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Post by Pylat on Jan 30, 2007 15:46:21 GMT -8
Also about MKT's. Make a clothing macro that puts on all Thrown Resist clothing and maxes out your thrown resistance and puts on your watchers shades. When the MKT roots you and busts your shield put this on, activate hyper sense and switch to block tactics, it will give you fair chance to block the attack and if it does hit the dmg will be low.
I had a quick look at all the abilities today and I don't think there is a single ability in the entire game that adds to thrown defense. Add another thing to the list of why MKT's are overpowered.
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Post by Catzi on Jan 30, 2007 18:00:01 GMT -8
Whats the difference between melee resistance %, and melee defence % ?
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Post by Pylat on Jan 31, 2007 6:35:11 GMT -8
Whats the difference between melee resistance %, and melee defence % ? Melee defense reduces that chance that you will get hit. The higher your defense the less likely it is that your opponent will successfully hit you. Melee resistance reduces the amount of damage you take, the higher your resistance the less damage you will take when you are hit. For example: I am a hacker, therefore my Thrown and Viral Defenses are very high because of the attributes I have chosen. Conversely my melee and ballistic defenses are rather low. To counter this I will wear clothes that give me high Melee and Ballistic resistance (I am being hit most often by melee and ballistic attacks so the high resistance helps to counter this) while I allow my viral and thrown resistances to be lower than normal. I am being hit less often by those attacks so I don't need my resistances to be very high. The % bonuses you describe are influences that affect those values. Melee defense % is a value that increases the melee defense from your abilities. Say you have a 20% melee defense bonus then all abilities you use that have a melee defense value will be increased by 20%. Eg Hyper Block normally gives +47 to melee defense at level 50, with the 20% bonus it will be a +56 bonus. Melee resistance % bonuses are the same thing, they are influences that increase your melee resistance granted from abilities. Eg Consistent Technique gives you +75 to melee resistance at level 50. If you had a +20% bonus to melee resistance when you used the ability it would be +90 to melee resistance. Note that % bonuses DO NOT apply to clothes you wear, a lot of people mix these up and assume that because you have a high % bonus to resistance you will take less damage. These bonuses are ONLY applied to abilities that you use. An easy way to remember is to check your buffer bar, below your hotbar, if you don't see any buffs with with the respective bonus there aswell then you aren't receiving the benefits of the % bonus. Did that clear it up or confuse you some more?
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Post by Catzi on Jan 31, 2007 9:06:07 GMT -8
defence=makes em miss resistance=less damg ok thats a start, the rest is gona take me some time thanks!
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avery1
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Post by avery1 on Mar 21, 2007 15:39:19 GMT -8
Very good on above. CONTINUED INDEPTH QUESTIONS.
BASIC FACT: Your attack uses accuracy (how to max accuracy is separate topic).
MY UNDERSTANDING: please correct if I'm wrong
OUTSIDE INTERLOCK - For me to hit my enemy I simply need to overcome their defense (else a miss occurs).
[enemy(ies) are also shooting back & trying to score a hit in in same respect -- so MY specific DEFENSE is protecting me against their attacks, be it MKT, MA, VIRAL, BALLISTIC]
... so right defense ability is key against biggest threat
INSIDE INTERLOCK (IL) -- this is simply my ACCURACY of ability against their ACCURACY of their ability.
Either way when hit, resistances kick in to reduce HOW MUCH damage you take.
Note: Even if you have 200 points of resistances, minimum 1 point of damage must pass through & state effects kick in.
Related Question also --> IL WITHDRAW (using regular WITHDRAW) this something I'd like to hear how exactly works.
avery1
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Post by Pylat on Mar 21, 2007 20:44:12 GMT -8
Inside interlock is interesting. In a normal round you both roll accuracy and defense, the values are compared and the round is resolved as such. The round can result in hit/hit, miss/miss or hit/miss. After that damage is rolled and you see the animations for the round.
When a special attack is used things get interesting. You both roll accuracy and defense as usual, but if you are using a special and hit them the round ends there, it doesn't matter if they hit you because your special attack takes precedence over it. Thus when only you are using a special all that matters is you hit them.
When both people use special attacks it gets even more interesting. Again you both roll accuracy and defense, if one hits and one misses the round is resolved as such, but if both hit eachother the person who rolled the higher accuracy will win the round. A lot of people assume special vs special is acc vs acc and defense does not matter. This is wrong, even in a special vs special round its possible for both to miss, it is very unlikely to occur due to the accuracy bonus special attacks give you and due to the fact people favour speed tactics (High acc low defense) when using specials.
In a 1 v 1 I often change to grab tactics and stack DOT's on people in IL, they will most likely be using speed tactics, the high defense of grab tactics means the will have trouble hitting me (Despite their accuracy being higher than mine, my high defense keeps me from being hit to begin with so I never have an acc vs acc round) and their defense will be lowered from using speed giving me the edge I need to hit them. If there is more than one on me though I will change my hyper sense to defend against who is out of interlock and use speed tactics and upgrade attacks, thus boosting my acc to outroll theirs whilst keeping myself moderately defended from outside attack. If both people attacking me are of the same discipline I will stick to grab tactics as my hyper defense can keep me protected in IL and from the person outside.
Rolling out is quite simple, its their accuracy vs your withdraw roll (Forgot its exact name). Beat their accuracy with your withdraw and you exit interlock. Thus block tactics is useless for trying to withdraw as your roll as it is considered your "Accuracy" and it will be reduced. Grab or speed tactics are best for withdrawing from combat.
