Swordsman Archive

Thread: Melee/ranged, Secondary, and State DEFENSES: would appreciate definitive answers.(mispost last t

Javlynne
Fri Mar 04, 2005 7:57 pm
#1


These are questions that have been floating around for a while.People always seem to say different things, and I would really like themanswered definitively.


If you are not certain or just speculating, I would appreciate it if you did NOT reply.Iam searchingfor answers from someone who has:1) TESTED them and has data, or 2) has received a definite response from a developer.


On that note, an answer from a dev directly would be great. So, onward:


---------------------------------------------------------------------


1) Secondary defenses (dodge, counterattack, block):


From my understanding (and please correct me if I am wrong), the secondary defenses kick in AFTER it has been determined whether an attack will hit or not. In other words, having a very high accuracy will not decrease an opponent's chance to counterattack, dodge, or block.


The cap for counterattack mods gained through professions (swordsman and carbineer) is 125. Some people say this can be raised by 25 through AAs and CAs, others say it cannot. What is the real answer? Please!


----------------------------------------------------------------------


2) Primary defenses (melee and ranged defense):


Do we have a positive answer on whether melee and ranged defense have a cap? If so, is it a cap that can be raised by 25 through AAs and CAs, or is it a hard cap that includes all profession skill mods as well as attachment mods?


On that note, does melee/ranged accuracy have a cap? Similarly, is it a cap that can be raised by 25 by AAs or a hard cap?


----------------------------------------------------------------------


3) State defenses (Defense vs. KD, Dizzy, Blind, etc.)


What is the formula for determining the probability of applying effect? From my experience, I have +75 KD defense and TKMs have a 75% chance to apply the knockdown on Unarmed Knockdown special. I have NEVER been knocked down by a TKM. Therefore it seems to me that the KD defense subtracts directly from the % chance to apply effect. Is this correct or not?


If it is, please tell me where I can find a list of all the % chance to apply effects for all special moves.


-----------------------------------------------------------------------


4) Other miscellaneous questions:


Do bleeds stack? (e.g. my mind hit 2 and mind hit 1 on swordsman, and mind shot 1 and mind shot 2 on rifleman)


Intimidate: It decreases your damage by 50%. What else does it do? Some say it removes all secondary defenses (e.g. dodge).


Blind: by how much does it decrease accuracy? Does it decrease a % of the chance to hit, or does it subtract directly from melee or ranged accuracy?


Stun:This stacks with intimidate, and also decreases damage. Does it also remove secondary defenses?
NashDarksabre
Fri Mar 04, 2005 8:33 pm
#2

Hmm, well, most of your questions can not be answered with solid proof. But I'll answer according to my best understanding.

1)You are correct, accuracy has no effect on dodge, counterattack, or block. As for the cap, according to the devs, it is 125. Some people swear up and down that more than that helps, but from my personal testing I have found that it doesn't. I know that's not the answer you're looking for, but you can take it for what you will.

2)According to the devs, melee and ranged defense also cap at 125, and only food can bring it above that. But, as far as I know, there is no cap on accuracy.

3)The formula isn't known. But we do know for sure that some state defenses are not really working properly, such as defense vs. intimidate.

4)Bleeds of different types do stack, yes. Intimidate does make it so you won't counterattack/block/dodge, except for a very small percentage. As for blind, I don't know if anyone could answer that question....I don't think the devs have ever said anything on it, and no solid proof could be given, otherwise. And as far as I know, stun only makes the person easier to hit....I've never heard anything about it decreasing damage, nor have I noticed it in my experience.

I'm sure you're not happy with my answers, because they don't have any solid proof. But solid proof is hard to come by.



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

"We like our women like our enemies, hammered."
Iridescence
Sat Mar 05, 2005 10:36 am
#3

Stun decreases damage by 15%, and yes it stacks with Intimidate 1 and 2 for a 90% damage reduction (tasty little fact that few realize ). Stun makes you easier to hit because it - allegedly - HALVES the target's Melee and Ranged defense. This seems logical because of the nature of Melee and Ranged defenses and what they do to accuracy.

I don't know exact numbers, but I remember when grinding Swordman and Pikeman that seeing myself get blinded filled me with dread.. the accuracy reduction was very significant pre-Master.

Sorry, I didn't see this post til I had already replied in your mispost
Omnifavn
Sun Mar 06, 2005 1:33 am
#4

As far as stun goes, I was under the impression that it halves Melee Defense/Ranged Defense and all state defenses. As well as the damage reduction. Blind supposedly effects your accuracy...Which I will attest to. I HATE being blind. I can't hit the broad side of a barn, lol.



XOmnifavn SkyfireX WW
"If you can't let it be, might as well let it bleed."
Page 1 of 1
Previous Next