Swordsman Archive

Thread: Defenses Cap?

AriasImmortal
Tue Oct 19, 2004 7:34 pm
#14

I'm almost absolutely sure attachments dont put you over. I remember a dev quote saying only SL skills and foods can break the cap. (yea, i forgot about SL skills, so what )



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

Xispin
Wed Oct 20, 2004 1:51 am
#15






AriasImmortal wrote:
I'm almost absolutely sure attachments dont put you over. I remember a dev quote saying only SL skills and foods can break the cap. (yea, i forgot about SL skills, so what )





hrmmmm that's pretty weak about attachments, and another thing that is weak is dodge gets 3 types of food, and counter-attack gets zero



xxxxxxXxxxxxx
Xispin s Master Heavy Swordsman s Master Brawler
s Adversaries
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You don't know the power of the Dark side




MochaF
Wed Oct 20, 2004 6:16 am
#16






Xispin wrote:





AriasImmortal wrote:
I'm almost absolutely sure attachments dont put you over. I remember a dev quote saying only SL skills and foods can break the cap. (yea, i forgot about SL skills, so what )





hrmmmm that's pretty weak about attachments, and another thing that is weak is dodge gets 3 types of food, and counter-attack gets zero





I'm not sure that attachments can't raise it above 125, I'm almost positive they can, mostly from seeing people that capped dodge then added +25 in tapes.


However, defense food improves all defenses, not just Dodge, check out the Chef forum, they've proved that it works for all defenses there, not just for dodge.



.::A'ker :: A'noq::.

hrmpf2
Wed Oct 20, 2004 7:10 am
#17

From what I read in the fencer/pistoleer forum, dodge foods adds "a dodge mod". This goes around everything else, so no matter if you're riffleman or master fencer, you get the foods bonus to avoid an attack.



- Ondal (on Infinity)
Master Smuggler - Looking for Weapon and/or Armor smith connection.
MochaF
Wed Oct 20, 2004 7:19 am
#18






hrmpf2 wrote:
From what I read in the fencer/pistoleer forum, dodge foods adds "a dodge mod". This goes around everything else, so no matter if you're riffleman or master fencer, you get the foods bonus to avoid an attack.






Here is the deal with Dodge food, from the Chef forum as personally stated by Thunderheart.


Link to the thread: http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=36596


How do dodge foods work? Do you need to have the skill or equip a pistol/1-handed weapon? And why don't I see "creature tries to hit you but you evade" in my combat spam?




The dodge bonus foods (Air Cake, Pikatta Pie, and Deneelian Fizz Pudding) are not actually giving a buff to the Dodge skill. What they do is add a bonus to the player's defensive skills, which determines whether or not an attack hits at all.




These foods will not cause you to see "creature attacks you but you evade" in your combat spam. They should cause more attacks to miss you completely. If a hit does occur despite the food's bonus, then any evasion skills (dodge, counter, block) the player has may trigger, but that is separate from the effect of the food.



Since the bonus is added to the defensive skills of the general to-hit formula, it benefits anyone being attacked, whether or not they have the dodge skill.




The raw benefit you receive would depend on your existing defensive skills (melee/ranged defense, center of balance, etc) and the offensive skills of your attacker (weapon accuracy, bonus from posture, range modifier from weapon, etc). Someone with only 20 in defensive skills may see a large difference after eating a +20 Pikatta Pie. A master of an elite combat profession may see a smaller percentage increase in missed attacks since the Pie's +20 has a smaller contribution relative to their inherent defenses. (04-12-2004)




.::A'ker :: A'noq::.

MochaF
Wed Oct 20, 2004 9:16 am
#19






Xispin wrote:





AriasImmortal wrote:
I'm almost absolutely sure attachments dont put you over. I remember a dev quote saying only SL skills and foods can break the cap. (yea, i forgot about SL skills, so what )





hrmmmm that's pretty weak about attachments, and another thing that is weak is dodge gets 3 types of food, and counter-attack gets zero





I'm not sure that attachments can't raise it above 125, I'm almost positive they can, mostly from seeing people that capped dodge then added +25 in tapes.


However, defense food improves all defenses, not just Dodge, check out the Chef forum, they've proved that it works for all defenses there, not just for dodge.



.::A'ker :: A'noq::.

volta
Sun Oct 24, 2004 3:13 pm
#20

Your defence caps out at 125 to increase that you can do the following:


Get SEA's to increase by +25

Take Food/Drink to increase by +25

Use Squad leader bonuses to increase Melee/Ranged Defence by 25-30

Be apart of City militia in a Stronghold Player City to increase your Melee/Ranged Defence by 50.




- Volta' Dere'zier -
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Abrock' Dere'zier -
Ackromus
Wed Nov 24, 2004 7:20 am
#21

Hi all,

Just found this interesting thread through the Swordsman 101 sticky.


Thanks for all the info provided already, I just have another question for further clarification.


I wear BE combat pants which have +4 melee defense, do these count as a SEA contributing toward the total of +25 bonus I can have from SEA's?


Many thanks for any input in advance.


Ackromus.
Gorecki
Wed Nov 24, 2004 10:47 am
#22

Dodge, Block, Counterattack, Melee Defense, and Ranged Defense are all capped at 125.

This cap counts for all skill mods and SEAs.

That means: a player can have +125 from skillmods or +100 from skillmods and+25 from SEAs, but any combination of skillmods and SEAs that cause one of those skills to go above 125 is treated as 125.

Only food, Squad Leader and Stronghold bonuses should apply on top of that.




Master Swordsman / Master Smuggler
MrChow_Sai
Thu Nov 25, 2004 3:30 pm
#23



Gorecki wrote:
Dodge, Block, Counterattack, Melee Defense, and Ranged Defense are all capped at 125.
This cap counts for all skill mods and SEAs.
That means: a player can have +125 from skill mods or +100 from skill mods and +25 from SEAs, but any combination of skill mods and SEAs that cause one of those skills to go above 125 is treated as 125.
Only food, Squad Leader and Stronghold bonuses should apply on top of that.





/cheers for gorecki

i was just going to post that
Ackromus
Fri Nov 26, 2004 4:22 am
#24

Thanks Gorecki and MrChow


I was under the impression that SEA's were on top of the 125, so you've saved me getting too much through skill mods!!


Cheers for clearing that up for me, looking forward to working through Swordsman after finishing TKA!
justeriwel
Mon Mar 28, 2005 4:53 pm
#25

Still one question unanswered: What about Two handed accuracy, capped at 125??
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