Swordsman Archive

Thread: My Swordsman pvp build.

meediummshoww
Sat Feb 05, 2005 9:21 am
#14

I'm working through the following template


Master Swords

Master Brawler

Master FS Speed

Fencer 0440

Pistols 0040

Medic 2100


I'm done everything except for swords... I've been a tkm for nearly a year now and time for a change. I'm hoping I'll like the switch. I find the defence vs dizzy and kd are very good with this template when i had TKM instead of swords.



Meediummshoww Wookie Jedi - Mayor of Talath, Rori
Boomstick - Master Structures Trader (vendor 3629 3475 Talath, Rori)
Zhorx
Sun Feb 06, 2005 4:46 am
#15






NashDarksabre wrote:
>Thanks Zo'rin. The Wanderhome people who have seen it know how well it works, just have to convince the "125 is cap"-heathens.

But have you tested it with +25 counterattack from SEA's, without the carbineer skills? Because it could just be the 25 extra counterattack that is making the difference.





And you wouldn't need a full +25 to reach the 125 "cap".



~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
NashDarksabre
Sun Feb 06, 2005 11:28 am
#16

Well, +15, whatever.



Nash Darksabre --- Swordsman since beta, swordsman for life.

"We like our women like our enemies, hammered."
NashDarksabre
Sun Feb 06, 2005 11:39 am
#17

Anyways, I wanna see the two compared before I believe any of this.



Nash Darksabre --- Swordsman since beta, swordsman for life.

"We like our women like our enemies, hammered."
NashDarksabre
Sun Feb 06, 2005 1:51 pm
#18

>Thanks Zo'rin. The Wanderhome people who have seen it know how well it works, just have to convince the "125 is cap"-heathens.

But have you tested it with +25 counterattack from SEA's, without the carbineer skills? Because it could just be the 25 extra counterattack that is making the difference.



Nash Darksabre --- Swordsman since beta, swordsman for life.

"We like our women like our enemies, hammered."
Sekao
Tue Feb 08, 2005 4:28 am
#19

One intimidate and all your counterattack goes out the window.



Lothos
Overcompensating for my small unit with a BIG signature.
Naboo -4883 2958
Kill-A-Lot
Tue Feb 08, 2005 5:34 am
#20



Sekao wrote:
One intimidate and all your counterattack goes out the window.




owned



Lei Chemicali
- I support GarVa giving us the :shifty:

Thassk
Tue Feb 08, 2005 5:49 am
#21

What are the caps for all mods? i believe defense mods are capped at a soft 125 hard 150... and ive heard status(dizzy, KD, ect..)caps are at a soft 90 hard 125.


are these right? and what are the other offensive mod caps? for accuracy, damage, speed, ect..( for swordsman)


im thinking of;

Master Swordsman,

Master Brawler,

medic 4/1 ( i have also noticed the first+15 to treatment speed also matter the most hence i only have the 1 box in second line)

TKM 4/0/0/4

and fencer 3//0/4/0

and 2 FS box ( not sure which probably melee accuracy or speed)






vThasskv
Zhorx
Tue Feb 08, 2005 6:04 am
#22






Kill-A-Lot wrote:





Sekao wrote:

One intimidate and all your counterattack goes out the window.






owned






Not really, you are still all basing this off your experience with 125 counter attack. Unless you have tried this yourself or have seen someone doing it well you can't really do anything but guess. So it is your guess against my personal experience with this build for months, i bet i know more about it that you do. Try it, you won't be disappointed.




~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
Sekao
Tue Feb 08, 2005 6:12 am
#23






Zhorx wrote:





Kill-A-Lot wrote:





Sekao wrote:

One intimidate and all your counterattack goes out the window.






owned






Not really, you are still all basing this off your experience with 125 counter attack. Unless you have tried this yourself or have seen someone doing it well you can't really do anything but guess. So it is your guess against my personal experience with this build for months, i bet i know more about it that you do. Try it, you won't be disappointed.






I remember back when there was no cap on any defensive mod. Even then intimidate cut out dodge, block, and counterattack. You cannot do any of those while intimidated, regardless of how much of that modyou have, what foods you eat, etc.




