Teras Kasi Archive
Thread: Defensive Acuity with non-TKA weapons?
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WayneInAustin
Wed Dec 08, 2004 9:58 am
#1
Well, I looked through several of the stickied threads for an answer, and it's probably there somewhere, but I didn't see it, so here goes:
I have been Master Rifleman and Smuggler forever and have decided to try some other aspects of the game. I decided on TKA because I'd never done any melee profession before, and I already had the Unarmed line from Brawler for my smuggler. I recently dropped most of smuggler and started on TKA. I am currently only 1-1-0-3 and am enjoying it already.
My question is about the "Defensive Acuity" attribute. Will this still work even when I have a rifle equipped? I guess I have the same question about Center of Being, Melee Defense and other TK attributes. Maybe its easier to ask "What TK-gained attributes and abilities do NOT work when I have a rifle equipped?"
TravonLepen
Wed Dec 08, 2004 10:18 am
#2
My question is about the "Defensive Acuity" attribute. Will this still work even when I have a rifle equipped? I guess I have the same question about Center of Being, Melee Defense and other TK attributes. Maybe its easier to ask "What TK-gained attributes and abilities do NOT work when I have a rifle equipped?"
Defensive Acuity is the default system of protection for TK, it combines block, dodge, and counterattack under one specific skill that is supposed to be applied whenever you fight unarmed.
The other melee and ranged professions have their own system of defense:
Unarmed - Defensive acuity
Swordsman - Counterattack
Pikeman - Block
Fencer - Dodge
Pistoleer - Dodge
Rifleman - Block
Carbineer - counterattack
each one is active when you are using a weapon classified as belonging to their respective profession
Gunrunner6661
Wed Dec 08, 2004 11:06 am
#3
I dont have any proof of this, but I've heard that defensive acuity has an effect on the defense mod for the weapon you have equipped.
For example, a TKM / mfencer with a stun baton equipped will dodge more often then a mfencer without TKM.
For example, a TKM / mfencer with a stun baton equipped will dodge more often then a mfencer without TKM.
Ryutek
Wed Dec 08, 2004 12:23 pm
#4
Heya Wayne, glad to see you over here 
Its tough to answer your question, primarily because we have no real way of testing that DA really works that well in the first place. Once you add any of the other combat professions you'll notice the passive abilities in the Combat log, which then makes it even tougher to say whether DA caused that defense or the other profession's passive ability activated.
We know DA does not stack, and we know the other secondary defenses are tied to weapons, so I would guess that DA inly works unarmed. That is purely guesswork though, and something that I'll ask for clarification on.
Its tough to answer your question, primarily because we have no real way of testing that DA really works that well in the first place. Once you add any of the other combat professions you'll notice the passive abilities in the Combat log, which then makes it even tougher to say whether DA caused that defense or the other profession's passive ability activated.
We know DA does not stack, and we know the other secondary defenses are tied to weapons, so I would guess that DA inly works unarmed. That is purely guesswork though, and something that I'll ask for clarification on.
TravonLepen
Wed Dec 08, 2004 2:30 pm
#5
Gunrunner6661 wrote:
I dont have any proof of this, but I've heard that defensive acuity has an effect on the defense mod for the weapon you have equipped.
For example, a TKM / mfencer with a stun baton equipped will dodge more often then a mfencer without TKM.
yeah, I heard that too.. but like Ryutek said, I don't think we have a way to prove that.
Issik
Fri Dec 10, 2004 12:00 am
#6
WayneInAustin wrote:Well, I looked through several of the stickied threads for an answer, and it's probably there somewhere, but I didn't see it, so here goes:I have been Master Rifleman and Smuggler forever and have decided to try some other aspects of the game. I decided on TKA because I'd never done any melee profession before, and I already had the Unarmed line from Brawler for my smuggler. I recently dropped most of smuggler and started on TKA. I am currently only 1-1-0-3 and am enjoying it already.My question is about the "Defensive Acuity" attribute. Will this still work even when I have a rifle equipped? I guess I have the same question about Center of Being, Melee Defense and other TK attributes. Maybe its easier to ask "What TK-gained attributes and abilities do NOT work when I have a rifle equipped?"
