Teras Kasi Archive
Thread: The Does this defense stack for TKA post (collaboration)
General rule: If it has the same name, it can stack.
Below is a list showing what can be stacked and what professions
you can get it from.
For each defense shown in blue, you can look across and see what profession
has it. If the profession is green, it has that defense and can be stacked with
any other defense that the profession is green.
Hope this is useful reference. Maybe it can be expanded in order to
answer more questions or reworked to be more useful. (as always, please speak up if you see mistakes or
have further questions)
For more detailed information on how much you get from the different levels of each
profession, go to the SWG Character Builder
The main 5 defenses(Melee, Ranged, Dodge, Counterattack and Block)capped at +125
It sounds like there is also a +95 limit on the state defenses (always allowing for a small chance for the state to stick on you).
NOTE: Dodge, Counterattack and Block do not apply to TKA. TKA uses Defense Acuity.
NOTE: Mitigation does not stack.
- Teras Kasi - Fencer - Pikeman - Swordsman - Pistoleer - Carbineer - Rifleman : Melee Defense
- Teras Kasi - Fencer - Pikeman - Swordsman - Pistoleer - Carbineer - Rifleman : Ranged Defense
- Teras Kasi - Fencer - Pikeman - Swordsman - Pistoleer - Carbineer - Rifleman : Defense vs. Blind
- Teras Kasi - Fencer - Pikeman - Swordsman - Pistoleer - Carbineer - Rifleman : Defense vs. Intimidate
- Teras Kasi - Fencer - Pikeman - Swordsman - Pistoleer - Carbineer - Rifleman : Defense vs. Dizzy
- Teras Kasi - Fencer - Pikeman - Swordsman - Pistoleer - Carbineer - Rifleman : Defense vs. Posture change
- Teras Kasi - Fencer - Pikeman - Swordsman - Pistoleer - Carbineer - Rifleman : Defense vs. Knockdown
- Teras Kasi - Fencer - Pikeman - Swordsman - Pistoleer - Carbineer - Rifleman : Defense vs. Stun
- Teras Kasi - Fencer - Pikeman - Swordsman - Pistoleer - Carbineer - Rifleman : Combat Equilibrium
Please bring up anything else that should be added or is missing.
Thanks.
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(original thread start)
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Hello!
I was hoping we could collaborate and create this list about things you can stack with TKA from other professions.
I know it would help me, and I think it would help others as well.
If this is already somewhere, plus just post the link.
The answers below are not what I know to be correct, only what I may have heard or simply hope, heh.
So please collaborate here and let's get the definitive list for all to use.
Thanks!
everything capped at +125 (can go to +150 with use of skill enhancers, clothes etc.)
can it stack or be used?
Ranged Defense - yes
Melee Defense - yes
Defense vs. Stun - yes
Defense vs. Posture change - yes
Defense vs. Knockdown - yes
Defense vs. Dizzy - yes
Defense vs. Blind - yes
Defense vs. Intimidate - yes
Combat Equilibrium - yes
Counterattack - no (not used)
Dodge - no (not used)
Block - no (not used)
Message Edited by jabjowie on 07-30-2004 11:45 AM
So far, this is the accepted list with the change to the method of getting the +25 extra stack.
Can anybody confirm the +25 over the cap and how it is obtained?
So, if this is correct, then we can all grab these defense modifiers from wherever we can find them and have happy stacking.
everything capped at +125 (can go to +150 using food?)
can it stack or be used?
Ranged Defense - yes
Melee Defense - yes
Defense vs. Stun - yes
Defense vs. Posture change - yes
Defense vs. Knockdown - yes
Defense vs. Dizzy - yes
Defense vs. Blind - yes
Defense vs. Intimidate - yes
Combat Equilibrium - yes
Counterattack - no (not used)
Dodge - no (not used)
Block - no (not used)
Of course, no one but those who implemented the system know for sure, and for some reason they feel like they have no need to explain to their players what the game actually allows or not. Oh well.
melee defense, ranged defense, dodge, counterattck, and block
Now, we are not sure about the rest. It seems it is safe to assume they are, but nobody knows if they are included.
The question about defense acuity:
"This modifier improves your chances of reacting to a successful hit with a dodge, counterattack, or block."
As for it stacking, it should stack the same I assume, with or without a +125 cap I guess nobody knows.
Now I have a question, in this post it says:
"Now come the combat balance meele charcters will no longer have stacked defenses, Buffs as good as they are, armor as good as it is."
Does anybody know about this? Can anybody clarify this? I replied in that post as well, but thought it would serve us well to add the topic here also.
"Basically, Defensive Acuity (DA) is the equivalent to Dodge for fencers, Counterattack for swordmen, and Block for pikemen. In general (only taking melee into consideration; I am omitting ranged professions for this discussion), you may ONLY dodge if you are wielding a one-handed weapon, counterattack ONLY if you are wielding a two-handed sword, etc.
DA is what TKA have in this regard.
So, basically, a fencer gets hit and a roll is done to see if he dodges the damage. Same thing happens for TKA but with DA. We get hit and a roll occurs to see if we get a "save." Now, for fencers/swordmen/pikemen, the rest is simple; if they make a successful "save" roll, then they either dodge/counterattack/block respectively. For us, a second roll takes place. Once we make a successful "save" roll, we make another roll to determine whether our "save" was a dodge/counterattack/block. But the likelyhood of saving in the first place was determined by the level of Defensive Acuity; not your specific dodge/counterattack/block statistics."
If anybody has anything to add, please do so!
thanks.
You can't stack a profession with itself.
jabjowie wrote:
So we have some disagreement, but it sounds like there are 5 that we know are capped at +125:
melee defense, ranged defense, dodge, counterattck, and block
Now, we are not sure about the rest. It seems it is safe to assume they are, but nobody knows if they are included.
The question about defense acuity:
"This modifier improves your chances of reacting to a successful hit with a dodge, counterattack, or block."
As for it stacking, it should stack the same I assume, with or without a +125 cap I guess nobody knows.
Now I have a question, in this post it says:
"Now come the combat balance meele charcters will no longer have stacked defenses, Buffs as good as they are, armor as good as it is."
Does anybody know about this? Can anybody clarify this? I replied in that post as well, but thought it would serve us well to add the topic here also.
Under the current system all defenses stack. The main 5 are hard capped, the rest are not (that's from my own testing). I was Master Fencer/Master Rifleman/4-3-0-0TKA and my TKM friend tried KD2 on me while I hadmy spraystickequiped. 20% of the time he landed the KD. 1% of the time the Dizzy stuck.Once I switched to my T21, Jawa Ion, Or Disruptor he was down in 15 seconds....lol.
As for you question about that post, the CB will nerf buffs (heard 1.5K-1.8K will be max buff), armor (no more 80% comp), and defense stacking (defenses will be weapon specific after the CB [so guys like me won't gain defenses while holding a rifle]). Rifleman has the lowest defenses EXCEPT for BH (and maybe Commando, haven't looked at their defenses). That's the way it should be.......High Damage output, low defenses (to balance things out).