Teras Kasi Archive

Thread: Can the def. mods stack?

Sabonis-sr
Wed Nov 19, 2003 8:29 am
#1

Has anyone tested if the def. mods (ranged D, melee D, D vs stun - blind - intimidate - dizzy - PC - KD) can stack between professions?


ie: can you enhance a TKM getting some fencer or pistoleer def. lines.


I have heard you can not, but have never seen anything concrete.




-= KALEIGH=- (Under New Improved Rincon Disguise)(Retired)
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tusske
Thu Nov 20, 2003 6:25 am
#2

yes...defense mods stack correctly...
AurosBain
Thu Nov 20, 2003 12:19 pm
#3

/bump


I'm looking for some hard evidence too.

aquari
Thu Nov 20, 2003 5:35 pm
#4

/bump bump bump bump me up
JTV
Sat Nov 22, 2003 9:42 pm
#5

Mister Heavy when you get a chance can you look into this question? and get us an answer if they can stack

Thanks



Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those people I had to kill today because they angered me.
mynamewastaken
Sun Nov 23, 2003 5:13 pm
#6

block counter attack and dodge are class specific. I tested this by engageing a nuna and peacing out. over the course of over 1000 attacks on me i didnt block one even with 80 block from rifleman.

meyer1215
Sun Nov 23, 2003 9:17 pm
#7

Here is a link to where they test def. vs. knockdown;


http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=29443


From the data, it shows that yes it does stack.


--Rorrimot

luxleonheart
Mon Nov 24, 2003 3:20 am
#8

I'm curious about Ranged and Melee Defenses. Do they stack?





Amagoi LeonHeart
[STORM]
Growleroo
Mon Nov 24, 2003 7:43 am
#9

Yep, ranged and melee defense are not class-specific - eg, Rifleman and TKA mods stack together (yippee!).


Yours,




Tenna Koh.

¦Sniper-Hunter-Gunner-Soldier¦
Rencon
Mon Nov 24, 2003 9:01 am
#10

Pistoleers are still saying that defence mods from each eliete profession are only in effect when you are holding the weapon from that profession.


Unfortunetly the DEV team will not provide adiquate information on anything, expecially what state effects do, and what is the effect/limitations of defence mods.


So... I think they need to be seperated into their catagories:



  • Chance to avoid mods (block, dodge, counterattack)

  • State defence mods (defence vs blind - dizzy - stun - intimidate - posture change - knockdown)

  • And generic defence (melee and ranged defence)

Than some testing needs to be done (not even sure how to go about this one) to try and narrow down the effect of each mod, what exactly do they do?


Followed by testing to see if they stack betweeen melee classes, ranged classes, and than cross melee-ranged.



I really wish the DEV team would just list the effects of some of this **edit** stuff.




__________________________________________________
Col. Rincon Sari
Left For Dead, Bria.

ARR Armor: -4435 -5180
Rincon's Weapons: -4415 -5270
STRONGBADIA, NABOO


_Macabre_
Mon Nov 24, 2003 12:25 pm
#11

Even if they provided an answer, that would only be half the story. There is a significant difference between how things are supposed to function and how they function in practice. Currently, in practice, it looks like defense mods stack. Sometimes.



Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
luxleonheart
Mon Nov 24, 2003 4:01 pm
#12

All I really care about is the Ranged and Melee defense mods. But from what I've read (although confusing) I think no one really knows, lol.



Amagoi LeonHeart
[STORM]
JEAUX_ZUF
Mon Nov 24, 2003 4:06 pm
#13

is this not on FAQ?


if its not then it needs to b added


andthing with unarmedin front of it means you have to b using fists/VK's




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!

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