Teras Kasi Archive
Thread: Defense Acuity
Does this skill actually work ? ![]()
I mean, just look at the pistoleer's, they got a dodge skill too, but it is completely useless cuz it doesn't work at all ... Did the devs now take the useless code snippet from the pistoleers and put that into TKA skilltrees or does our version of dodging really worx ? Anyone knows ? ![]()
Secondly, I was under the belief that center of being improves the effectiveness of secondary defenses like dodge and block (how this differs from defense acuity, I do not know). Again, how do we benifit from COB when we do not have any of those secondary defenses.
Those two skills maybe not work properly ( the TK community is waiting the Dev report about them ).
CoB seems to work but the feedbacks are mitiged, Def Acuity seems to not work at all.
PS : I start to think that maybe those two skills aren't working very well to balance our others skills ( Mediate line, hight accuarcy and so on ).
Those skills are from Fencer, Swordsman, and Pikeman so it would make sense that you are to add those skills for it to work.
Obviously it is meant to stack/mix skills with the other Melee classes if it works.
I have Fencer and Swordsman and I never see a combat chat spam stating that I Doged or counter attacked anything.
All that I see is, the bad monster misses you so I dont know if they are working but Jherad is asking the Dev's this now.
I was curious about this too, it looks as if we are supposed to stack a little bit.
There are 3 defensive mods in game. Block, dodge and counterattack. Pistoleers and Fencers get dodge, Swordsman and Carbineers get counterattack and Riflemen and Pikemen get block. What COB does is temporarily increase that stat for the respective professions.
What we as TKA's get is defensive acuity. What this does is increase our chance to either dodge OR block OR counterattack. What COB does is merely further increase our chance to do these things.
Many people feel this is broken since we hit COB and see no difference at all in our defensive abilities.
I supplied the background for those who may not realize what all defensive acuity and COB does for us.
I did some experimental duels to test the various defensive capabilities. I'm a Master Heavy Swordsman, and I took some carbine skills to enhance my Counterattack. After that, I took some Fencer to add Dodge to the list. HOWEVER, it has been brought to my attention that Dodge will only function if you're using a1-hander or a pistol, meaning it's pointless for a 2-handed expert to add it to his skills. Of course, nowhere in the description of Dodge does it bother telling us that.
So, I tested it. Using a dagger (a 1-hander), I fought a novice TK. I was hoping to see "You counter-attack" come up just once, which would have proved you can cross over the skills. But it didn't happen. I only Dodged once (the appropriate defense for a 1-hander), but my Dodge was low, so that made sense. The TK, on the other hand, Blocked once, Counterattacked twice, and Dodged twice. His mods in those areas are 0, 0, +10, respectively (he had Novice Pistoleer). Defensive Acuity is the only thing that can account for that. I don't think the Pistoleer Dodge skill had anything to do with it, since he didn't have any professions that would have give him Block or Counterattack.
One last thing. My Swordsman also has TK skills. He has the max Defensive Acuity you can get (I forget the number), but he still wasn't Blocking or Counterattacking during that fight, and only dodging a little because of his low Dodge number. Therefore, I think it is safe to say that SOME mods work only when specific weapons are held (Dodge = Pistols/One-handers, Counterattack = Carbines/2-handers, Defensive Acuity = Unarmed), while others seem to work across the board (Melee and Ranged Defense seem to stack regardless of which profession you get them from). I think it would be nice if the Devs, instead of relying on our psychic abilities, could add that information to the skill descriptions. For example, "Counterattack - increases your chances blah blah blah...works with carbines and 2-handers." Seems simple enough.
Well, I've done some testing on skill mods, too (I'm TKM/working up fencer), and as soon as I switch from my curved sword to VK's or unarmed, I stop dodging. I've *NEVER* blocked or counterattacked since I've begun tracking this sort of thing, either.
As far as what I'm concerned, DA should be tied to VK's/Unarmed the way the other skills are to their weapons, work just as well as dodge/counter/block, and just randomly select one of the other three responses when it triggers. Unfortunately, that probably involves re-writing the entire combat defense code, if they wrote it like I think they did. (That would also explain what's taking so long.)
In a nutshell, I think DA *triggers* like it should, but when a dodge/counter/block is triggered as a result, the game checks your weapons, sees you're ineligble for the defense, and lets it through after all.