Swordsman Archive
Thread: Fun with Carbines and Swords
Almost to novice swordsman so the +15 counterattack will stack with my +105 from carbineer. Can't wait because I have enough combat xp to fill the right side of swordsman, then just have to chop upstuff to finish it off.Already with my axe and curved sword, in fact since I picked up novice brawler, my carbine counterattack applies to the two-handed weapons. I'll let you guys know how it goes and post some combat logs as I progress. Basically I'll be knocking people down with the carbine till I get on top of them and hit with the hammers and swords. So far it's looking good, in duels if I hit COB while holding my axe the misses and counterattacks go right up. Should be fun. ![]()
-- Ypi
Im doing the same thing Ypi. But I just started as I just got novice brawler. Im hoping this goes good with Master Carbineer.
Let me know how u do in PvP. Fight a TKA for me. haha
Hoonge wrote:
Well, the unarmed damage mod (+250) from TKA certainly works...
Must be different for each profession then. I know for doctors, you can't go above 125 for wound treatment. I am not sure about it then. It would be nice to get something "official" that outlines all these types of things.
This is nice to know, I'm two boxes short of Master Carbineer, andI amaMCH. I picked up Brawler and started working on two-handed weapons to relieve the monotany. Nice to see the decision has a nice bonus too it.
Maybe now I won't chop up Carbineer to pay for swordsman...
Maybe it depends on the skill, or we experience diminishing returns.
For example, you can theoretically never have too much damage. Hence, the +250 unarmed damage from TKA works.
Anything over 100 speed is useless, as either by design or by bug, a +100 speed mod will make you swing/shoot any weapon affected by the speed mod at the cap, regardless of type (special, auto-attack)
Maybe wound treatment functions similarly to speed, in that once you get to +125, there's nowhere else for your woundpacksto "go"... they've reached the physical cap.
/shrug... I dunno. All I know for sure is that the +250 unarmed damage works, and having +100 or more speed "works" as well, giving you capped out speed regardless.
boodow wrote:
Hoonge wrote:
Well, the unarmed damage mod (+250) from TKA certainly works...
Must be different for each profession then. I know for doctors, you can't go above 125 for wound treatment. I am not sure about it then. It would be nice to get something "official" that outlines all these types of things.
ah, I htink I see the point of confusion here. a doc gets 100 wound treatment from doc. the max bonus you can get from bioenhanced clothing or skilltapes is +25, putting the max at 125. however if you are a TKA and have 250 unarmed damage, and get +unarmed damage clothing/tapes that also maxes out at +25 so you get 275 unarmed damage max.
this is true of ALL skillmods granted by ITEMS but not granted by SKILLS. there is a bug whereby the additional skillmods are displayed, but they are not counted. the devs have acknoledged the bug (read the BE forums for more info), and state that it's a display bug, that in fact, the max ITEM bonus is +25.
I hope that clears things up. this is a skill bonus cap for bonuses granted by ITEMS only, not for bonuses granted by acutal skills.
Hey all:
I'm at 0/4/2/4 in Sword now with Master Carbineer and the counterattacks are really good. Up to seven in a row in PvP against fencer opponent.
I'll post a screeny.
-- Ypi