Teras Kasi Archive

Thread: Some data regarding Unarmed Toughness

Glibly
Wed Sep 24, 2003 10:21 am
#27

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?




"Skepticism is the chastity of the intellect, and it is shameful to surrender it too soon or to the first comer" -- George Santayana
RicoUnderwood
Wed Sep 24, 2003 11:14 am
#28

Confirming this much. I went up the pistol dodge tree to try and get some dodge to go with TKA so that a martial arts fighter can actually DODGE. No go. As soon as I switch to pistol I dodge every fight. Never dodge once as TKA. So no they mods with no specific weapon stated do not stack as far as I could see.



Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

RicoUnderwood
Wed Sep 24, 2003 11:14 pm
#29

paltry? Not mocking or anything if its a typoI just don't understand that term. Is that the melee defense and ranged defense mods you get in precision striking?



Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

Xytroncore
Wed Sep 24, 2003 11:26 pm
#30

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)




_________________________________________________________
Manimal : Gunslinger
Nagorak
Fri Sep 26, 2003 4:53 pm
#31






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.

Nagorak
Fri Sep 26, 2003 4:57 pm
#32

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...)

Kaleix
Sat Sep 27, 2003 12:57 am
#33

"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!).





Vertigo
Imperial
Teras Kasi Monk & Master Doctor
ShoKai
Sat Sep 27, 2003 11:59 pm
#34

ok so just to clarify. if one was to get master tka and all the defensive lines in fencer, swordsman, and pikeman, then it would stack? as far as i can tell, i can't even really figure out what the melee/ranged defense mods do in combat. could someone clarify?



SinKai
Teras Kasi Master
New Alderaan, Dantooine - Valcyn Galaxy
RicoUnderwood
Sun Sep 28, 2003 1:47 am
#35

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.




Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

Draah_Kulic
Sun Sep 28, 2003 1:54 am
#36

I am a TKA only and I have nothing that gives me either dodge or counterattack but I will sometimes evade an attack or counterattack. I think that there is a small % chance for anyone to do those things.
RicoUnderwood
Sun Sep 28, 2003 2:04 am
#37

Okay well maybe they don't stack then, lol.



Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

SucidalZedi
Sun Sep 28, 2003 4:27 am
#38

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.




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Cardilak
Soga TKA
Gohan_Trunksss
Sun Sep 28, 2003 5:58 pm
#39

very good but i think we should still have at least some ranged dmg reduction, at least 25% reduction



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