Difference between revisions of "Counterattack (Skill Modifier)"
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= Skill Mod Details = | = Skill Mod Details = | ||
− | Counter attack is a secondary defense skill ability that negates the entirety of the opponent's attack if it successfully goes off. Like all other secondary defensive effects, this skill can only be activated if a valid profession linked weapon is equipped. I.e for a | + | Counter attack is a secondary defense skill ability that negates the entirety of the opponent's attack if it successfully goes off. Like all other secondary defensive effects, this skill can only be activated if a valid profession linked weapon is equipped. I.e for a counterattack defense to go off, a player must equip a two hand melee weapon or a carbine. Chance to apply Status effects will still come through from an attack however as they are on a separate check. Counter Attack simply negates the attack (similar to dodge). It does not return an attack against the attacker. |
− | Each point in a profession's secondary defense modifier (counter attack, defense acuity, dodge, block) seems to be | + | Each point in a profession's secondary defense modifier (counter attack, defense acuity, dodge, block) seems to be equivalent to increasing the percentage chance to initiate that defense by 0.21 per skill point. |
Example: Master fencer = 105 dodge | Example: Master fencer = 105 dodge | ||
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| OriginalPageLink02 = http://swgforums.swganh.org/viewtopic.php?search_id=1017921898&t=125020&sid=955e9834878e36de3262f751ca5a9292 | | OriginalPageLink02 = http://swgforums.swganh.org/viewtopic.php?search_id=1017921898&t=125020&sid=955e9834878e36de3262f751ca5a9292 | ||
| SourcePage03 = Counter Attack 3 | | SourcePage03 = Counter Attack 3 | ||
− | | OriginalPageLink03 = | + | | OriginalPageLink03 = http://soe.lithium.com/swg/board/message?board.id=carabineer&message.id=41136&query.id=80817#M41136 |
| SourcePage04 = Counter Attack 4 | | SourcePage04 = Counter Attack 4 | ||
− | | OriginalPageLink04 = | + | | OriginalPageLink04 = http://soe.lithium.com/swg/board/message?board.id=carabineer&message.id=35859&query.id=84115#M35859 |
− | | SourcePage05 = | + | | SourcePage05 = Counter Attack 5 |
− | | OriginalPageLink05 = | + | | OriginalPageLink05 = http://soe.lithium.com/board/message?board.id=carabineer&message.id=41445 |
− | | SourcePage06 = | + | | SourcePage06 = Counter Attack 6 |
− | | OriginalPageLink06 = | + | | OriginalPageLink06 = http://soe.lithium.com/swg/board/message?board.id=swordsman&message.id=25882&query.id=41020#M25882 |
| SourcePage07 = | | SourcePage07 = | ||
| OriginalPageLink07 = | | OriginalPageLink07 = |
Latest revision as of 06:51, 12 March 2009
Skill Modifier - Counterattack
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DescriptionThis mod controls your chance of responding to an aggressive attack with an unblockable counterattack. |
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Skill Mod Details
Counter attack is a secondary defense skill ability that negates the entirety of the opponent's attack if it successfully goes off. Like all other secondary defensive effects, this skill can only be activated if a valid profession linked weapon is equipped. I.e for a counterattack defense to go off, a player must equip a two hand melee weapon or a carbine. Chance to apply Status effects will still come through from an attack however as they are on a separate check. Counter Attack simply negates the attack (similar to dodge). It does not return an attack against the attacker.
Each point in a profession's secondary defense modifier (counter attack, defense acuity, dodge, block) seems to be equivalent 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.
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