Swordsman Archive
Thread: Defences
A TKA is swinging at me with a Knockdown Dizzy attack. What will the above defenses do to keep me in the fight?
Spikor wrote:
Can someone explain to me how; Melee Defense, Two Hand Melee Toughness, Counterattack, Damage Mitigation, 2 Handed Center of Being, Defense versus (various)all work.
A TKA is swinging at me with a Knockdown Dizzy attack. What will the above defenses do to keep me in the fight?
Melee Defense subtracts from an opponents to hit, thus makes you harder to hit with melee
Toughness increases the damage you do, IIRC
Mitigration lowers the range of damage an attacker can do to you
CoB allows you to counterattack more
Counterattack is a saving throw.
Def versus XXXXX lowers the chances of XXX happening to you.
So, ifa TKA uses the KD Dizzy, the melee def will come into play and he might miss you(doubtful). IF it will hit there, it should check if your CoB. If you are CoB, your counterattack mod should be a lot higher. It now rolls to see if you counter attack(if you do, they miss basically).If it goes through, the damage will be reduced by the mitigration(not by much if hes not using knucklers). Now, your Def versus KD will check if you get KD and your Def versus dizzy will check if you get dizzy.
Now, how about this? How many of you wear armor and if you do, what kind and what piece(s)? Also, I have seen bio clothing that give melee defense 4 (and higher?), can you, lets say, wear every piece of wearable cloathing and substitute it for armor. Can you make a shirt that has most if not all of the swordsman defences (e.g. Simple Shirt - Melee Defense 4/Ranged Defense 4/KD Defense 20/Dizzy Defense 20)?
Toughness increases the damage you do
Really? I always thought it reduced the damage you took...
Ximma wrote:Really? I always thought it reduced the damage you took...
That is what it does, take a look at the description. Its your last defense should their attack get past all other defenses, your toughness mod reduces the amount of damage you take. Different than mitagation which limits the max amount of damage, toughness reduces all damage done to you. Its kind of like armor without wearing any.
As far as armor goes I recommend two different types based on the situation. Advanced Ubese should be your kinetic armor. Find a set with high kinetic resist (60% or higher) and wear it when your fighting anything that does kinetic damage, namely creautures, TKA's and most melee weapons.
For other damage types use compisite armor, and don't buy junk either, get something with high resists to everything. Use that for anything that shoots you and for PvP (in most cases). Depending on your race and stats you may have to buff yourself to put on a full set. As a Zabrak a keep a constant supply of exo-protein wafers handy to buff my constitution enough to equip mine, and if I'm using a lot of specials I'll use tatooine sunburn or doctor buffs.
As far as clothes go, I never seen any that can compare with a set of armor. The max amount of defenses clothing can have is limited by its number of sockets and the materails used to create it. While they can have some nice additional stats I generally use them as a compliment to armor.
I do take the armor off and put it back on a lot. What armor setup you want depends on the fight. I use warcry and intimidate. Against a lot of creatures I know that I can kill them before warcry will wear off and so I don't wear armor at all. If I get multiples I will often leave my armor on and then take it off when I am down to one target.
I use Tattooine Sunburn and Rhyscate to help alleviate the HAM costs. I also keep Muon Gold on hand in case my mind gets low. I pop stims as needed. I find the armor to be invaluable. I also have a rather high melee defense. At +134 (something like that), a lot of critters miss me a lot. The higher end stuff tends to hit me most of the time anyway though (and players hit me quite a lot as well). I would not recommend relying on melee defense to save you (and the possible bonuses from clothing alone are not that useful).
Toughness by the way, deducts that percentange from incoming melee attacks. See my FAQ on the Brawler forum for a discussion of accuracy vs. ranged/melee defense (at least as it is understood at present). Damage mitigation reduces the range of damage that target does. Level 1 is 20%, 2 is 40%, 3 is 60%. A mitigation of 60% means that, for example, something dealing 100-200 damage would instead deal 100-140 damage against you. This mechanic is intended to give a bonus against higher end content. Most critters of CL 30 or below will have a very tight damage range and mitigation will not be very useful against them.
If you have any other questions let me know. =-)
StGabe.