Teras Kasi Archive
Thread: mellee defense, ranged defense, dodge/block/counterattack etc
Im struggling between 2 templates. The one I pick basicly depends on caps and on effectiveness of various skills. I am a TK master in both templates.
Template one: TKM, 1 line in each of fencer/swords/polearm/rifle
result: mellee defense: 106. Ranged Defense: 76. Dodge 5, block 10, counterattack 15
Template 2: TKM, 2 lines of fencer, 1 3/4line of pistol, 2 lines of rifle
Result: mellee defense: 66. Ranged defense: 53. Dodge: 35. Block: 20.
There was a 3rd template with same block and dodge as template 2, but mellee def 52 and ranged def 44, but has novice medic. However I have 2 comps and 2 accounts and my own personal master doctor on follow, so novice medic isnt really needed.
The question is, is mellee defense sooo good, that I want 106 of it with a bit of block/dodge/ca, or is it better to get 35% dodge and 20% block? with only 66 mellee def? I know TK doesnt get block, dodge or counteratack, but I have seen people post here that devs have said we will be given them. However I find no reference to such a post anywhere by the devs. Does dodge/block/counterattack actually work with TK as it stands? Does mellee defense cap? Or does 106 means I would be extremely hard to hit?
Would be interested in anyone who has tried any of this.
Aurore
Template 1 includes master brawler, template 2 doesnt. Forgot to say. So template 1 gains use of berserk 2 intimidate 2 etc.
Aurore
When you're at 100 melee defense you're very hard to hit supposedly.. Dodge works I can confirm it. What's more important, in my opinion, is unarmed toughness, because it has been proven to work.
I've been looking at the TKM and two lines of Rifle mix because by my count you wind up with just over 50 ranged and melee defense. You can get some sweet shots in with the rifel and if they're stupid enough to move in, you hop up and finish with TK Head Shot.
Again, I'm just thinking out loud here, because I don't know which is the better skill or template.
I do like the idea of still having some medic skill.
Ohhhhhh, two computers with two accounts, I just got that.
You're crazy.
Eslaweu_Lohe wrote:
When you're at 100 melee defense you're very hard to hit supposedly.. Dodge works I can confirm it. What's more important, in my opinion, is unarmed toughness, because it has been proven to work.
I had 90+ ranged defense once. let me share.
test 1) rifflemen with 3 boxs passed novis
20 shots fired 15 shots landed
test 2) master smugler with no pistol skills
20 shots fired 16 shots landed
test 3) master pistoleer with a tier in bounty hunter aswell
20 shots fired 18 shots landed
Test with 30 ranged defense
test 1) master smugler with no pistol skils
20 shots fired 17 shots landed
test 2) master pistoleer with a tier in bounty hunter as well
20 shots fired 18 shots landed.
I find it odd that in both tests the BH hit me the same amount of times with 100 ranged defense and 30 ranged defense.
brings me to my point....everyone has a minimum to hit, the real draw back is not defenses, but accuracy penilties while running and being at an un-ideal range, not defense.
hope this helps
Thanks for the replies ![]()
By the sound of it its better to have some dodge and block rather than go all out ranged/mellee defense.
Then again with changes on test who knows how dodge/block is going to stack with the new defenses were getting....
Aurore
There is a thread on pistoleer which examines accuracy quite a bit. Here is the forumla that they have show works up to now
link at bottom.) **Also from their tests, Block did not have much effect at all (but they did not have alot of it. [and I wonder if it is not linear or maybe tied to a weapon type (block: rifle or pike)])
The 'miss equation' seems to be:
Chance to Hit = 0.66 + (Accuracy Skill Mods - Ranged Defense Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)
where skill mods are expressed as a percent (+112 rifle accuracy = 1.12) and the total capped at 95% (and probably 5%, but no data on that). I'm not positive on the constant (it's somewhere between 0.32-0.35) and the average from the datais actually closer to 0.34, but I chose the 'nice' value nearest to the calculated. I'm not positive where the style mod applies, but since we can only calculate relative effects it really doesn't matter.
Here is the post: http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=14370
Also about TC, currently on TC, you can easily get 100+ of ranged D and 150+ of a active Defense (dodge/CA/block).
--Rorrimot
Melee and ranged def only effect the chance of getting hit, not how much damage you take. Unarmed toughness is what absorbs the damage.
It is pointless to have 100 ranged def unless you are going to be fighting someone who does not use specials.
reptilehalo wrote:
Melee and ranged def only effect the chance of getting hit, not how much damage you take. Unarmed toughness is what absorbs the damage.
It is pointless to have 100 ranged def unless you are going to be fighting someone who does not use specials.
Yeah, but toughness ONLY applies to melee. And they dont stack from 1 melee profession to another, they are allweapon specific typed. (unarmed toughness, 1 handed toughness, etc).
--Rorrimot