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

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(Skill Mod Details)
(Skill Mod Details)
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Defense Acuity is one of the four secondary defense abilities.  Defense acuity allows for the possibility of either of the three other defense abilities to go off while the player is under attack. Defense acuity differs from the other 3 in that in addition to having a chance to go off, there is another random factor which occurs.  This random factor occurs after the chance for a secondary attack to go off has been selected and the roll determines whether the defense that will be selected to go off shall be a block, counter attack or a dodge.
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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.
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2. Opponent succesfully "hits" TKA.
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3. TKA rolls to see if they make a "save" (the game handles all "rolls").
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4. If the roll is succesful then another roll occurs to see if the TKA Dodges, Blocks or Counterattacks.
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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)
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Revision as of 18:18, 17 September 2007

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.

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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)



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 ==