Teras Kasi Archive
Thread: Melee Defense and Mitigation Broken since JTL?
Commando-Dude
Wed Nov 10, 2004 1:31 am
#14
If they remove melee and ranged mitigation, doesn't that mean fencer will be useless as most there defence is this type and all other classes relying on this
Atama
Wed Nov 10, 2004 1:52 am
#15
"they're removing mitigation in PvP in the CR last thing I heard"
Those who are involved in the CU are under an NDA not to reveal anything about its details, so unless a developer makes an announcement consider everything you hear about the CU to be a rumor and not to trust it.
Note that I am neither denying nor confirming anything about mitigation either, I'm just saying anything you hear about it that's not straight from the developers shouldn't be trusted.
Atama
Wed Nov 10, 2004 2:29 am
#16
Not only does fencer 4000 help, but 4440 helps. That's common in many templates (including mine).
Ranged and melee defense decrease a person's chance to hit you with a ranged or melee attack (depending on which defense you have). The only passive abilities that reduce damage are toughness and mitigation (toughness reduces overall damage you take, mitigation reduces the range of the weapon, like a 100-500 damage weapon might become a 100-300 damage weapon). Intimidation is an active state you can put on someone that cuts the damage they do just about in half.
The other branches of fencer (x44x) give state defenses, making it harder (sometimes practically impossible) to land certain states on you.
If you're stacking defenses, I also recommend 0040 in pistoleer, you get ranged mitigation and excellent state defenses from it (including knockdown and posture change defense).
Ranged and melee defense decrease a person's chance to hit you with a ranged or melee attack (depending on which defense you have). The only passive abilities that reduce damage are toughness and mitigation (toughness reduces overall damage you take, mitigation reduces the range of the weapon, like a 100-500 damage weapon might become a 100-300 damage weapon). Intimidation is an active state you can put on someone that cuts the damage they do just about in half.
The other branches of fencer (x44x) give state defenses, making it harder (sometimes practically impossible) to land certain states on you.
If you're stacking defenses, I also recommend 0040 in pistoleer, you get ranged mitigation and excellent state defenses from it (including knockdown and posture change defense).
MarlonB
Wed Nov 10, 2004 3:01 am
#17
Thanx for the info m8....
I'm limited to fencer 4000 as i don't have enough SP left (am also MCH, which i will never give up
)...
But i was under the impression that defenses against states only apply when equiped with the weapon belonging to the profession which gives you these defenses ? If not, would it be wiser to go for 4000 or 0040?
Atama
Wed Nov 10, 2004 3:20 am
#18
State defenses stack. The only bonuses that don't stack are bonuses tied to a type of weapon (unarmed damage, rifle speed, one-handed center of balance efficacy, etc.).
Look at the bonuses from your template. What kind of total bonuses will your particular template have at 4000 and 0040 fencer? If you're capping melee and ranged defense, for example, you may be wasting skill points.
Look at the bonuses from your template. What kind of total bonuses will your particular template have at 4000 and 0040 fencer? If you're capping melee and ranged defense, for example, you may be wasting skill points.
Loshuss
Wed Nov 10, 2004 5:56 am
#19
Combat seemed to be weird monday night. I got shot for 500 damage to my health in PvP through a 69% base Composite suit 5 times in a row from Advanced Strafes. Later while attempting to hunt Jedi on Dantooine who actually weren't sitting in a private cantina, I fought some pikets. I was unarmored and have 92 melee defense. Didn't find anything too weird there.
About the damage range for mobs... I know the Nova Troopers have about a 1000 damage range in combat. That's a big range.
About the damage range for mobs... I know the Nova Troopers have about a 1000 damage range in combat. That's a big range.
sbbuj
Fri Nov 12, 2004 4:16 pm
#20
GangaWolf wrote:
Just curious if anyone else has noticed this.
Like many others I purchased JTL and have been in space ever since (I only play on average an hour or so a day, so I don't progress very fast). Yesterday a friend who is a pure crafter sends me a /tell asking me to help him. Seems his harvesters are overrun with voritor lairs and he can't get to them without getting killed. I figure "No problem" and head to Dantooine.
So I give myself buffs (I'm also a Doc), take some brandy and equip some armor, and head out to clear the nests. As I start attacking I find that I'm getting hit more often than usual....and hard! Seems my armor was blocking some of the damage, but it didn't appear as if my melee mitigation was working (or not working fully). Also, even with Center of Being active, I find that I was being hit more than 50% of the time - something voritors *never* did to me before.
Has anyone else noticed something similar since JTL was released, or did I just have the unluckiest combat encounter in the world?
yes i noticed it to i usually just spam spin 2 but i started gettin the crap beatin out of me and i had to start healin i was fightin mokks usually i take like no damage hmmmm ???
ivobo eli tk master
ShadowoftheVoid
Sat Nov 13, 2004 6:53 am
#21
one thing i did notice taht was different...was FoW when it barely succeeds doesnt wound...it gives you a temporary negative modifer.
oh and since my last post..npc's are no change...only the quenkers have changed...but now that i think about it...i havent fought anything lighter than rhoa kwis, rancors, and high npc's for months...soo couldve changed at any point
Rhysen
Sun Nov 14, 2004 4:39 pm
#23
Possibly something to add to this:
I just got TKA x1xxx and went into my skills window. There is no listing for Melee Mitigation under 'My SkillMods'.
jalexu
Mon Nov 15, 2004 7:05 am
#24
Rhysen wrote:
Possibly something to add to this:
I just got TKA x1xxx and went into my skills window. There is no listing for Melee Mitigation under 'My SkillMods'.
There never was
Atama
Mon Nov 15, 2004 5:39 pm
#25
Melee Mitigation isn't a skill. It's an ability. Unarmed Head Hit 1 doesn't appear in your skill mods either, does that mean you don't have it?
e3ApeXX
Mon Nov 15, 2004 6:05 pm
#26
MarlonB wrote:
Yep .... yesterday i got hit by a NS Spellweaver for over a 1000 damage ..... pretty impressive .... asI am TKM, wearing Comp Armor ....
A NS spellweaver used force lightning for over 1500 damage on me the other day. Instant Incap. Sadly, I thought armor resisted the lightning to a certain extent but it sliced right through it...