Teras Kasi Archive

Thread: Mister Heavy...did you get any answers from the devs on these questions yet?

Oedii
Tue Nov 25, 2003 5:12 pm
#1

Mister Heavy, first of all thanks for all you effort and work. You are doing a great job, and I appreciate it.


I was just wondering if you were able to get answers from the devs about some questions I posted to you a little while back. I will repost the questions here:


1.Do the evasive skills of the fencer, swordsman, and pikeman (dodge, counterattack, block) apply when a character is fighting unarmed? For example, if I had a tka who also had some of the the fencer skill tree complete, would my character Dodge while fighting unarmed, or is that a defensive skill used only when fencing? (this question also applies to bonuses from other professions such as the pistoleer who gets Dodge)


2.How about melee and ranged defense bonuses? Do these stack from the different professions? For example, my current character receives bonuses to melee defense from both tka and fencer. Is the combined total the value used to calculate my defense vs melee attacks?


3.What exactly is melee defense? Does it make a character harder to hit? Does it reduce the melee damage taken when a character is hit? Does it do both? What about ranged defense?


4.What about bonuses against Knock-down, Posture Change, and all the various states (blind, intimidate, stun, etc), do those bonuses stack from different professions?


You were kind enough to give me clarity on #3, and I thank you. The other questions you said you would look into (ask devs about)and get back to me on. Have you found anything out?


Thanks again for all you are doing!

Oedii
Thu Nov 27, 2003 10:54 am
#2

Mister Heavy?
AlexiusDrakmoore
Thu Nov 27, 2003 3:18 pm
#3






Jowatii wrote:
1. Yes...these are also a "generic" pool as the do not state fencer dodge ability...and they do stack according to your character skill mods...I had a total of something like +140 mod to dodge before I dropped master pistoleer (with some fencer of course)





Wrong answer


The pistoleer correspondent tested this out after the latest patch and after unequiping his pistol his dodges are non existant. I'm sure you can find the link to his thread with little effort if you dont believe me


Unless you have a pistol/one hander equipped you'll never dodge 2 hander/carbine You'll never counter or a rifle/polearm you'll never block


They did this for the sole reason that you could have have insane defensive bonus's, hit CoB, and become an immortal demigod




-- You can only kick a man in the nuts so many times before he buys a cup.... --
AlexiusDrakmoore
Thu Nov 27, 2003 3:24 pm
#4

Actually Jowaii is right and wrong... if the mod is the same (dodge for example) Pistol dodge and fencer dodge will stack when using those weapons... however, you will never dodge unless you have one of those two weapons equiped, so in answering the first question. Yes they do stack, but dont apply to you unless equipped with the appropriate weapon, hence, no dodging/blocking/countering while unarmed.


If you do, thank your Acuity skill




-- You can only kick a man in the nuts so many times before he buys a cup.... --
AlexiusDrakmoore
Fri Nov 28, 2003 1:50 am
#5

1. No, unless you're holding the weapon associated with the skill it does nothing


2. Yes, these fall in a generic pool


3. Its the opposite of accuracy, so yes, it makes you more difficult to hit


4. Yes, also a generic pool



If any of those are wrong, they changed them in the last patch




-- You can only kick a man in the nuts so many times before he buys a cup.... --
Jowatii
Fri Nov 28, 2003 1:55 am
#6

1. Yes...these are also a "generic" pool as the do not state fencer dodge ability...and they do stack according to your character skill mods...I had a total of something like +140 mod to dodge before I dropped master pistoleer (with some fencer of course)
Jowatii
Fri Nov 28, 2003 1:59 am
#7

stupid forum...



anyway the only thing different about these mods is they are obtained through specific professions, ie


pistoleer/fencer = dodge


rifleman/pikeman = block


carbineer/swordsman = counter attack


dodge from pistleer does stack with fencer, coutnerattack from carbineer does stack with swordsman, and block from rifleman does stack with pikeman

Zanteogo
Fri Nov 28, 2003 3:35 am
#8

Thats just dumb.


Why does it state in the TKA skill (can't remember it's name), that it inceases the chance of block/counter attack/ dodge... when NONE OF THESE SKILLS SAVE ONE WORK WHILE UNARMED.


Seems wierd.




-Zanteogo-
Zanteogo
Fri Nov 28, 2003 3:40 am
#9

Correction, I just noticed that TKA have no defensive skills. So the skill that inreases defensive skill in pointless.



-Zanteogo-
h310ise
Sat Nov 29, 2003 1:09 am
#10

I've looked into this, some info can be found at the threads below
http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=29443
and
http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=26354

The second post initially indicates the bonuses don't stack but check the 3rd page of the thread for some possible corrections....

and there's the dev thread (unanswered) here
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=862648

Why oh why won't swg tell us more about their game engine? I mean, I do have a little, small stat fetish (a-la AD&D) but more than that I just can't stand to be floundering around not knowing if what I'm doing is accomplishing anything. Would I sill go kill stuff if I got 0 exp from it? Maybe not (except the occasional imperial murderer/rapist running around the countryside). Why should I pursue something w/o any knowledge if/how it will benefit me? Am I supposed to just rollplay (somehow exuding a je ne sais fencer about my character...) my choice in offensive profession? Or are the game mechanics in such a horrid state of buggy dissaray and flux they don't want to give us details so we won't realize what a mess it all is?

I mean, if they'd just say piss-off, we're not telling you nuthin that would be something, but this ... silence. and the extremely confusing results all the testing has generated, are just frustrating and, to my mind, seem to indicate covering up some kind of incompitence rather than having a function. If it was our task to decipher their game mechanics, and they just told us that, I'd be satisfied.

DEVS hear our cry! Why have you forsaken us? (endHystericalOverReaction)

Ravana de Bria
Oedii
Sat Nov 29, 2003 7:22 pm
#11

h310ise....


I agree with your post 100percent. The sad thing to note is that this was the same situation when EQ was launched. In fact, it wasn't until MANY months after EQ launched that some very basic game mechanics were officially released/published/posted (as a result, I startedone of mycharacters over several times...always with the same end in mind, but followed different guesses/hearsay/speculation about how to reach that outcome because nothing official from SOEwas available). So, unfortunately, it appears that SOE has not learned a very basic tenent in pleasing a gaming audience: INFORM, INFORM, INFORM!! Let the players know how the game engine works. There is nothing more frustrating for a player of an MMORPG than for him/her to have to guess how to reach the character outcome they hope for--without accurate knowledge of game mechanics, guessing/speculation is all that can be done.


Come on SOE!! Learn from your mistakes and educate your players!!

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