Difference between revisions of "Counterattack (Skill Modifier)"

From SWGANH Wiki
Jump to: navigation, search
(Source References 2)
(Skill Mod Details)
 
(2 intermediate revisions by the same user not shown)
Line 24: Line 24:
 
= 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 dodge modifier to go off, a player must equip a one hand melee weapon or a pistol. Chance to apply Status effects will still come through from an attack however as they are on a seperate check.   
+
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 equivilant to increasing the percentage chance to initiate that defense by 0.21 per skill point.   
+
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
Line 134: Line 134:
 
| SourcePage05 = Counter Attack 5
 
| SourcePage05 = Counter Attack 5
 
| OriginalPageLink05 = http://soe.lithium.com/board/message?board.id=carabineer&message.id=41445
 
| 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

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.

Description

This mod controls your chance of responding to an aggressive attack with an unblockable counterattack.

Related Tags

0% This document has not been started.

Skill Modifier This document is relates to a Skill Modifier.

Carbineer This document is related to the Carbineer Profession.

Swordsman This document is related to the Swordsman Profession.

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.


Fly Text

ID Path Filename Trigger Message Examples
counterattack /string/en/ combat_effects.stf +Counterattack+
/string/en/




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
Counter Attack 1 http://soe.lithium.com/swg/board/message?board.id=carabineer&message.id=46207&query.id=80957#M46207
Counter Attack 2 http://swgforums.swganh.org/viewtopic.php?search_id=1017921898&t=125020&sid=955e9834878e36de3262f751ca5a9292
Counter Attack 3 http://soe.lithium.com/swg/board/message?board.id=carabineer&message.id=41136&query.id=80817#M41136
Counter Attack 4 http://soe.lithium.com/swg/board/message?board.id=carabineer&message.id=35859&query.id=84115#M35859
Counter Attack 5 http://soe.lithium.com/board/message?board.id=carabineer&message.id=41445
Counter Attack 6 http://soe.lithium.com/swg/board/message?board.id=swordsman&message.id=25882&query.id=41020#M25882