Teras Kasi Archive
Thread: Can the def. mods stack?
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.
Thanks
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.
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
I'm curious about Ranged and Melee Defenses. Do they stack?
Yep, ranged and melee defense are not class-specific - eg, Rifleman and TKA mods stack together (yippee!).
Yours,
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.
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