Glad you kept rifles though bro. Someone from the old-school has to keep the fire burning
Nebuchednzarr
Fri Dec 10, 2004 12:37 am
#7
I was under the impression that DA doesn't even work unless COB'ing... I've watched my combat log and never seen block, counterattack, or dodge activate while fighting unarmed, just "miss"
WayneInAustin
Fri Dec 10, 2004 8:38 am
#8
Hey Issik, hey Ryutek...
It's always nice to see some friendly, familiar faces when coming to a new arena. 
There was a large variety of reasons I decided to try TK. In no particular order:
-- Was bored with the game and was ready to try something different
-- I kept getting owned in PvP by melee types (never even tried to be good at PvP)
-- wanted more defenses
-- smuggler was fun, offered a couple of nice perks (Feign Death, avoid scans, sell Faction Points) but takes a LOT of skill points if you're not melee and you get few combat skills out of it
And it has helped in all of the above. I am enjoying the game again now andmay try PvPing more in the future. I absolutely love the Meditation line, even though I only have 2000 so far. I should probably be here for a while! 
Issik
Sat Dec 11, 2004 1:36 am
#9
Yah, TKM is pretty good for pvp. With that and BH, my rating is at 1565 now!
States are your friend btw. That seems to be the main role of TKM in pvp. And making baby jedi cry
. Intim, then Stun, then teh KD = Running jedi.
I tell ya, BH is SOOO much fun, especially once you get a name for yourself.
I ran into a jedi I had killed the other night while on dath doing knight trials w/ a friend. Walk up behind him and yell "BOOO" and /flail at him. I had no buffs or armor on me, and he says " Oh no, not you again."
A minute or so later "Why haven't you attacked me yet??"
Didn't even have a mission on him and he was Skerred.
States are your friend btw. That seems to be the main role of TKM in pvp. And making baby jedi cry
I tell ya, BH is SOOO much fun, especially once you get a name for yourself.
I ran into a jedi I had killed the other night while on dath doing knight trials w/ a friend. Walk up behind him and yell "BOOO" and /flail at him. I had no buffs or armor on me, and he says " Oh no, not you again."
A minute or so later "Why haven't you attacked me yet??"
Didn't even have a mission on him and he was Skerred.
tacwraith
Sat Dec 18, 2004 11:01 pm
#10
Can you get an answer on this Correspondent?
The description of the mods in the very skills menu in-game reads that it enchances the effects of block/dodge/counterattack.
TKA does not have any of those mods.
Please ask a dev:
Does TKA defense acuity help activate other proffession's defensive mods when equipping a non-tka weapon?
Or
Does it only work when player is using unarmed.
Very important question from those of us who'se proffessions provide almost no melee/ranged defense (aka carbineers) and who need to find some defenses.
I for one stacked swordman and carbineer counterattack to +155 ... with carbine equipped it doesnt do squat for whatever idiotic reason (only like 1% of attacks countered). Equip sword (without COB) and it becomes a 4% counterattack rate, ,add COB and it becomes almost 50% counterattack rate.
If TKA acuity helps fire the counterattack when not using cob (carbbines cant use cob) then id love to know.
The description of the mods in the very skills menu in-game reads that it enchances the effects of block/dodge/counterattack.
TKA does not have any of those mods.
Please ask a dev:
Does TKA defense acuity help activate other proffession's defensive mods when equipping a non-tka weapon?
Or
Does it only work when player is using unarmed.
Very important question from those of us who'se proffessions provide almost no melee/ranged defense (aka carbineers) and who need to find some defenses.
I for one stacked swordman and carbineer counterattack to +155 ... with carbine equipped it doesnt do squat for whatever idiotic reason (only like 1% of attacks countered). Equip sword (without COB) and it becomes a 4% counterattack rate, ,add COB and it becomes almost 50% counterattack rate.
If TKA acuity helps fire the counterattack when not using cob (carbbines cant use cob) then id love to know.
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