Teras Kasi Archive

Thread: Is Melee Defense working in the CU?

Silver_blade
Thu Apr 21, 2005 4:57 am
#1

According to the Character Sheet in TC, my test-character (TKM/MComm) has a total melee defense of 220. I tried fighting mobs marginally below his CL 80 on Dantooine, Combat Level 79 huurtons to be exact. Unarmored and unarmed to see how the defenses worked out.

They didnt.

Had to run a few seconds later.

To get a feel for the Skills i went back to Coronet, and attacked a CL 4 durni (yep, I'm that heroic ), then just stood there to see how often i got hit. I didn't do an exact count, but at least every second attack was a hit (I was more inclined to say it hit about 66%-75% of the time, but since I didn't an exact count that might be somewhat warped perception, so i guessed conservatively ).

I'm not sure what has (and what is supposed to have) a stronger effect on hit/miss ratios: the skill mod or Combat Level. But from reading about the CU it seems all the CL does is raise/lower damage, and skill mods determine wether an attack lands or not.

In any case, with a CL difference of 76, and a melee defense of 220 I feel as if i get hit far too often by the mobs. Way, *way* too often. The CU-document states that the TKM is a Tank through avoidance, but I don't see that (yet).

Is it possible that Melee Defense is broken at the moment?
KnightHawk420
Thu Apr 21, 2005 7:21 pm
#2

Entirely possible..... hard to say though.... may in fact be working as intended..... I can only tell you that TKM seems to get missed more than other professions.....


And what you experienced with the CL 76 is kind of a problem with the current system that in the upper levels you can't really solo things in your own CL range, and that has nothing particuarly to do with defenses.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Aahzz
Thu Apr 21, 2005 9:39 pm
#3






KnightHawk420 wrote:

Entirely possible..... hard to say though.... may in fact be working as intended..... I can only tell you that TKM seems to get missed more than other professions.....


And what you experienced with the CL 76 is kind of a problem with the current system that in the upper levels you can't really solo things in your own CL range, and that has nothing particuarly to do with defenses.






I hope your correct, i got killed by an eopie at master tkm and one hit kill by a dragonet...i thought i was supposed to be a tank and 1 hit dead...yikes!



Aahzz Monuis
"That's Per-vect!"
DEADCROW27
Thu Apr 21, 2005 10:28 pm
#4

We aint avoiding nothing. A level 1 wort avoided more hits than I did at TKM, Mswords, Mbrawler.
Doc_Rocker
Fri Apr 22, 2005 1:18 am
#5






Silver_blade wrote:
According to the Character Sheet in TC, my test-character (TKM/MComm) has a total melee defense of 220. I tried fighting mobs marginally below his CL 80 on Dantooine, Combat Level 79 huurtons to be exact. Unarmored and unarmed to see how the defenses worked out.

They didnt.

Had to run a few seconds later.

To get a feel for the Skills i went back to Coronet, and attacked a CL 4 durni (yep, I'm that heroic ), then just stood there to see how often i got hit. I didn't do an exact count, but at least every second attack was a hit (I was more inclined to say it hit about 66%-75% of the time, but since I didn't an exact count that might be somewhat warped perception, so i guessed conservatively ).

I'm not sure what has (and what is supposed to have) a stronger effect on hit/miss ratios: the skill mod or Combat Level. But from reading about the CU it seems all the CL does is raise/lower damage, and skill mods determine wether an attack lands or not.

In any case, with a CL difference of 76, and a melee defense of 220 I feel as if i get hit far too often by the mobs. Way, *way* too often. The CU-document states that the TKM is a Tank through avoidance, but I don't see that (yet).

Is it possible that Melee Defense is broken at the moment?




These 2 statements are my experiences too... lastnight i took my live character to TC4 Bloodfin.. Level 80 Master TKM / Master Smuggler with 1/0/4/0 medic. I figured i would try to take some missions to see what i could do realistically... you know check XP and cash etc..


These were level 79 GRONDAS on Corillia.. yep folks not even the War Grondas... i aggroed just 1.. and drew it away.. i didnt even get a whole mob on me.. no armour with a VK doing around 400 max damage.. i had a power boost that took my health to 3400 and some various foods that upped my regeneration rate..


