Swordsman Archive

Thread: do melee/ranged defense bonuses do ANYTHING???

haun
Wed Nov 05, 2003 4:05 am
#1

i cant tell that they mitigate any damage what so ever in my spam window?



how do these things work




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Felsspat
Wed Nov 05, 2003 5:31 am
#2

I read in the squad leader forum that the +30 melee and ranged defense they get results in being hit 15 % less.. I never noticed any difference though.
Tsion
Wed Nov 05, 2003 11:06 am
#3

There is a difference. It's just hard to tell because it's half of what you're melee toughness defense provides you.



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APEist_theReb
Thu Nov 06, 2003 1:15 am
#4

i thought it was a percentage decrease in the accuracy of your enemies. say you have 15 ranged defense, and the pistoleer your facing has 80 accuracy atm (and thus would hit you 80 percent of the time), but the 15 ranged defense would make that pistoleer only have 65 accuracy, and would usually only be able to hit you 65% of the time.


i have a friend with like 50 ranged and melee defense, and most ppl have a hard enough time even touching him, so i know it makes a difference.




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FtB
Thu Nov 06, 2003 1:47 am
#5

Ranged/melee defence mods dont reduce damage.

They lower your opponents ability to hit you (ie. they miss more).



Syg Muhrr, Chilastran
MHS, MB, MCarbs
bgranger67
Thu Nov 06, 2003 8:49 pm
#6

Nothing evey "misses" me. The smallest, weakest mob will still do 9 damage to me as I wiff time after time after time on it. The big stuff really never misses.
IamDaniel
Fri Nov 07, 2003 12:28 am
#7






Felsspat wrote:
I read in the squad leader forum that the +30 melee and ranged defense they get results in being hit 15 % less.. I never noticed any difference though.





I seriously hope you're right about this, because with my build I'll have over 160 melee/ranged defense next patch, and that would result in being hit 80% less? Heh that would be nice.


/Simplemon

FtB
Fri Nov 07, 2003 2:08 am
#8



bgranger67 wrote:
Nothing evey "misses" me. The smallest, weakest mob will still do 9 damage to me as I wiff time after time after time on it. The big stuff really never misses.




Thats because we have little to no ranged/melee defence.

Getting more after the publish though.. I hope..



Syg Muhrr, Chilastran
MHS, MB, MCarbs
StormtrooperCaptain
Fri Nov 07, 2003 8:51 am
#9

TKAs are getting more melee/ranged defense, Fencers are more than doubling, swordsmen didn't change, and I am not sure about pkemen.



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huan_the_destroyer
Wed Nov 12, 2003 4:18 am
#10

i thought it had something to do with that but i wasnt sure.



that's why im picking up some TK combat bonuses to get more defense.



just wanted to make sure it was worth it first.




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WOW > SWG
meyer1215
Wed Nov 12, 2003 1:16 pm
#11

Yes the do something. Noules000 posted some logs testing the "to hit" formula. Here is the "to hit" forumula that seems to work:






Chance to Hit = 0.66 + (Accuracy Skill Mods - Ranged Defense Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)


where skill mods are expressed as a percent (+112 rifle accuracy = 1.12) and the total capped at 95% (and probably 5%, but no data on that). I'm not positive on the constant (it's somewhere between 0.32-0.35) and the average from the datais actually closer to 0.34, but I chose the 'nice' value nearest to the calculated. I'm not positive where the style mod applies, but since we can only calculate relative effects it really doesn't matter.




Here is his thread: http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=14370


As you can see, it does make some differences. I just wish someone did the same tests on TC for Counterattack. I would like to know the forumla for it, dodge and block. Noules00 did not see much blocking and evading in his tests. (about a base 3% chance for a NON-combat chracter)


--Rorrimot

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