Teras Kasi Archive
Thread: THE best template
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Atama
Sat Aug 07, 2004 12:31 pm
#27
"I was under the impression that, and correct me if I'm wrong, ranged mitigation only applied if you were holding a ranged weapon... and vice-versa for melee mitigation with a melee weapon. Is this not true?"
It's not true. Read an early post on the subject.
Basically, there are two types of mitigation: ranged and melee, and 3 levels of each type. Ranged mitigation only affects ranged weapons and melee affects melee weapons. What mitigation does is reduce the maximum damage of a weapon in relativity to the minimum damage (the "range" of damage). Level 1 reduces it by 20%, Level 2 by 40%, and Level 3 by 60%.
Let's put it in perspective for TKA. You are a TKM with melee mitigation 3. Your opponent is a fencer with a stun baton that does 150-250 damage. Now, with melee mitigation, you take the range of damage (250-150=100) and remove 60% of that (giving a range of 40). So the baton is only doing 150-190 damage to you, a significant difference. This is the reason why Acklay batons who have minimum and maximum damage nearly the same are so prized; mitigation barely affects them.
Note that if you have an elite ranged profession that gives you ranged mitigation, that still affects you as a TKM. As Garvin said back in that thread, "if a TKA Master was to dabble a bit in Pistoleer for example, or possibly get a Master of a Ranged Profession, they would then have Ranged Mitigation & Melee Mitigation".
Hence one reason why I am a pistoleer and why I recommend a ranged profession to defense stackers.
"Also, at what point do 'Def. Vs.' skills cap"
Nobody seems to know if they cap at all. Some people say that the state defenses work on pure percentage, so a +70 defense would let you avoid that state 70% of the time. Some people also say that there is always at least a 10% chance for a state to land so that would effectively cap those defenses at 90. But nobody has produced any sources for that information and you can consider it rumor at best.
TEKTrader
Sat Aug 07, 2004 12:39 pm
#28
Atama wrote:
"I was under the impression that, and correct me if I'm wrong, ranged mitigation only applied if you were holding a ranged weapon... and vice-versa for melee mitigation with a melee weapon. Is this not true?"
It's not true. Read an early post on the subject.
Basically, there are two types of mitigation: ranged and melee, and 3 levels of each type. Ranged mitigation only affects ranged weapons and melee affects melee weapons. What mitigation does is reduce the maximum damage of a weapon in relativity to the minimum damage (the "range" of damage). Level 1 reduces it by 20%, Level 2 by 40%, and Level 3 by 60%.
Let's put it in perspective for TKA. You are a TKM with melee mitigation 3. Your opponent is a fencer with a stun baton that does 150-250 damage. Now, with melee mitigation, you take the range of damage (250-150=100) and remove 60% of that (giving a range of 40). So the baton is only doing 150-190 damage to you, a significant difference. This is the reason why Acklay batons who have minimum and maximum damage nearly the same are so prized; mitigation barely affects them.
Note that if you have an elite ranged profession that gives you ranged mitigation, that still affects you as a TKM. As Garvin said back in that thread, "if a TKA Master was to dabble a bit in Pistoleer for example, or possibly get a Master of a Ranged Profession, they would then have Ranged Mitigation & Melee Mitigation".
Hence one reason why I am a pistoleer and why I recommend a ranged profession to defense stackers.
"Also, at what point do 'Def. Vs.' skills cap"
Nobody seems to know if they cap at all. Some people say that the state defenses work on pure percentage, so a +70 defense would let you avoid that state 70% of the time. Some people also say that there is always at least a 10% chance for a state to land so that would effectively cap those defenses at 90. But nobody has produced any sources for that information and you can consider it rumor at best.
Thank you very, very much for taking the time to clear that up. I sincerely appreciate it. /deepbow
Atama
Sat Aug 07, 2004 9:12 pm
#29
"I wont bother mentioning the melee professions, as they tend not to kite me.
Pistoleer Def v KD +50 Def v PC Down +20
Rifleman Def v KD +0 Def v PC Down +0
Carbiner Def v KD +15 Def v PC Down +0
Bounty Hunter Def v KD +0 Def v PC Down +0
Commando Def v KD +5 Def v PC Down +0
You should actually check out the skill trees some time."
Thank you for proving my point for me.
