140

-Plus my +30 Pistol Defense it is 150/170

-Plus my +30 Group Defense it is 180/200

-Plus my +25 BE clothing/sea mod it is 205/225


Ok, up to this point, everything is great... but... what happens when I put rally on?

-Plus Rally(Defense +80) I get 285/305


So... how much of this do I really get? And is there any point in wearing the +25 BE/CA/AA equipment?



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Loki_Ashaman
Tue Aug 09, 2005 10:13 pm
#2

There's a defense cap?


I'd say the higher you can go, the better, specially in PvP because the higher your defense is the less damage your attacker will do to you. PvE level rules, but PvP grab every advantage you can.






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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


Ackehece
Tue Aug 09, 2005 11:05 pm
#3






Loki_Ashaman wrote:

There's a defense cap?


I'd say the higher you can go, the better, specially in PvP because the higher your defense is the less damage your attacker will do to you. PvE level rules, but PvP grab every advantage you can.








nope no defense cap.


there is a cap however on how much CAs can help (25 per mod) but you can have generic ranged D+ specific weapon rangedD for a total of 50 there....





"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




Darth_Sushi
Tue Aug 09, 2005 11:09 pm
#4






Ackehece wrote:

nope no defense cap.




Yeah, no hard cap - but there isn't theresome kind of curve involved where you start to get diminishing returns at the extreme high levels? If memory serves, defense is not a linear factorin the calculation.






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Ackehece
Tue Aug 09, 2005 11:12 pm
#5






Darth_Sushi wrote:





Ackehece wrote:

nope no defense cap.




Yeah, no hard cap - but there isn't theresome kind of curve involved where you start to get diminishing returns at the extreme high levels? If memory serves, defense is not a linear factorin the calculation.







pretty much nothing is linear anymore.



"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




_scout_
Wed Aug 10, 2005 1:14 am
#6

Im pretty sure for weapon speed there is a curve in the function and that that one is not linear anymore. This gives a soft cap, where you can increase your speed skill mods but your increase in speed isnt that big anymore, just like the new armor values, where the higher you get the lower your increase is (see here for the armor function).

So far I never heared about a soft cap for defenses. The only thing I know for sure is that if your defense is lower than your accuracy of your opponent he will inflict additional damage. So you never can have too low defenses.









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Sylow
Wed Aug 10, 2005 5:29 am
#7






So far I never heared about a soft cap for defenses. The only thing I know for sure is that if your defense is lower than your accuracy of your opponent he will inflict additional damage. So you never can have too low defenses.





Uh... i guess you mean, can't have too high defence, right?






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Thatguyfubu
Wed Aug 10, 2005 5:51 am
#8



300 defense is not high at all considering these Melee and Jedi guys are hit well over 500 in defense. However 300 is good to be at because there are very few professions that go over 300 accuracy.




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[]g[c]g[g][gg]: (gg) (gg) (gg)
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Kharast
Wed Aug 10, 2005 6:51 am
#9


i dont know the mechanics for sure (does anyone?) but i would think that defs of 300+ is actually pretty good. i say this because, as Thatguy said, its difficult to get over 300 accuracy, which would mean, less damage being applied when a hit is made.


for instance, a MBH / MRifleman / MM with FS Ranged Accuracy has a base accuracy of 197. add in +50 mods (rifle and ranged) to get 247. Aim and the prone position increase more, but im not sure how much...total likely is under 300


therefore, the efficient level of defenses against arguably the most damaging template available is around 300.yes, melee and jedi,even BH and SL can get very high defences, which is what makes them so difficult to defeat. (i'm contemplating a SL / Jedi build that will have base defs of 300+ before Rally, group mods, SEA's, Force Aura, etc) all told, there are templates that would yield probably a total defense of 900+


but the bottom line is if your defences surpass their accuracy (around 300), you'll take less damage per hit, making that the level of efficient defenses


edit: okay, i stand corrected....a rifleman is even more deadly thanmy original thoughts. you will need much higher than 300 to pass the more damage / less damage threshold when Aim is used. yet, i stand by my original premise that 300 IN MOST SITUATIONS will be enough to lower the damage taken.

Message Edited by Kharast on 08-10-2005 09:51 AM



Melee and Ranged:
Officers go both ways!
Ackehece
Wed Aug 10, 2005 7:24 am
#10






Kharast wrote:

i dont know the mechanics for sure (does anyone?) but i would think that defs of 300+ is actually pretty good. i say this because, as Thatguy said, its difficult to get over 300 accuracy, which would mean, less damage being applied when a hit is made.


for instance, a MBH / MRifleman / MM with FS Ranged Accuracy has a base accuracy of 197. add in +50 mods (rifle and ranged) to get 247. Aim and the prone position increase more, but im not sure how much...total likely is under 300


therefore, the efficient level of defenses against arguably the most damaging template available is around 300.yes, melee and jedi,even BH and SL can get very high defences, which is what makes them so difficult to defeat. (i'm contemplating a SL / Jedi build that will have base defs of 300+ before Rally, group mods, SEA's, Force Aura, etc) all told, there are templates that would yield probably a total defense of 900+


but the bottom line is if your defences surpass their accuracy (around 300), you'll take less damage per hit, making that the level of efficient defenses





Aim is +240 accuracy :-p



"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




Loki_Ashaman
Wed Aug 10, 2005 9:19 am
#11






Ackehece wrote:

Aim is +240 accuracy :-p




Aim is very nice, Improved Aim is a rifleman's best friend... that and meatshields to keep everyone back so you can use those zip timer specials without distractions.





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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


Kharast
Wed Aug 10, 2005 9:52 am
#12






Ackehece wrote:

Aim is +240 accuracy :-p





wow!


well, i stand corrected. thank you, ackehece. i have placed an addendum to my post to reflect this information.





Melee and Ranged:
Officers go both ways!
Thatguyfubu
Thu Aug 11, 2005 5:10 am
#13

Yes aim and volley fire are very nice. I had a MBH / MRifle / Pistol 0404 and with SEA I had a ranged accuracy with a rifle of 325 then with aim 565 and I just about always hit it the max damage on my rifle. Add the the SL volley fire I will doing some pretty sick damage. Nothing funny then using all this with some of the pyro drink and shooting someone with sniper shot.




X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


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