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avery1
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Post by avery1 on Mar 22, 2007 10:19:21 GMT -8
excellent response... as always Pylat.
So If I had this: load out as MA, Aikido GrandMaster loaded, PLUS someone buffed me with Network Firewall 1.0 or 2.0 (the one that gives more viral deflection maybe or maynot some viral defense bonus% clothes hyper-deflect on
this would make it really hard for you as ballistic hacker to score a hit? (or not?)
What do you do then Pylat? (perhaps you change your loadout to force enhancer & upgrade attacks & then do "delete upgrade 2.0"?) to wreck their temp buffs? Then, change back to your Viral attack loadout to fully wreck them?
avery1
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Post by aaroun on Mar 22, 2007 14:04:16 GMT -8
The withdraw bonus is called "Contested Withdrawal" if I remember right. To me in that situation, I would work on hitting them with debuffs at the beginning on the fight, kill their IS and hit for stun/powerlessness, then try to debuff their viral resistance. I've noticed the chances of my offensive viral attacks hitting greatly increase if they are affected with either of those states.
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Post by Pylat on Mar 22, 2007 21:12:33 GMT -8
I'd use Viral Defense debuffs on you and keep you out of IL for as long as possible by rooting and stunning you constantly. I would start with Code Freeze 1.0, if that hits I would run Upgrade Attacks and Overclock then start Logic cannon on you, while the logic cannon is charging I would sit on block tactics so you couldn't shoot me then change to power just before it hits you for the extra damage, I would follow this up with Vector (So I still have a good chance of hitting you when UA runs out) then quickly put two DOT's on you (Code Infection 3.0 and Area Infection 2.0) then start using Logic Barrage and Blast constantly, the moment you start moving towards me I would use Stun 2.0 on you to keep you back.
If all goes to plan you'll probably be dead after only getting one attempt at my shield.
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avery1
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Post by avery1 on Mar 23, 2007 11:13:28 GMT -8
Wow, sounds like Ravenger & Ballista are invincible. I'm sure this works quite well one-on-one.
What I was probably wrong in thinking that MA Aikido was a serious threat for a good hacker.
But on a related note: WOULD someone having the Network Firewall Buff (the one that boosts VIRAL DEFENSE by +80 duration 300 secs) plus Hyper Deflect be a trouble for a hacker to even score a hit?
avery1
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Post by Pylat on Mar 23, 2007 12:14:26 GMT -8
Ravager + Ballista is a very powerful build I admit, but it takes lots of practice and quick thinking to really use it to its maximum effectiveness.
Network Firewall does not stack with Hyper Deflect and even if it did the advantage wouldn't be too great. The maximum defense bonus you can get is +191, most MA's have a Viral Defense of at least 170, my build had a defense of +185 or so (Clothes included).
If the MA managed to pull me into IL I will go down fast unless I have some extreme luck on my side. Every build has its weakness, most of mine are demolished by MA's in IL.
EDIT: Probly should have answered the question lol. Even though you can't combine those abils any MA at all will be hard to hit with hax. If you got 30 in Belief and stick to grab tactics Hackers will struggle, doesn't matter what build you are using.
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Post by aaroun on Mar 23, 2007 14:13:14 GMT -8
Any loadout can be as effective as Ballista/Destroyer/Vector it's all in how they are played. I've always enjoyed the hacker loadouts because they seem to have alot more diversity in the possible attack combinations. You do have people that just immediately start bashing you with Logic Barrage/Blast until someone targets them. Then they realize that they should have debuffed and buffed their viral attacks earlier....next thing they know, they're in IL trying to hit them with code nuke or logic barrage out of panic.
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Post by Pylat on Mar 24, 2007 14:34:54 GMT -8
Stickied the thread
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Post by Catzi on May 2, 2007 6:28:38 GMT -8
is their a max or a cap when it comes to EVADE combat? and what are some other things I can do, besides pileing on my clothes with evade interlock bonus's?
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Post by Pylat on May 2, 2007 9:18:33 GMT -8
is their a max or a cap when it comes to EVADE combat? and what are some other things I can do, besides pileing on my clothes with evade interlock bonus's? No real max cap that I know of. You could load Gaussian Blur and Resist Combat and use block tactics, but someone on grab will bust it in 3-4 tries anyways. Personally I am in favour of rooting/stunning to keep people from ILing me. Abils include: Code Freeze 1 and 2: Both root for quite some time, ~20 seconds or more but break on damage and have long reuse timers. Bottleneck Field: This is actually a huge movement debuff, but if someone has a huge speed bonus, they might be able to move, albeit very slowly. Great thing about this is you can attack them and they are still rooted. Slow: 28 sec -50% speed, 8 second reuse timer, you can keep this on someone permanently. Crash: 28 sec -50% speed. 15 second reuse timer, stack it with slow to really slow someone down. Stun 2.0: Only stuns for 5 second, but a short cast timer makes it much more feasible than Stun 1.0. Suppression Fire: Roots and doesn't break on damage as far as I know, 12 second effect and 10 second reuse timer makes it useful for holding someone in place. Immobilizing Shot: Roots for 8 second, 10 second reuse, will need to be stacked with another abil to keep someone on the spot. Has a chance to break on damage. Crippling Shot: -75% to speed for 8 Seconds and 10 second reuse timer, stack with immoblising shot to keep someone in place. Hindering Shot: -50% to speed for 8 seconds, 8 second reuse timer. Just about every knife in the game also roots or slows down and has short reuse and long effect timers. Proxy Coder also has Lockdown, 12 second root that doesn't break on damage and 13.5 second reuse timer, 10 IS cost is also damn useful.
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