I went to TC-Ahazi with some counterattack and ranged defense testing in mind.
My first template was Master Carbineer / BH Carbine IV / Swordsman 0040
This gave me +180 counterattack and +52 ranged defense. I heard rumors that the +125 cap on defenses was bugged so I wanted to try it out.
A rifleman buddy of mine fired off a series of 20 /strafeshot2 from his ideal range. I counterattacked an average of 4-5 for every 20 shots and the rifleman never missed.
I wanted to see the effects of /tumbletostanding also so I had him shoot me 20 more times at ideal range. I only counterattacked 3 times this round and he did not miss once.
Lastly, with +180 counterattack I had the rifleman intimidate me and shoot me with 20 shots. I did not counterattack once while intimidated. The second template was Master Carb / BH Carbine IV
This gave me +105 counterattack and +42 ranged defense.
The procedure was the same and out of 20 shots I counterattacked 4 times and 0 counterattacks while intimidated. The last template was a high ranged defense template. Master Carbineer / Master Marksman / Fencer 4440 / Rifle 0200
This gave me +131 ranged defense.
Once again the same shot strafe shots were fired at me from ideal range. The rifleman missed me an average of 4-5 shots out of 20 and I did not counterattack once.
I had him intimidate me and fire again. This time he only missed 1 shot out of 20 while I was intimidated.
Conclusions One purpose of this testing was to see whether or not going over the +125 cap for counterattack was worth it by spending skill points in heavy swordsman. I can say that having +105 counterattack produced about the same results as having +180. One thing this testing could not prove was if going over the cap with SEAs would help, as I did not have any available on TC. If there is someone with this template that has had different experiences on a live server please post here.
The other purpose was to see what the effects of a high ranged defense were. The testing showed that a high ranged defense template produced a miss by the opponent as often as a high counterattack template produced a counterattack. Each occurred about 4-5 times per 20 shots. The interesting thing was that when I had the high ranged defense template, my counterattacking rate went down. It seems that the ranged defense kicked in when the counterattack would have, yet the counterattack was not given its turn.
This is just some information for thoght. Comment as you wish.
Message Edited by travenwatts on 09-16-200402:22 PM
I find that my Carbineer/Fencer/Pistoleer PvP template does Counterattack some at least on LIVE. So I wouldn't think it just disappears but they are obviously tied together.
And I wonder if the "never hit" and "always hit" scenarios were ever fixed....TH sure talked like it was implemented but then I believe Nova said it wasn't.....
Just for comparison, you should switch to a 1H weapon and use Fencer CoB.....I have been doing more and more Fencer grinding for FS XP and notice an amazing improvement with CoB....sad how much better Melee is than Ranged.
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TAfirehawk wrote: Just for comparison, you should switch to a 1H weapon and use Fencer CoB.....I have been doing more and more Fencer grinding for FS XP and notice an amazing improvement with CoB....sad how much better Melee is than Ranged.
Yeah, I noticed the big melee difference when I was killing NS. With my vibroblade equipped and CoB on, I took little to no damage (before NPCs were given specials again). With my carbine equipped I had to watch myself to keep from getting killed.
I personally think COB is too strong, but no need to complain about it now....I am more worried about them fixing the enhanced ranged speed line
Another thing you might want to try is check out a dodge stack of say pistoleer and fencer and see how often you dodge compared to how often you counter attacked
Tal'set
10 dodge and 105 counter guess which i do more vs having a pistol or carbine equiped
well, i LOVEd swords so much that i did it 5 times. then i tried out carbines, and found out I LOVEd them too. so i decided to try out the counterattack from both and go master carbs/master swords with medic 4/0/0/0, novice scout, and tka 4/x/x/x dont know yet...lol...very wierd template, ill let you all know how it goes =)
hopefully my counterattack will be high enough...rofl
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I find that my Carbineer/Fencer/Pistoleer PvP template does Counterattack some at least on LIVE. So I wouldn't think it just disappears but they are obviously tied together.
And I wonder if the "never hit" and "always hit" scenarios were ever fixed....TH sure talked like it was implemented but then I believe Nova said it wasn't.....
im pretty sure the always/never hit instances were fixed at some point, I seem to remember it happening.
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I'm curious, have you tried this testing on Melee? Have you tried coupled with melee def high as well? I ask because your tests seem to show that counterattack COULD be used as a Ranged Def substitute ( since they seem to trigger the same ). So, I wonder if this is true of Melee Def as well.
I also wonder if this is all for nothing, has anyone heard anything about counterattack being affected after the CB? Considering that the devs mentioned that ANYTHING combat related is on the table for review its possible.
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Nope, no more testing so far...TC-Ahazi went away and I have been pretty busy. I am in JTL Beta and they have the character frogs so maybe I can do some testing there.
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