"If they're not dizzy its basicly a waste to change thier posture becuase of the timers."
No way, for three good reasons. First off, if you can KD someone with a Lunge2, you have enough time to get close enough to launch a dizzy attack (I generally do KD2 cause I have it hotkeyed), and if you land a dizzy they'll fall once they get all the way up. I do this all the time with kiting people. Lunge1 delays them for less than a second and doesn't give you enough time.
The second reason is that even if you aren't knocking them down, Lunge2 does the same damage as Unarmedhit2, so you're dealing some decent damage. Lunge1 only does as much damage as a regular, non-special attack.
The final reason is what I said before... If you have Lunge2 you already have Lunge1, which are on seperate timers. If you've already done a recent KD you can do a posture change and vice-versa.
"Yes it lasts shorter, but you can land it twice to make it last longer. Besides, I don't like to take me time killing someone."
It still won't last as long as Intimidate2. Also you can land Intimidate2 twice if you choose to. I don't like to take my time killing someone either, but you usually don't have a choice, especially when you're stuck with kinetic damage.
Message Edited by Atama on 08-07-2004 09:21 PM
Tyrson
Sun Aug 08, 2004 12:10 am
#30
Atama wrote:
You should actually check out the skill trees sometime.
I wont bother mentioning the melee professions, as they tend not to kite me.
Pistoleer Def v KD +50 Def v PC Down +20
Rifleman Def v KD +0 Def v PC Down +0
Carbiner Def v KD +15 Def v PC Down +0
Bounty Hunter Def v KD +0 Def vPC Down +0
Commando Def v KD +5Def v PC Down +0
You should actually check out the skill trees some time.
Atama wrote:
You'll notice that every profession that gives KD defense usually gives an equal, if not greater amount of posture change defense. ...If you get one, you're guaranteed to have the other....
Pikeman and TKA have more KD then PC Down by 10. Fencer is equal. Swordsman has 15 more def v KD.
Atama wrote:
Also, assuming the opponent is not dizzy, knockdown takes longer to recover from than a posture down to kneeling.
If they're not dizzy its basicly a waste to change thier posture becuase of the timers.
Atama wrote:
Intimidate1 lasts a very short time compared to Intimidate2.
Yes it lasts shorter, but you can land it twice to make it last longer. Besides, I don't like to take me time killing someone.
Tyrson
Sun Aug 08, 2004 3:52 am
#31
Atama wrote:
Thank you for proving my point for me.The only profession with a significant difference between KD and posture change (melee or ranged) is pistoleer, and that's only 30 points, not a HUGE difference. I am not going to base my template on being able to knock pistoleers on their back.
Ok, I'll give you the bit about the intimidates and lunges... but proving your point? lol I disproved your point... Eh whatever! I should mention that I was still kinda pissed from an inicident when a NS elder kinda disapeared when she had 3K mind left that night... lol That #^$@&!
Atama
Sun Aug 08, 2004 4:13 am
#32
"I should mention that I was still kinda pissed from an inicident when a NS elder kinda disapeared when she had 3K mind left that night... lol That #^$@&!"
Man oh man do I hate when that happens.
That happened to me once before, but it was a kimogila not a NS elder.
TrekDude
Sun Aug 08, 2004 5:20 pm
#33
THE best template may be Master Fencer, TKA 4-0-0-4, doc 4-0-3-0.
Great defense, access to DOT weapons, the med and ranged/melee defense trees of TKA, and doc to heal ALL states(poison, disease, fire, everything...) and heal your whole ham even when buffed from 0 to 100%.
This tmepalte has no ranged move though...
Message Edited by TrekDude on 08-08-2004 05:27 PM
Sovi-FFO
Sun Aug 08, 2004 5:47 pm
#34
Last I remeber I think I may have gotten some posture down defense from rifleman but I may be mistaken, and yes there is 0 KD defense with it
KwiGonGinn
Sun Aug 08, 2004 5:49 pm
#35
TKM/Master Fencer/Master Brawler/3340 Medic
I might change medic to novice pikeman if i get good mind fire pike, which you don't get cert for in brawler.
Only person that hurts me is a CM 
Once we get the disease/poison packs, hopefully it should be better ground.
Intim 2 is great, last 2 minutes, Intimdate won't break a warcry.
Lunge2 at 20m 
Bit more speed and accuracy too!
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