Teras Kasi Archive
Thread: Is There A Cap on Melee Defense?
With a Template of TKM/Fencer4040/Pikeman0440/Swordsman0040/MBrawler/Medic0020, it shows as having:
Melee Def: +245
Unarmed Def: +75
Gen Melee Acc: +150
Unarmed Acc: +75
Gen Melee Spd: +40
Unarmed Spd: +65
Melee Damage: +360
Ranged Def: +160 (I think)
It seemed to me with +25 from CAs (eventually), +500 from COB, and +100 Melee Defense from food (whatever food that is, vegeparsine? Can't remmeber), your total melee defense would work out to be +945, which is well nigh perfect. I imagine the healing from Medic0020 and some bliel/stim-Ds would be more than enough to keep up.
I have ADKed Knuckles of Katarn which is why I am looking at fighting Unarmed rather than with a weapon.
Any thoughts? or a better template suggestion? I am not actually thinking of doing this, just pondering the concept.
ExCloud wrote:I have more melee defense then that and only prof I have is mtk/1444swords/4004doc
I am afraid I don't follow you, I worked out that spec also on the calculator, and it shows:
Melee Def: +160
Unarmed Def: +75
In what ways does 160 > 245?
Sneev wrote:
It seemed to me with +25 from CAs (eventually), +500 from COB, and +100 Melee Defense from food (whatever food that is, vegeparsine? Can't remmeber), your total melee defense would work out to be +945, which is well nigh perfect. I imagine the healing from Medic0020 and some bliel/stim-Ds would be more than enough to keep up.
Message Edited by LorinnaHellsing on 09-06-2005 01:22 PM
Defence works as a counter to your targets Accuracy.. defencehas no real cap, but there is a cap on the usefullness of it.
when your defence is 750 higher than your targets acc. is has reached its effectiveness cap, as your target will hit you for his weapons min.damage with each attack... and as a weapon cant hit for less than its min.damage its theoreticaly capped..
so if your target hass an acc. of 100 you need 850 defence to be capped againt that specific target.. cant remember the math for it all, but read a long post about it on the jedi forum some time ago..
Message Edited by Mansun on 09-08-2005 01:53 PM
Mansun wrote:
Defence works as a counter to your targets Accuracy.. defence has no real cap, but there is a cap on the usefullness of it.
when your defence is 750 higher than your targets acc. is has reached its effectiveness cap, as your target will hit you for his weapons min.damage with each attack... and as a weapon cant hit for less than its min.damage its theoreticaly capped..
so if your target hass an acc. of 100 you need 850 defence to be capped againt that specific target.. cant remember the math for it all, but read a long post about it on the jedi forum some time ago..
this is also why super high defence is not as effective against jedi as against other combat proffesions, as a lightsabers min-max damage are so close to each other..Message Edited by Mansun on 09-08-2005 01:53 PM
Ah excellent explanation of the mechanics. So in otherwords there is a diminishing return on the effectiveness of capping Melee defense really, and at some point its much more practical to put points into healing than it is to attempt to push your melee defense a notch or two higher I suppose.
Any suggestion as to the point where the diminishing returns are really kicking in and its not worth pushing defense further? I am speaking here of PvE purely as I have no interest in PvP really.
Sneev wrote:
Mansun wrote:
Defence works as a counter to your targets Accuracy.. defence has no real cap, but there is a cap on the usefullness of it.
when your defence is 750 higher than your targets acc. is has reached its effectiveness cap, as your target will hit you for his weapons min.damage with each attack... and as a weapon cant hit for less than its min.damage its theoreticaly capped..
so if your target hass an acc. of 100 you need 850 defence to be capped againt that specific target.. cant remember the math for it all, but read a long post about it on the jedi forum some time ago..
this is also why super high defence is not as effective against jedi as against other combat proffesions, as a lightsabers min-max damage are so close to each other..
Message Edited by Mansun on 09-08-200501:53 PM
Ah excellent explanation of the mechanics. So in otherwords there is a diminishing return on the effectiveness of capping Melee defense really, and at some point its much more practical to put points into healing than it is to attempt to push your melee defense a notch or two higher I suppose.
Any suggestion as to the point where the diminishing returns are really kicking in and its not worth pushing defense further? I am speaking here of PvE purely as I have no interest in PvP really.
I can tell you that anything over 250 melee and 200 ranged defense will do nothing for you with the following setup.
Character Template: Master Pikeman, TKM, Doc 4000
With this temp my natural defenses are 250 and 200.
When I have an improved COB macro running both melee and ranged hit me for the same amount regardless of my BE clothing defense mods.
Something else to note is that weapon specific defensive mods will stack on top of your general melee and ranged defenses. When I used bare hands I was being hit for 2 less points then when I used my poisonpike.
If anyone can verify this info or disprove it, please by all means do so.