Tailor Archive
Thread: BE-clothing not working (melee/range def) DEV's any word on a Fix?
Lord-R wrote:
im not sure if this had been addressed on this site yet or not but please take a moment to check this thread out.
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=889315
I've been asking about them to find out how they are supposed to work and whether they are broken. One thing that might be a problem even if they are working is that the diminishing returns formulas may make that extra +25 pretty un-noticable. If you have 30 melee defense adding that +25 does a lot more than if you start out with 170 melee defense. Its possible that it is simply not working though. Hopefully I will get an answer on this sometime.
Melee / Ranged Defense is not a damage mitigation, it is chance to hit in relation to the attacker's accuracy.
1 miss without Bio Clothing
4 miss with
5 miss with
Looks like it helped from my point of view.
Nihil from Tempest, (Only on the tailor forums because I wanted to see some of the new mods, lol)
The old melee/stun defense BE clothing DID provide damage mitigation (tested on a pre-CU TKM/Padawan comparing +4 melee/+19 stun BE clothing versus Padawan Robes). The assumption was that the same bonus would apply to the new, post-CU BE mods. Currently, they do not.
Whether the mods were supposed to mitigate accuracy or damage doesn't change the fact that it did mitigate damage pre-CU. That's what we're trying to get to. Combat chat doesn't make accuracy mitigation"obvious" because it depends on a relevant sample rather than an empirical number. Damage mitigation is a bit simpler because the "damage taken" numbers would be "obviously" changed (i.e., less when you put the BE clothes on).
In any event, it looks like there's a whole slew of things not working properly in this CU environment (i.e., foods, skills). Would appreciate the Tailor Correspondent to get a bit of clarification on this issue, however.
Message Edited by speyederman on 05-13-2005 10:19 PM
speyederman wrote:
Would appreciate the Tailor Correspondent to get a bit of clarification on this issue, however.
Message Edited by speyederman on 05-13-2005 10:19 PM
DRoberts wrote:
It's pretty obvious that the ranged/melee defense Bio Clothes were doing their job.
Melee / Ranged Defense is not a damage mitigation, it is chance to hit in relation to the attacker's accuracy.
1 miss without Bio Clothing
4 miss with
5 miss with
Looks like it helped from my point of view.
Nihil from Tempest, (Only on the tailor forums because I wanted to see some of the new mods, lol)
^What he said.
Defence no longer mitigates damage. It only lessens the chance to hit. Therefore the clothes were working.
However, if the attackers accuracy is greater than the defence of the opponent then it not only increases the to hit chance but increases damage too.
To get damage mitigation you would need to test the damage mitigation food. However, these currently have timers of just seconds and therefore are almost impossible to test for conclusive evidence.
However, if the attackers accuracy is greater than the defence of the opponent then it not only increases the to hit chance but increases damage too."
Which means if the accuracy is not as greater due to the increase in defence from the tissue then there should be less of a multiplier.
something like: (and yes I realize that the multiplier isn't going to be used in the forumla like I have shown - but it demonstrates it).
100 acc vs 100 def = X damage
100 acc vs 125 def = X damage - multiplier
150 acc vs 100 def = X damage + multiplier
125 acc vs 125 def = X damage + smaller multiplier
If the formula isn't like that but is instead something like:
101 acc vs 100 def = X damage + multiplier
101 acc vs 0 def = X damage - multiplier
then the system is silly - the higher the def in relation to the accuracy should result in a smaller multipler. If there is no differnece between 100 def and 0 def if the accuracy is 101 or greater then the formula is poorly designed.
If they made the tussues only effect the chance to hit and not the damage multiplier then they should tell us that do that we know what is going on. In my testing PvE I saw no difference between damage or hit/miss - it is possible that my levels were too low and the formula is porrly done... but that still makes the tissue somewhat worthless if it onlyu works in a few cases where the levels are close enough.
Amander wrote:
speyederman wrote:
Would appreciate the Tailor Correspondent to get a bit of clarification on this issue, however.
Message Edited by speyederman on 05-13-2005 10:19 PM
Gyopi is the Tailor Correspondent, and she's already stated she's trying to get clarifcation on this. She can only do so much if the devs aren't answering her. Sadly, I doubt she knows where they work so she can follow them until they answer her questions.Not that she would get paid to do that, but it'd be interesting.
a lot of us know where they work, but it doesn't mean we're going to go hunt the devs down
Pappi wrote:
a lot of us know where they work, but it doesn't mean we're going to go hunt the devs down
FuschiaD wrote:
Pappi wrote:
a lot of us know where they work, but it doesn't mean we're going to go hunt the devs down
Just tell them you're a gamer geek groupie, and then pester them for a universal palette.
they know where I live too, so I probably shouldn't
0smspiff0 wrote:
"Defence no longer mitigates damage. It only lessens the chance to hit. Therefore the clothes were working.
However, if the attackers accuracy is greater than the defence of the opponent then it not only increases the to hit chance but increases damage too."
Which means if the accuracy is not as greater due to the increase in defence from the tissue then there should be less of a multiplier.
something like: (and yes I realize that the multiplier isn't going to be used in the forumla like I have shown - but it demonstrates it).
100 acc vs 100 def = X damage
100 acc vs 125 def = X damage - multiplier
150 acc vs 100 def = X damage + multiplier
125 acc vs 125 def = X damage + smaller multiplier
If the formula isn't like that but is instead something like:
101 acc vs 100 def = X damage + multiplier
101 acc vs 0 def = X damage - multiplier
then the system is silly - the higher the def in relation to the accuracy should result in a smaller multipler. If there is no differnece between 100 def and 0 def if the accuracy is 101 or greater then the formula is poorly designed.
If they made the tussues only effect the chance to hit and not the damage multiplier then they should tell us that do that we know what is going on. In my testing PvE I saw no difference between damage or hit/miss - it is possible that my levels were too low and the formula is porrly done... but that still makes the tissue somewhat worthless if it onlyu works in a few cases where the levels are close enough.
I know it seems illogical, but this is SOE.
In tests I've done the mitigation is in cahnce to hit only. The system doesnt seem to wrok both ways equally.