Teras Kasi Archive

Thread: Defense Stack question for TKMs

Kal-El-Shafer
Wed Mar 31, 2004 9:32 pm
#14

Good stuff to know. Since Im going fencer right now also, let me know if you find anything more specific, I would love to read what you find out. Seems like its gonna take forever to work the fencer tree, since I dont much care for it. Well I guess Ill have to just get it out of the way, and see how it helps in PvP. Im still torn on whether or not to drop my doc skills, even tho Ive already dropped 3 boxes in Doctor for some Fencer skills
-Jebu-
Thu Apr 01, 2004 3:26 am
#15

Someone using a melee weapon against a ranged weapon gets a massive "to hit" bonus. Thats why you are getting smacked about all the time.





King Jebu - Leader of The Power Empire
Master Politician/Squad Leader - Mayor of Ragnarok

Surt - (Master Sharpshooter/Swords - TKA 4404) - Protector of Ragnarok
Kimberlina - (Master Pistoleer/TKA - Fencer 4300 - Smuggler 0040) - Dark Rogue of the Crown


KnightHawk420
Thu Apr 01, 2004 5:28 pm
#16

All the defenses in the world will do youno good if you can't actually kill your enemy.


Defense vs X doesn't mean **edit** when your getting Master Head Shot'ed at 50m away.


Dodge is worthless if your intimidated.


Ranged/Melee defense are nerfed if Stunned.


KD/Dizzy is not the end all to PVP.






Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
KnapweedD
Fri Apr 02, 2004 1:39 am
#17

Yep, it is melee damage I'm talking about as it's PVE.


It rather makes a nonsense of Riflemenbuilding Melee defence though when I have 132 MD (yep, I know the cap is 125) and I'm getting slapped around like a newbie. It appears all the vulnerabilities associated with equipping a rifle far outweigh the highest Melee Defence you can get, which rather makes MD a redundant stat for Riflemen.


Kal-El-Shafer
Sat Apr 03, 2004 3:48 am
#18

True I wouldnt call it the end all, but once you get dizzied and knocked on your butt, it sux to lay there getting whacked. Im thinking that the Defense vs. Dizzy is the stat I need to start looking at....
dorsai78664
Sat Apr 03, 2004 10:38 am
#19



Here are a few things I was looking at for a PvP template on another server. I made several assumptions:


1. Teras Kasi Master
2. Master of ranged profession
3. 4440 Fencer*


The reasons for this is the huge difference between a master of an elite combat class and a novice or even 4444. I believe to effectively keep from being kited, you must be effective at range. Of course, this sacrifices everything for the sake of combat. Keep in mind that the mods that can get above +125 are capped at +125. The way it looks to me is that these templates all have great strengths but shakes out a bit like this:


Pistoleer: Maximizes defenses against state attacks. Only one that doesn't hit melee and ranged defense cap.
Rifleman: Maximizes general ranged and melee defense. Somewhat vulnerable to state attacks. Easiest to knockdown of the three.
Carbine: Good counterattack. Good ranged and melee defense. Weakest against dizzy.


Mod Pistol Rifle Carbine
Block +0 +70 +0
Combat Equilibrium +55 +55 +55
Cover +0 +80 +0
Counterattack +0 +0 +105
Defense Acuity +81 +81 +81
Defense vs Blind +90 +60 +50
Defense vs Dizzy +85 +55 +45
Defense vs Intimidate +20 +20 +45
Defense vs Knockdown +120 +70 +85
Defense vs Posture Change +100 +110 +80
Defense vs Stun +55 +25 +15
Dodge +170 +90 +90
Melee Defense +176 +171 +131
Ranged Defense +121 +186 +141


Of course, you can draw your own conclusions. Some advantages of each:


Pistoleer: Good accuracy while moving. Large variety of damage types.
Rifle: Very powerful weapons and very powerful attacks.
Carbine: Nice AOE moves (KD and dizzy). Powerful attacks.


*Corrected. Originally read 3330 fencer. This assumes 4440 fencer.

Message Edited by dorsai78664 on 04-03-2004 11:55 AM




COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187


Kal-El-Shafer
Sun Apr 04, 2004 4:30 am
#20

Im not sure I agree with the idea that you must be good in ranged to deal with Kiting. Granted, I admit that it is a real problem, and will save that whole problem for another thread.


Ive seen alot of Melee combat-types do very well in PvP that have no ranged skills at all. Not all the time, I grant you. In fact, a friend of mine that duels with me regularly is totally range-oriented, whereas I am totally melee-oriented Altho the specific templates have changed some over time, weve both stayed within our combat types and to this day have a 50-50 win/loss record with each other. From one fight to the next, anyone can win.


Its literally like if he can kite me just long enough, he will win. However, while he is kiting me all over the place, if I cancatch up to him just once maybetwice, then the fight is mine. Period. Like he says to me all the time:


"I can beat you every time---every time you dont catch me."


Now you can see why I'm so reluctant to drop my Exploration 4 in Scout..........


dorsai78664
Sun Apr 04, 2004 9:40 am
#21






Kal-El-Shafer wrote:

Now you can see why I'm so reluctant to drop my Exploration 4 in Scout..........








I refused to drop smuggler. I actually consider myself more smuggler than anything else. However, smuggler by itself is not that strong. Even with pistoleer 0404 it is not very strong. I really enjoyed the brief time I had some TK novice skills and still wanted to be able to use my Dirty Fighting moves effectively. Therefore, no scout or medic for me.


But you are right, you don't have to have ranged skills. You simply need the skills to be able to close the distance to melee range. But the big difference in the master's box for both pistoleer and TK tipped me towards mastering both to get the most benefit.




COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187


Bann
Mon Apr 05, 2004 8:32 am
#22

I have a question about defensive acuity...


Reading it, it says that you are given more of a chance to block/dodge/counterattack etc...


Does anyone know if this only works with UA? If so, then why do they even have this? If block/dodge/counterattack is the primary mission of the other 3 brawler professions (and the 3 ranged) then how would a TKA be able to do it? I'm slightly confused there.


Does it work with other weapons then? Ala- a martial artist learning other weapons and applying what they fundamentally know to other areas?
ATooL
Mon Apr 05, 2004 11:44 am
#23

/agree...i am curious about the defensive acuity as well....
i spoke with csr jessica in chat & she told me basically it is busted.
but can anybody confirm that your dodge/block/ca bonus is only
effective for the weapon you have equipped?

this would basically make the acuity tree worthless imo as i only use it for acuity
JEAUX_ZUF
Mon Apr 05, 2004 7:05 pm
#24

the def stacking dosent work well with doge/block/ca but still works with ranged/melee defence



Jeauxzuf
TKO - Sensei GAT Quarterspondant
No, no, no. You walk up to them and say: "Nice shoes...wanna f*ck?" - Graflex3 - I Support Annoying, Pointless Bandwagons. You can too!

Kal-El-Shafer
Thu Apr 08, 2004 4:06 am
#25

Honestly, Im not even sure how that is supposed to work either. Assuming its working correctly for the sake of explanation, came someone explain how Defensive Acuity is supposed to work?


Im also curious about the Center of Being. Isnt that supposed to be broken right now as well? And what exactly does that do when its working correctly?


Ive heard so much about them being bugged and/or broken, that Im not really aware of their potential. Thanks!
Kal-El-Shafer
Thu Apr 08, 2004 11:13 pm
#26

Anyone have any info on the Center of Being or the Defensive Acuity for us?
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