OK so u think that just 1 normal gronda i would kill... its a reasonable fight.. basically equal levels...


I DIDN'T TOUCH IT.. DIDN'T EVEN GET ITS HEALTH BAR DOWN PAST 75%......it basically greased me up.. and bent me over well u guys know the rest..


Come on.. please tell me that its bugged broken etc.. it cant be this way.. whats the point of being a level 80 if you cant take on a creature/npc mob with an equal level to you...


Finally i thought i'll go take on something half my level.. so i found a level 37 bull sharnaff.. that did get killed.. it took about 10 mins for JUST ONE.. no mob.. just a single sharnaff.. and i healed myself 5 or 6 times with my bacta shot and i have stim D's that heal for 600.. (they were 1209). and you know what... ONELOUSY POINT OF XP... for all that mind numbing effort


I can do that unbuffed, unarmoured andun stimmed in my current HAM template (Mon Cal with 600 health 600 action 1000 mind, secondaries maxed) in about1 or 2minutes.. depending on how i feel..


This cant be the way its gonna be.. please tell me this is just a bug/practical joke by the devs...

Aeon_Calcos
Fri Apr 22, 2005 2:35 am
#6

doc let me offer you a little advice. You shouldn't be using knucklers right now, as they significantly descrease your damage output, and raise ham cost for specials, also try to shy away from advanced combo attack considering melee hit and melee strike both do more damage. Right now we're forced to see saw between those two attacks doing menial damage with our bare fists. max damage iv'e seen a tka do without using other professions specials is 755, you can get it up to 1.2k using pikemen's impale, and probably about 1.5.k using swordsmen specials.





Get Busy Living, Or
Get Busy Dying.

-Keldonn Creep
Doc_Rocker
Fri Apr 22, 2005 3:39 am
#7






Aeon_Calcos wrote:

doc let me offer you a little advice. You shouldn't be using knucklers right now, as they significantly descrease your damage output, and raise ham cost for specials, also try to shy away from advanced combo attack considering melee hit and melee strike both do more damage. Right now we're forced to see saw between those two attacks doing menial damage with our bare fists. max damage iv'e seen a tka do without using other professions specials is 755, you can get it up to 1.2k using pikemen's impale, and probably about 1.5.k using swordsmen specials.







Aeron... thanks for the input... does that then mean that i will be using the 2 handed specials?? or have to get Swordsman/Pikeman..


To fill out the tale a bit.. i was actually only doing melee strike and lunge mainly.. with a few advanced specials thrown in.. but i wasnt seeing anything happen to either the toolbar for warmup/cool down for them or any hitting of the target on them advanced specials.


Basically getting owned by a creature that should be EASY...


thanks again though


- I support keeping & balancing the current combat system You can too

Nerz
Fri Apr 22, 2005 4:18 am
#8

You all should test level 15-55 creatures,nothing above.

Just read the loading screen..


But they should be done with the mid level testing very soon and if it doesen't change in high-level testing.. you can complain again about this.
Aeon_Calcos
Fri Apr 22, 2005 4:25 am
#9

well you would be doing more damage with a power hammer at the moment with 2h specials, and in all actuality they're damage is pretty low for a close range damage dealer especially in comparison with the rifleman's 2k damage prone special. But yeah 2h specials make barefist TKA much much much more damaging.



Get Busy Living, Or
Get Busy Dying.

-Keldonn Creep
Xoreshear
Fri Apr 22, 2005 4:40 am
#10



I tried lowbie mobs with a TKM built from the frog and the rills and whatnot would hit almost all the time and do max damage minus my mitigation for my built in TK armor. Same thing would happen with lowbie jabba thugs and whatnot on Tat with a MBH/M Carbineer I built using full crafted BH armor. I had mad ranged D and yet they always hit and I took X damage minus a certain amount all the time. We are talking about characters built with up to L80 combat rating 190 melee D and well over 200 ranged D.

Message Edited by Xoreshear on 04-22-2005 07:43 AM



Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
Nerz
Fri Apr 22, 2005 4:47 am
#11

So i gues melee/range defence % amount is way to low right now even on low and mid level mobs.


Well this issue is on the top 3 list anyway.
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