Difference between revisions of "Defensive Acuity (Skill Modifier)"

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(Skill Mod Details)
 
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Defensive Acuity is a Teräs Käsi specific defense modifier that allows a chance to Dodge, Block, OR Counterattack an opponent. Basically it works as follows:
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1. Opponent attacks TKA.<br>
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2. Opponent succesfully "hits" TKA.<br>
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3. TKA rolls to see if they make a "save" (the game handles all "rolls").<br>
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4. If the roll is succesful then another roll occurs to see if the TKA Dodges, Blocks or Counterattacks.<br>
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For Other Professions the second roll never takes place. Their "save" type is predetermined by the weapon they are holding (Dodge for Fencers and Pistoleers, Block for Riflemen and Pikemen, and Counterattack for Carbineers and Swordsmen) Defense acuity works with unarmed, and using Vibro Knucklers.
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Chance to apply Status effects will still come through from an attack however as they are on a seperate check.
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Note: All characters possess unarmed defense acuity secondary defense at creation, even if untrained in brawler or tka, which go off provided that the character remains unarmed or using an unarmed based weapon (vibro knuckler). However at its base value players have less than a 0.1% chance to activate them (less than 1 in 1000 hits will be dodged or blocked or counter attacked) Creatures seem to also possess TKA defense acuity as they all can block, dodge and counterattack however their rates seem significantly higher than players.
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Each point in a profession's secondary defense modifier (counter attack, defense acuity, dodge, block) seems to be equivilant to increasing the percentage chance to initiate that defense by 0.21 per skill point. 
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Example: Master fencer = 105 dodge
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105 dodge = 22% chance to dodge
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Likewise for center of being efficacy modifiers:
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One-handed Melee Center Of Being Efficacy: 115 = 24%
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If a fencer should initiate center of being, then they would in effect have a combined total of 46% chance to dodge an attack.
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'''Potential bug NOTE:'''
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During Pre-Cu the teras kasi defense acuity seemed to have an adverse affect applied to its secondary defenses.  It's COB state only gave roughly 22% chance of a secondary state to go off.  This seems to indicate that only its efficacy mods were taken into consideration by soe for whatever reasons. This is possibly a bug and might should be remedied so that TK's share the same defensive chances as the other professions.
  
  
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== Sources ==
 
== Sources ==
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{| align="center"
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|-
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{| class="wikitable"
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|- align="center" style="background-color:#ffffcc;"
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|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
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|- align="center"
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||[[CenterofBeing_Source1|Source1]]||[[http://swgforums.swganh.org/viewtopic.php?search_id=613478902&t=497253&sid=955e9834878e36de3262f751ca5a9292 Source1]]
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|- align="center"
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||[[CenterofBeing_Source2|Source2]]||[[http://soe.lithium.com/swg/board/message?board.id=carabineer&message.id=41136&query.id=80817#M41136 Source2]]
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|- align="center"
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||[[CenterofBeing_Source3|Source3]]||[[http://swgforums.swganh.org/viewtopic.php?search_id=1071122644&t=145694&sid=955e9834878e36de3262f751ca5a9292 Source3]]
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|- align="center"
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||[[CenterofBeing_Source4|Source4]]||[[CenterofBeingContext_Source4|Source4]]
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|- align="center"
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||[[CenterofBeing_Source5|Source5]]||[[somelink2 Source5]]
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|- align="center"
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||[[CenterofBeing_Source6|Source6]]||[[http://soe.lithium.com/board/message?board.id=rifleman&message.id=60841 Source6]]
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|-
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|}
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|}
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== Source References 2 ==
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{{SourceReferences
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| SourcePage01 = Defense Acuity 1
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| OriginalPageLink01 = http://soe.lithium.com/swg/board/message?board.id=teras_kasi_artist&message.id=78049&query.id=5260#M78049
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| SourcePage02 = Defense Acuity 2
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| OriginalPageLink02 = http://soe.lithium.com/swg/board/message?board.id=teras_kasi_artist&amp;message.id=87820&amp;query.id=566330#M87820
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Latest revision as of 20:26, 9 March 2009

Skill Modifier - Defensive Acuity

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Description

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

Related Tags

0% This document has not been started.

Skill Modifier This document is relates to a Skill Modifier.

Teras Kasi This document is related to the Teras Kasi Profession.

Skill Mod Details

Defensive Acuity is a Teräs Käsi specific defense modifier that allows a chance to Dodge, Block, OR Counterattack an opponent. Basically it works as follows:

1. Opponent attacks TKA.
2. Opponent succesfully "hits" TKA.
3. TKA rolls to see if they make a "save" (the game handles all "rolls").
4. If the roll is succesful then another roll occurs to see if the TKA Dodges, Blocks or Counterattacks.


For Other Professions the second roll never takes place. Their "save" type is predetermined by the weapon they are holding (Dodge for Fencers and Pistoleers, Block for Riflemen and Pikemen, and Counterattack for Carbineers and Swordsmen) Defense acuity works with unarmed, and using Vibro Knucklers.

Chance to apply Status effects will still come through from an attack however as they are on a seperate check.



Note: All characters possess unarmed defense acuity secondary defense at creation, even if untrained in brawler or tka, which go off provided that the character remains unarmed or using an unarmed based weapon (vibro knuckler). However at its base value players have less than a 0.1% chance to activate them (less than 1 in 1000 hits will be dodged or blocked or counter attacked) Creatures seem to also possess TKA defense acuity as they all can block, dodge and counterattack however their rates seem significantly higher than players.



Each point in a profession's secondary defense modifier (counter attack, defense acuity, dodge, block) seems to be equivilant to increasing the percentage chance to initiate that defense by 0.21 per skill point.

Example: Master fencer = 105 dodge

105 dodge = 22% chance to dodge


Likewise for center of being efficacy modifiers:

One-handed Melee Center Of Being Efficacy: 115 = 24%


If a fencer should initiate center of being, then they would in effect have a combined total of 46% chance to dodge an attack.



Potential bug NOTE:


During Pre-Cu the teras kasi defense acuity seemed to have an adverse affect applied to its secondary defenses. It's COB state only gave roughly 22% chance of a secondary state to go off. This seems to indicate that only its efficacy mods were taken into consideration by soe for whatever reasons. This is possibly a bug and might should be remedied so that TK's share the same defensive chances as the other professions.


Formulas

Sources

Source Source in Context
Source1 [Source1]
Source2 [Source2]
Source3 [Source3]
Source4 Source4
Source5 somelink2 Source5
Source6 [Source6]




Source References 2

Source Source in Context
Defense Acuity 1 http://soe.lithium.com/swg/board/message?board.id=teras_kasi_artist&message.id=78049&query.id=5260#M78049
Defense Acuity 2 http://soe.lithium.com/swg/board/message?board.id=teras_kasi_artist&message.id=87820&query.id=566330#M87820