Teras Kasi Archive

Thread: mellee defense, ranged defense, dodge/block/counterattack etc

Aurorette
Sat Oct 25, 2003 3:12 am
#1

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



Aurorette
Sat Oct 25, 2003 3:14 am
#2

Template 1 includes master brawler, template 2 doesnt. Forgot to say. So template 1 gains use of berserk 2 intimidate 2 etc.



Aurore



Eslaweu_Lohe
Sat Oct 25, 2003 4:27 am
#3

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.

Aurorette
Sun Oct 26, 2003 5:28 am
#4

BUMP!



No one has a view on this?



Aurore



Zzax
Sun Oct 26, 2003 6:20 am
#5

I wish I knew which defense template was better. I'm struggling with that a bit myself. Though I will say that Template 1 leaves you totally open to distance attack. A pistoleer would eventually beat you with their shot on the run. Especially if they were mixed with a scout, or even worse ranger, in rough terrain. You would never get close to them, and they would still be able to hit you I'm sure.

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.
Zzax
Sun Oct 26, 2003 6:21 am
#6

PS: How do you have a master doctor at your beck and call?

Ohhhhhh, two computers with two accounts, I just got that.
You're crazy.
Valkari-TKM
Sun Oct 26, 2003 2:15 pm
#7






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




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Morik
Sun Oct 26, 2003 3:49 pm
#8

Its not accuracy, its damage. it absorbs damage from all accounts and tests ive seen.



Nal Do'Urden - Teras Kasi Master (Pre-Boost) - Master Architect
Shop at -3240 750 (Kintan Naboo)
If you dont find what you need, send in an Order.

Former Master Bounty Hunter
Former Master Smuggler
Former Master Doctor (Pre-Boost)

Thank God for all of you non-FOTM TKMs
Aurorette
Mon Oct 27, 2003 4:43 am
#9

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



meyer1215
Mon Oct 27, 2003 5:22 pm
#10

There is a thread on pistoleer which examines accuracy quite a bit. Here is the forumla that they have show works up to nowlink 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

reptilehalo
Mon Oct 27, 2003 5:35 pm
#11

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.

meyer1215
Mon Oct 27, 2003 8:17 pm
#12






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

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