Lothos
Overcompensating for my small unit with a BIG signature.
Naboo -4883 2958
NHGLethos
Tue Feb 08, 2005 8:17 am
#24

this guy is a god, when it came to pvp with this template, you may not beleive him unless you see it because it is unreal, but the guys from wanderhome, especially the imps know first hand he is for real!

he is lethal, near unkillable, and a perfect gentleman about it too, and considering how amazing he is, one of the most modest people i know.


I've know him since the ole days, and even then he was the best, of course he has a great template there so that just makes him better, but that is nothing compared to the tactics this guy has always used to come up best, without cheating.



,nnnnn[nnnnnaggggggggggggggggggggggggggggggggg}
****************Honour****************Trust****************
[ Lethos Talray ] - Light Jedi Master (RP) "The Old Man" - x2 Rebel Pilot - 157 Badges
[ Kathos Talray ] - Elder 12pt Medic -Rebel Pilot Trainee-
[ Lethos' Talray ] - Elder ShipWright
Expertise Calculator(s) - Jedi / BH
****************Loyality****************Duty****************

Zarqon
Tue Feb 08, 2005 9:08 am
#25


Hmm, I'm pretty sure that there is a hard cap at 125 as they say. The reason I believe that is that when this cap was introduced the defense stackers actually became hittable. Even though you might be hard to hit now, it was even harder before they introduced the cap, no question about that. In other words, the cap does SOMETHING.


Let megive you an explanation ofwhy you might still be correct in saying that having carbine skills to make the total more than 125 will increase your defenses.


As I have understood it, the states intimidate and stun, which decrease your defenses, do so by either a certain amount (e.g. -50) or by a certain percent (e.g. -20%). Either way it is possible that this reduction is taken care of BEFORE the cap, and that the total won't be compared to the cap until later.


An example:

Say you have 190 in counterattack and that you are struck with states that reduce your defences by -50. You will now end up at 140 in total which would be capped at 125 for the purpose of determinging whether you make a succesful counterattack.


If you on the other hand only were at the cap at 125from the beginning, the reduction due to the stateswould take you down to 75when the actual check is done.


And as you might be aware, the accuracy system is non linear, meaning that the 75 in counterattack is VERY much lower than 125 if the attackers accuracy is around 120 or higher.



Conslusion:

There can be a hard cap on counterattack at the same time as you will benefit from having higher counterattack than 125.

Message Edited by Zarqon on 02-08-2005 05:09 PM




--------------------------------------------
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Azeth Ata, Master Bounty Hunter
Terossk, Trandoshan Warrior
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Zhorx
Tue Feb 08, 2005 9:47 am
#26






Zarqon wrote:


Hmm, I'm pretty sure that there is a hard cap at 125 as they say. The reason I believe that is that when this cap was introduced the defense stackers actually became hittable. Even though you might be hard to hit now, it was even harder before they introduced the cap, no question about that. In other words, the cap does SOMETHING.


Let megive you an explanation ofwhy you might still be correct in saying that having carbine skills to make the total more than 125 will increase your defenses.


As I have understood it, the states intimidate and stun, which decrease your defenses, do so by either a certain amount (e.g. -50) or by a certain percent (e.g. -20%). Either way it is possible that this reduction is taken care of BEFORE the cap, and that the total won't be compared to the cap until later.


An example:

Say you have 190 in counterattack and that you are struck with states that reduce your defences by -50. You will now end up at 140 in total which would be capped at 125 for the purpose of determinging whether you make a succesful counterattack.


If you on the other hand only were at the cap at 125from the beginning, the reduction due to the stateswould take you down to 75when the actual check is done.


And as you might be aware, the accuracy system is non linear, meaning that the 75 in counterattack is VERY much lower than 125 if the attackers accuracy is around 120 or higher.



Conslusion:

There can be a hard cap on counterattack at the same time as you will benefit from having higher counterattack than 125.

Message Edited by Zarqon on 02-08-2005 05:09 PM






Thanks for a good analysis.


I also had the feeling that center of being might give a percentual addition to your counter attack and that that percentual bonus was counted from the full counter attack and not just the 125. Lets say COB give you 20% bonus to counter attack.. if you has 125 you wold end up with 150 but if you had 190 you would end up at 163 (125+0.2*190). And since the payoff is way higher when it comes to high levels of any defence that seemingly small difference is really huge.




~ ~ Fhuzzy, Zhorx and Malex ~ ~
U R.I.P. War and Haxxor U
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