Teras Kasi Archive

Thread: Melee Defense Stacking

ShadesBlue
Sun Feb 15, 2004 4:28 am
#1

Apologies if I've already missed a topic on this over the last few days.


I was curious to see how the stacking has been handled since the patch. Was it things such as Counterattack that were changed? Or did it include stacking things like Melee Defense too?


As an example, a Master Swordsman who has also taken the lines in Pikeman and Fencer that add to Melee Defense... How does this work now? Do they all still stack? Or does it use just the Swordsman's Melee Defense?


Bit confused about all of this and wondering if anyone can enlighten me or point me to another post that explains it*grin*



---------------
The best things in life are silly
Aunna
Sun Feb 15, 2004 5:37 pm
#2

no df stacking has been changed i think


my counter attack is still working like a charm





Aunna Gianna [ONE]- Ahazi
Master Swordsman - Master Brawler
Pistoleer 0344 - Smuggler 0040 - Novice Medic
DamianlXl
Thu Apr 01, 2004 4:07 pm
#3


I would like to make a TK-tank for pve. What I was thinking is TKM, M.Brawler and the defensive trees from Fencer/Swds/Pike. (Fencer 4-0-0-0, Swds 0-0-4-0, and Pike 0-0-4-0) I am assuming that as long as the bonus doesnt say "one-handed/two-handed/polearm" thenall thedodge/counter/block and defenseswill stack onto my unarmed abilities, however I have heard there is a cap to this.


Where should I cut it off exactly, or would i be better off just making CH or Doc as a backup profession?


thank you!
evetsleep
Thu Apr 01, 2004 4:14 pm
#4






DamianlXl wrote:


I would like to make a TK-tank for pve. What I was thinking is TKM, M.Brawler and the defensive trees from Fencer/Swds/Pike. (Fencer 4-0-0-0, Swds 0-0-4-0, and Pike 0-0-4-0) I am assuming that as long as the bonus doesnt say "one-handed/two-handed/polearm" thenall thedodge/counter/block and defenseswill stack onto my unarmed abilities, however I have heard there is a cap to this.


Where should I cut it off exactly, or would i be better off just making CH or Doc as a backup profession?


thank you!






melee def, ranged def, dodge, counter attack, block all are capped at +125 and only function when you have the correct weapon equipped. Def vs states on the other hand don't have a hard cap and it doesn't matter what weapon you have equip'ed (same for range and melee def...they are weapon independant...but they have a cap).




Orzi - Light Jedi Assasin
Apol - Master Rifleman

"Your eyes can decieve you. Don't trust them" -o.k.




DamianlXl
Thu Apr 01, 2004 4:38 pm
#5

Ok so lemmie see if i have this right:


dodge, block, and counter DO NOT stack (are weapon-dependant)


melee and ranged defense DOES stack but is capped at 125


defense vs intimidate/stun/blind/posturechange/dizzy/knockdown DOES stack (is this even useful for a pve player?)


What about dmg mitigation? Can those stack up between professions or is it like... you either have it or you dont?


How about alertness, combat equilibrium, and defense acuity?



evetsleep
Thu Apr 01, 2004 4:43 pm
#6






DamianlXl wrote:

Ok so lemmie see if i have this right:


dodge, block, and counter DO NOT stack (are weapon-dependant) Correct


melee and ranged defense DOES stack but is capped at 125 Correct and is weapon independant.


defense vs intimidate/stun/blind/posturechange/dizzy/knockdown DOES stack (is this even useful for a pve player?) Correct and yes, MOBs do all these things


What about dmg mitigation? Can those stack up between professions or is it like... you either have it or you dont? How would you stack mitigation? like mitigation 1 and mitigate 3 = mitigation 4? If that is what you mean then no. If you mean can you have both melee mitigation and ranged mitigation through stacking..yes.


How about alertness, combat equilibrium, and defense acuity? Not sure about alertness or equilibrium, but defense acuity is a TKA only skill\defense, nothing for it to stack with.













Orzi - Light Jedi Assasin
Apol - Master Rifleman

"Your eyes can decieve you. Don't trust them" -o.k.




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