Teras Kasi Archive

Thread: Mister Heavy, a question for you about Defensive Acuity.

Abadon
Sun Jan 25, 2004 6:43 pm
#1

Defensive Acuity :


This modifier improves your chances of reacting to a succesful hit with a dodge, counterattack or block.





Ok let me get this straight, this skill mod improve your chance to damage an oponent even if he dodge it ? For exemple : "you hit arsesplitter for 2000 damage, but he try to dodge it and fail". Correct me if i'm wrong.



I don't know but i have yet to see something like this, i checked some log i had during some pvp session. And everytime someone dodge, counterattack or block i don't hit them.



So my question is the following : As of today, this skill mod is not working as intented ?



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Ardus_Raines
Sun Jan 25, 2004 6:49 pm
#2

It is a defensive skill mod....it is supposed to decrease our chances of getting hit, but so far I have been led to believe that it does not work....at all. I'm not entirely clear on what it is supposed to do, but whatever it is I don't think its working.



Arrdus Raines
Killing is my art, and Rebels form my masterpiece.
Black Company
Ardus_Raines
Sun Jan 25, 2004 8:26 pm
#3

:smileyvery-happyoes anyone else know what it's supposed to do? The description seems like it would make us dodge/block/counterattack, but I never do any of these. Waste of a skill mod. Shoulda given us more ranged/melee defense or Unarmed Toughness.



Arrdus Raines
Killing is my art, and Rebels form my masterpiece.
Black Company
Jherad
Mon Jan 26, 2004 7:58 am
#4

Other melee professions get a main defense type, be it counter-attack, dodge or block. TKAs are supposed to get Defensive Acuity which has a chance of firing one of the three defense types randomly if it kicks in...


As of writing this, Defensive Acuity is still broken - Therefore you will see little gain when using CoB against all but the most inaccurate fighters (eg Pikemen). This is particularly evident when you fight against a Fencer for example - Their main defense works properly, so CoB makes them virtually unhittable in melee for a short duration (working as intended).


-Jherad



Lightsabersmith
Mon Jan 26, 2004 8:33 am
#5

I have read that the problem stems from the defense types (dodge, block, counterattack) being weapon dependent. In other words, if you are a fencer, you get dodge but only a person wielding a 1-handed weapon (or a pistol technically) can actually start dodging. If you are wielding lets say a 2-handed weapon you will practically never dodge no matter how high your skill at dodging is. If a master fencer with no marksman skills at all picked up a CDEF pistol, he would dodge just as well as if he were wielding a 1-handed weapon.


So, dodge is linked to pistols and 1-handed weapons, counterattack is linked to carbines and 2-handed weapons, and block is linked to rifles and polearms. This means that the poor Teras Kasi Artist gets no dodge, counterattack, or block, since he never wields one of these weapons.


I am not sure why it is coded this way, but from watching the animations for dodge, I have concluded that these may be weapon-specific because of the animations! When a pistoleer dodges he steps to the side. When a fencer dodges, he jumps back. There are probably no such animations for polearm, 2-handed sword, carbine, or rifle.


What TKA needs, and really all professions need, is to have each of these defense animations coded for their weapons (or lack of weapons in our case). Also, it would be nice to know what our dodge, counterattack, and block chances are, since we don't get skill modifiers in our tree.
MarshalCreed
Mon Jan 26, 2004 9:53 am
#6

well, I am a Master Pikeman and in order to make myself some what average I have mastered Brawler, and dabbled in the following: TKA 2/3/0/4, fencer 4/4/0/0, sword 0/0/4/0 and novice medic. So I have defensive acuity and Block but I still sux when it comes to block. Maybe it has to do with the fact that I picked Master Pike, hmmmm.



Roboute Guilliman
Imperial Major
Northern Storm Command
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