Teras Kasi Archive
Thread: What to go with Master TKA for PVP
Does nobody understand that the cap is for secondary defenses not primary???
block, dodge, counterattack will be capped. not melee/ranged defense, jeebus!
velocity-x wrote:
Does nobody understand that the cap is for secondary defenses not primary???
block, dodge, counterattack will be capped. not melee/ranged defense, jeebus!
You need to read up on posts melee/ranged iis getting capped also, the reason rifleman high defense templates arent being hit isnt b/c there dodging. The reason is they have such high melee/ranged defensive mods, expect these mods to be capped at 100 to 120 with state effects to be capped lower.
VikaLine wrote:
velocity-x wrote:
Does nobody understand that the cap is for secondary defenses not primary???
block, dodge, counterattack will be capped. not melee/ranged defense, jeebus!
You need to read up on posts melee/ranged iis getting capped also, the reason rifleman high defense templates arent being hit isnt b/c there dodging. The reason is they have such high melee/ranged defensive mods, expect these mods to be capped at 100 to 120 with state effects to be capped lower.
Hmm, I think you may have to read up on posts, unless you can post a link to where a dev has stated they are capping melee/ranged defense. Here's the link where it says they are only capping secondary defenses:
http://starwarsgalaxies.station.sony.com/recent_test_updates.jsp?page=In%20Testing
UWSkeletor wrote:
VikaLine wrote:
velocity-x wrote:
Does nobody understand that the cap is for secondary defenses not primary???
block, dodge, counterattack will be capped. not melee/ranged defense, jeebus!
You need to read up on posts melee/ranged iis getting capped also, the reason rifleman high defense templates arent being hit isnt b/c there dodging. The reason is they have such high melee/ranged defensive mods, expect these mods to be capped at 100 to 120 with state effects to be capped lower.
Hmm, I think you may have to read up on posts, unless you can post a link to where a dev has stated they are capping melee/ranged defense. Here's the link where it says they are only capping secondary defenses:
http://starwarsgalaxies.station.sony.com/recent_test_updates.jsp?page=In%20Testing
Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)
Yeah that's what is says.. huh. Well. I hope it stays that way,but truth be told, I think the real uber defence comes in stancking the requlare melee and ranged def. Playing a TKM, and not having a block, dodge, or counterattack, i know what makes me is my high Melee and Ranged defence. My bother, who is only a TKM with no addtivies as of yet. (coming off his holo grind.) I played both toons for a time and noticed a WORLD of difference between the two. (well maybe not a WORLD, but it was noticable.) Since there is such a noticable difference i don't think it's long for the game. Dev's mission to balance seems to be to make combat even for everyone, even non combat classes if that makes since...
don't get me wrong, i've long heald that stacking makes since and is a good thing... but i don't think the dev's share my point of view..
my soluation to stacking defence was to somehow allow us to stack offincive skills, so you could have a viable tool to overcome the monster defence.... a kind of yen and yang approch...
the devs chosse to hard cap defence mods... ah well, what can you do?
KingSnake