Swordsman Archive
Thread: How over 100 melee defense influence miss/hit ratio?
Hi Anyone know how Melee defense influence.. i heard if you have 10 melee defence its 10% less chance to be hit... but what happen when i have 110?
Melee defense and ranged defense both subtract from the attackers "to-hit" modifier. There are a few other numbers which go into determining if you are hit or not but your melee defense directly subtracts from that number for those who are attacking you with a melee weapon. Against ranged weapons it has no effect but ranged defense does.
Ex. I'm attacking you with a sword and my "to-hit" is +150. If your melee defense is 110 my "to-hit" just became +40.
HOWEVER, due to recent combinations of professions and their associated melee defenses stacking, resulting in melee defenses in excess of +180, the devs have reduced or even eliminated how these stack so don't boter pursuing a purely defensive TKA/Swordsman/Fencer template. You'll be sorely disappointed.
linkage?
Tsion wrote:
HOWEVER, due to recent combinations of professions and their associated melee defenses stacking, resulting in melee defenses in excess of +180, the devs have reduced or even eliminated how these stack so don't boter pursuing a purely defensive TKA/Swordsman/Fencer template. You'll be sorely disappointed.
charvakas wrote:linkage?
Tsion wrote:HOWEVER, due to recent combinations of professions and their associated melee defenses stacking, resulting in melee defenses in excess of +180, the devs have reduced or even eliminated how these stack so don't boter pursuing a purely defensive TKA/Swordsman/Fencer template. You'll be sorely disappointed.
Yeah do you have a link to confirm this? It still seems to be working fine for me.
If this is true.. Looks like i'll be mastering carbine... ew..
Here's a link. Note SilverLobo's response. SilverLobo is on my galaxy and had built a very high defensive template (+171 melee +188 ranged). The devs noticed he was never getting hit and suspended him for using an exploit. After a few emails in which he described that it wasn't an exploit but just his template, they reinstated him, apologized and then nerfed the stacking.
http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=35440
I just read a post in the Fencer forum that said melee and ranged def mods WILL stack and so do the Dodge, Counter Attack and Block but are activated ONLY when equiped with the right weapon AND That is being looked into (the stacking of fencer and pistoleer dodge) not the melee and ranged def mods stacking.
This was posted by the Fencer Correspondent.
That said, you are still wasting points by picking the defensive line of all the elite melees (even though I am doing that) as your points will give you greater mods by picking the pistoleer defensive line. You see, a pistoleer has better Melee Defense than a PIkeman's AND Swordsman's defensive branches STACKED. So you are wasting points if "uberness" is what you seek. I do it cause I am playing a theme and that theme is MELEE not UBER. If I want UBER then go Fencer and Pistoleer. But stacking all the elite defensive lines is really a waste of points, unless you are playing a themed character which this game really doesnt support at this time (maybe in the future).