Teras Kasi Archive
Thread: Some data regarding Unarmed Toughness
No facts to back this up, but I'd hazard that any skill that doesn't have a weapon specific designation probably works cross combat types.
+melee defense bonuses are probably cumulative
+unarmed melee defense (doesn't exists) wouldn't be.
Can anyone confirm this?
Paltry, IE: Not very good or lacking
And ya, the melee and ranged deffence mods I get in the precision tree stack with the range and melee deffence mods I got in the field tactics tree in commando (the whole +5 melee deffence, and +5 ranged deffence...big deal)
CyberDeity wrote:
One thing I want to clairify about my statement:
OFFENSIVE bonuses cross over between professions, but not defensive ones. An example:
I'm a commando, and at novice level get a cert for the Launcher Pistol. This pistol does heavy weapon experience, but BENEFITS from all the pistol OFFENSIVE bonuses you receive from Pistoleer, such as speed and accuracy. HOWEVER, my defense suffers, because they do not carry over from anywhere. How dumb is that?
This is not true at all. Yes, for the Launcher Pistol you use pistol moves and probably the speed/accuracy stuff, but it's not true of any other weapons. My 2H melee abilities do not transfer over to TKA and vice versa. The only thing that stacks are dodge/counterattack/block and ranged/melee defense.
That said, I agree that toughness should just be a generic attribute and it should stack between the melee professions, and I also agree that it should reduce ranged damage as well.
Oh and the state defenses like defense vs dizzy, etc also stack.
I think there may be a bug in some of the dodge/counterattack/block code, because I've noticed that when you switch weapon types it gives you the wrong message. For example as a Master Swordsman with +25 to counterattack, I'll counterattack maybe once or twice each fight (enough to notice it, albeit not enough to make much difference). However, when I switch over to a pistol it will list it as evade instead, even though I have no evade skill.
My concern is that maybe it's not checking all of the active bonuses correctly, but instead only doing the one that applies to that profession (but strangely at the highest rate you have). That's the only way it could be explained that you're not dodging at all when fighting unarmed (although, I think you may just not have very high dodge because my guy "evades" as a TKA even without evasion...)
"hmmm, I read on the commando forum that with 16 meters the commando is seen as melee. I wonder if that equates to a damage reduction. - Croaak"
It doesn't really matter at all man, No matter what any decent commando can kill you in one or two hits, most cases instantly. And if you get lucky they will just set you on fire. (Oh just got roll in some water... On tattooine, water? Hah!).
I'm going back on what I said. Althought with the dodge I had I'd never seen my character leap aside to evade an attack I started watching the combat window a LOT. I noticed that on a rare occasion I will "evade" an attack. I think this is dodge kicking in. But because the TKA have no dodge animation the client simply skips it.
It looks like the non-specific mods DO stack. Too bad I already gave all mine up, lol.
WE WILL GET DODGE, COUNTER ATTACK, etc etc.
According to the combat changes that the designer posted tka will get dodge, counterattack and one more defense skill. While the other melee branches will get one of the three, but thier skill will be higher then a tka in thier defensive ability.