Teras Kasi Archive

Thread: Is There A Cap on Melee Defense?

Sneev
Tue Sep 06, 2005 11:28 am
#1

I was just looking at the bloodfin character generator and wondering if there was 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.



Jhonto - Elder: Architect, Artisan, Chef, Droid Engineer, Merchant, Tailor, Entertainer, Image Designer, Politician, Bounty Hunter, Marksman, TKM, Creature Handler, Ranger, Scout, Doctor, Dancer and Musician
High Plains, Tatooine (3356, 7212), Tarquinas

Jindi Jaw'aqti - Half Bothan/Half Jawa Spy. Regimental Sargeant Major, 15th Stormtrooper Regiment, Ft Palpatine, Lok.
ExCloud
Tue Sep 06, 2005 11:43 am
#2

I have more melee defense then that and only prof I have is mtk/1444swords/4004doc



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ExCloud - Master Jedi / Ex-Fencer / Lowcas Sexiest Zebrak
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Sneev
Tue Sep 06, 2005 11:48 am
#3



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?



Jhonto - Elder: Architect, Artisan, Chef, Droid Engineer, Merchant, Tailor, Entertainer, Image Designer, Politician, Bounty Hunter, Marksman, TKM, Creature Handler, Ranger, Scout, Doctor, Dancer and Musician
High Plains, Tatooine (3356, 7212), Tarquinas

Jindi Jaw'aqti - Half Bothan/Half Jawa Spy. Regimental Sargeant Major, 15th Stormtrooper Regiment, Ft Palpatine, Lok.
LorinnaHellsing
Tue Sep 06, 2005 1:17 pm
#4






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.






Don't forget +80 defense from Sword Flurry


While I don't believe defense actually caps out, it will be overboard for most enemies you fight. In the damage equation there is something that keeps the damage from going below a certain pointfor each mob (something to do with the minimum damage stat). While fighting CL 82 Bols, I started adding defenses through various means and eventually got to a point where adding Sword Flurry for the last step did not decrease the damage anymore. I'm thinking though that whenfighting Bosses in the high 80s or 90s all of your defenses will have effect.

Message Edited by LorinnaHellsing on 09-06-2005 01:22 PM



-Belkor of Scylla
Alissok
Wed Sep 07, 2005 12:36 am
#5

I have TKM/Master Pike/Master Brawler/Swords 0030 and medic 0040 with CAs I have 338 melee defense. When I take food buffs and use COB my medic skills more than keep up.



~ Allssok ~ Proving female Trandoshans are sexy is no easy task.
Mansun
Thu Sep 08, 2005 2:51 am
#6


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..


this is also why super high defence is not as effective against jedias 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



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Sneev
Thu Sep 08, 2005 3:46 pm
#7



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.



Jhonto - Elder: Architect, Artisan, Chef, Droid Engineer, Merchant, Tailor, Entertainer, Image Designer, Politician, Bounty Hunter, Marksman, TKM, Creature Handler, Ranger, Scout, Doctor, Dancer and Musician
High Plains, Tatooine (3356, 7212), Tarquinas

Jindi Jaw'aqti - Half Bothan/Half Jawa Spy. Regimental Sargeant Major, 15th Stormtrooper Regiment, Ft Palpatine, Lok.
Mansun
Fri Sep 09, 2005 3:02 am
#8






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.





Ok what i would do was get a defence of about 250-300.. as you are TK you have the use of ICoB that adds the nice bonus of +500 defence, more innate defence is overkill in my book, but i allso use vegeparsine food that give an extra +100 to melee defence, with all this your defence should be about 800-900 and that is more than enough..


in my book even more important than defence is accuracy.. because as defence is a counter to acc., acc. is a counter to defence;


acc > defence = damage bonus!!!! = goooood


so i would go for an innate defence of around 2-300 and then put everything else into acc (but remeber to pick a template that grants lvl 80)


when doign all sorth of fighting, stats are not the only important thing, healing and the right food template is a MUST.. if you dont have some doc or cm you will not be able to do ANY kind of high end PvP or PvE...


for food id recommend using <---- own personal oppinion again


Vegeparsine +100 melee defence

crispic +70melee acc +40 ranged acc

Pikatta pie +55 dodge bonus

spiced tea +190 mind regen

booster blue [spice] +20% mind regen +20% action regen +20% health -20% healt regen


this food template also makes room for ALOT or ruby bleil for stim ussage



all this coupled with a good template and you should be able to do wonders in all kinds of combat, hope it helps




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Purple_Dot
Fri Sep 16, 2005 12:23 am
#9

I thought ICOB added 500 to armor effectiveness, not to your melee/ranged defense.



Chilastra Imperial TKA/Swords/Doc...umm I mean Medic
If I win an auction, please drop off items at my vendor outside of Dant Mining Outpost at -1138, 3118.
LorinnaHellsing
Fri Sep 16, 2005 12:56 am
#10

It's Melee and Ranged defenses. If it was just armor effectiveness you really wouldn't see the huge difference in damage when it's activated.



-Belkor of Scylla
Cravn
Sat Oct 01, 2005 6:26 pm
#11

I have not made the effort to prove that there is actually a cap, but...

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.





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