Teras Kasi Archive
Thread: Defense Stack question for TKMs
Message Edited by Kal-El-Shafer on 03-29-2004 12:46 AM
Defense vs Blind +50
Defense vs Dizzy +45
Defense vs Intimidate +20
Defense vs Knockdown +70
Defense vs Posture Change +80
Defense vs Stun +15
Dodge +105
Melee Defense +136
One-handed Melee Toughness +32
One-handed Weapon Accuracy +170
One-handed Weapon Speed +90
Ranged Defense +114
Unarmed Accuracy +205
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57
Unarmed Center of being duration +30
One-handed Weapon Center of being duration +31
Defense Acuity +81
Unarmed Center of being efficacy +90
One-handed weapon Center of being efficacy +115
Defense vs Dizzy +85
Defense vs Intimidate +20
Defense vs Knockdown +120
Defense vs Posture Change +100
Defense vs Stun +55
Melee Defense +131 (capped at 125)
Ranged Defense +116
Unarmed Toughness +57
Unarmed Center of being duration +30
Unarmed Center of being efficacy +90
One-handed weapon Center of being efficacy +100
Wow thanks for the details in your posts!
I like the high amount of Dizzy defense you were showing, in fact I wish there was a way to make that higher than the KD, since the Dizzy is the real problem in a fight. Right now I have some Doc skills, and trying to remove the Dizzy state while being smacked around or falling back down just doesnt work most of the time, so the higher the Dizzy defenses the better.
Im curious, you listed that the TK/Rifleman is a popular PvP template, but in looking at other posts, I really dont see that many ppl list it very often, have you seen alot of that type template? One thing ive always hated about Rifleman---it seems to slow your heal times drastically, despite your medical skills. In fact, wouldnt the template you described be better suited to PvP than a TK/Rifleman?
Also after looking at Swordsman defenses, Im wondering if it would be better to mix the swordsman and fencer, than to master either one? Keep in mind Im thinking about PvP effectiveness, mainly.
Thanks All!
You can certainly mix swordsman and fencer. Part of the reason Fencer is so popular though is that their dodge works very effectively with Center of Being, making them fairly tough to hit. For Rifleman/TKA, that is popular in PvP because of the Jawa Ion rifle. It's probably the most effective stun weapon in the game so its the only thing that can cut through composite armor.
Plus, rifleman specials hit the mind pool(so do swordsman specials which is another reason why mixing in some swordsman is always a nice combo). Rifleman used to be a much more popular mix before than it is now, however. This was because of the extreme amount of ranged defense you could get. Since Ranged and Melee defense are now capped at 125, you are starting to see a bit more experimentation into dabbling combos since anything past 125 is a waste of skill points(unless you are getting something elses really good in that box).
Has Anyone out there intentionally gone over the defense cap, to obtain a special/skill they still wanted for PvP?
Im sure there has to be some passive skills/abilities out there that are worth getting even if it means wasting some of the stacked defense. I actually figured outa really nice combo of Fencer, Swordsman, TK, but it was SO over the top with the melee and ranged defense, that Im still looking for a better combo that would really pump up the defense vs. dizzy, KD, etc...
Thanks for the reply Utess, your posts are Awesome!! ![]()
Is that right?
Actually I thought it was the opposite way:
The Ranged and Melee defenses cap at 125, while the Defense Vs. dont have any cap at all.
Is this correct?
Actually it might be easier to answer this way:
Exactly which stats have the defense cap? Just the Ranged and Melee defense? Or are there others?