Teras Kasi Archive
Thread: stackables or not :(
i have been having lots of debates with other TKM's in gam recently..
and generally the arguments have been can we stack anything defense wise at all...
such as dodge from the fencer line.. or just the knockdown/blind/etc defenses from the tree? or the block or whatever from any of the other melee lines...
me personally i was wanting to go with fencer for the dodge bounses.. if someone could shed some light on this for me. it would be great as i am sure it has already been answered before =/
The only defenses in TKA that you'll get that will stack are as follows.
Ranged Defense
Melee Defense
Defense vs <whatever>
Personally I find it amazing anyone goes into TKA for "defenses". The best "defense" tka has, is "unarmed" toughness and it doesn't get used unless your unarmed. The "Defense vs x" are some of the most horribly low defenses of the elite combat professions. For example... TKA gets a +20 defense vs knockdown, while a Pistoleer gets a +60.. (don't quote me my numbers may be off 5 - 10 points).
Melee and ranged defenses are fairly high, but I've always found they're effect at higher levels to be negligable. Meaning with even just a small +10 increase on both, I see the difference, but it doesn't seem to scale very well as you get on up into the 100's.
Dodge/counterattack/block defenses only work when you are equipped with a weapon from the profession that gives you these mods.
So if you have +100 dodge, as soon as you go unarmed it might as well be +0.
If you really want to stack "dodge" in particular... then you need to use weapons from either of the professions that grant this mod... such as fencer and pistoleer. *wink*.
Master dancers get a +5 or +7 dodge bonus when they go tk. But then again most people don't want to be a non combat second class like dancer! I was dancer first and doing tk now....so the bonus is just a nice little extra.
First I suggest every one go over to the Fencer forum and read the correspondant's (Raphyl I think) recent post on how Dodge, Block, and Counter attack actually work. Good stuff there. Second, here's my still untested theory on how TKA defenses work.
We get a little skill called Defense Acruity (is acruity the right word, I should start posting from home more so I can look this stuff up before I make a fool of myself) I'm fairly certain this skill acts as a bonus to the chance of Dodge, Block, and Counter attack firing for you.
As with Dodge, Block and Counter attack modifies, the defensive acruity will probably only work when unarmed. For those of you who didn't follow my advise and go read that post in Fencer, here's a quick summary:
EVERY character has the ability to dodge, block, or counter attack...just a really really low chance of it happening.
If you have bonuses to one of these three defenses, those bonuses only work when wearing a weapon of that defensive type. For example, a pistoleer wielding a pistol, gets his dodge bonus. On the same token, a pistoleer with NO fencer skill whatsoever, wielding a One Armed Melee weapon, gets his pistoleer dodge bonus. Because the one handed melee weapon is a dodge weapon. Same principle applies for Carbineers/Swordsman and Pikeman/Rifleman with the counterattack and block skill respectively.
What does this mean for TK's and our defensive acruity skill? My theory: as long asare unarmed, or carrying a VK, we have that bonus to ANY one of those three defenses going off. But as soon as we pick up a sword, we lose that ability.
So a master pistoleer/master tk, not holding a pistol but instead wielding a VK, has no pistoleer dodge bonus, but has his defensive acrutiy which can fire off a dodge, block, or counter attack.
As far as ranged and melee defense modifiers, these are stackable across the board regardless of weapons (or lack of weapons) being wielded. And these modifiers are the first line of defense. The others will only fire if your ranged or melee defense has failed first.
PS Yes that means Pistoleer/Fencer dodge stacks, and no right now there are no plans to nerf that fact.