Difference between revisions of "Secondary Defenses (Game Mechanics)"

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(Game Mechanics)
(Game Mechanics)
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* I. Each type of secondary defense depends on Weapon Held
 
* I. Each type of secondary defense depends on Weapon Held
  
** a. [[Dodge (Skill Modifier)|Dodge]]: - Pistols and Fencer Weapons
+
** a. [[Dodge (Skill Modifier)|Dodge]]: - Pistols and One-handed Weapons
** b. [[Block (Skill Modifier)|Block]]: - Rifles and Pikeman Weapons
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** b. [[Block (Skill Modifier)|Block]]: - Rifles and Polearms Weapons
** c. [[Counterattack (Skill Modifier)|Counterattack]]: - Carbines and Swordsmen Weapons
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** c. [[Counterattack (Skill Modifier)|Counterattack]]: - Carbines and Two-handed Weapons
  
  

Revision as of 17:47, 9 March 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

If an attack passes the chance to hit stage, then it goes through a secondary defense check. These defenses add another check for the attack to miss the target or otherwise have its effects be mitigated. There are four types of secondary defenses, Dodge, Block, Counterattack and Defense Acuity. Defense Accuity is a Teras Kasi skill and has a random chance to either Block, Dodge or Counterattack. All characters possess secondary defense at creation. 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) Modifiers to these secondary defenses are found in the elite profession branches. These modifiers for the defenses are associated with most elite combat professions and only activate their effects if the target is equipping a weapon that is usable to that profession.


  • I. Each type of secondary defense depends on Weapon Held
    • a. Dodge: - Pistols and One-handed Weapons
    • b. Block: - Rifles and Polearms Weapons
    • c. Counterattack: - Carbines and Two-handed Weapons


  • II. Dodge stacks with dodge modifiers, block stacks with block modifiers, and counterattack stacks with counterattack modifiers


  • III. Secondary Defenses are capped at 125 skill modifier. They can only be enhanced to exceed this cap by the squad leader Rally ability, skill attachments or food bonuses.

Source References

Source Source in Context
Secondary Defenses 1 http://soe.lithium.com/swg/board/message?board.id=game_guides&message.id=175074&query.id=159100#M175074
Secondary Defenses 2 '
Secondary Defenses 3 '