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Классовый топик
Автор темы: skif_renamed_1479_30122020
Дата создания: 10.04.2014 16:00
Аватар для skif_renamed_1479_30122020
Предводитель
Регистрация:
18.10.2003
Знаток вселенной Star Citizen
Re: Классовый топик
Это актуально для emu?
Если да, ок.
Если нет - то скажите какие ссылки удалить?

Регистрирующийся по ссылке и получи 5000 UEC (игровой валюты, эквивалент $5 USD)
На 5к можно купить вот это
Аватар для desp2006
Маньяк
Регистрация:
08.05.2007
Re: Классовый топик
все можно удалить из форума про СВГЭму. Ибо наш сервер это пре-КУ версия СВГ, а данные ссылки ведут на НГЕ версию, которую пока никто не поднял в виде сервера.

Сообщение от R a r i t y
Релиз чего? Нет никакого релиза и не планируется... Жуйте стекловату.
Коротко о наградах: Ваши права доступа в раздел Star Citizen были изменены.
Тип доступа: Доступ "Только чтение" Истекает: 14.02.2020 ~20:00
Причина: Систематический оффтоп и хейтинг
Аватар для r70
r70
Знаток
Регистрация:
13.07.2007
Re: Классовый топик
skif не торопись удалять.
Тут нормально уживались те кто с эму и не с эму просто разделов не было соответствующих. Старя инфа может пригодиться.
Аватар для Helldoc
Гуру
Регистрация:
28.10.2004
GoHa.Ru I Степени
Re: Классовый топик
Про капы статов не осталась случайно инфы ни у кого?
Аватар для desp2006
Маньяк
Регистрация:
08.05.2007
Re: Классовый топик
Капы статов для пре-КУ?

Сообщение от R a r i t y
Релиз чего? Нет никакого релиза и не планируется... Жуйте стекловату.
Коротко о наградах: Ваши права доступа в раздел Star Citizen были изменены.
Тип доступа: Доступ "Только чтение" Истекает: 14.02.2020 ~20:00
Причина: Систематический оффтоп и хейтинг
Аватар для Helldoc
Гуру
Регистрация:
28.10.2004
GoHa.Ru I Степени
Re: Классовый топик
Да, я в принципе нашел их уже вот тут (может кому пригодится): http://www.covenantofthephoenix.com/...d-definitions/
Не знаю, правда, насколько актуально.

Skills, Mechanics and Definitions

Defenses
There are 3 types of defenses in SWG. Primary, Secondary and State defenses. All defenses max out at 125 when skills are combined with SEAs as of Pub 7.

Primary Defenses
Melee and Ranged Defenses are primary defenses. These defenses work regardless of what weapon a character is wielding. They CAN be stacked as long as the total number plus SEAs (CAs and AAs) don't exceed the cap. If you max out via stacking, SEAs will serve you no benefit. These defenses are rolled against accuracy to see if an attack is successful. As of publish 7, these defenses are capped at 125. Only Chef food, Squad Leader, and City bonuses can take these over the 125 cap, and are temporary mods.

Secondary Defenses
Dodge, Counter Attack, Block, and Defensive Acuity are secondary defenses. These defenses are weapon dependant. Pistols and 1-handed melee weapons use dodge. Carbines and 2-handed melee weapons use counter attack. Rifles and Polearms use Block. Defensive Acuity is for Unarmed with or without a VK in hand. These defenses come into play if and only if the proper weapon is equipped and a hit is successful against the primary defenses. These defenses do not block scatter hits, unarmed combos, bleeds or DOTs. As of publish 7 these defenses are capped at 125. Contrary to opinion, bonuses from food and drink for dodge, block, etc are actually applied to intial hit formula numbers vs secondary defense actuation.

Defense Acuity is a Teras Kasi skill. Defense Accuity has a random chance to either Block, Dodge or Counterattack.

Center of Being is a different type of skill. Tertiary if you will. The way Center of Being works right now is that if you fail a skill check for your secondary defenses (Dodge, Block, Counter, or Defensive Acuity), and Center of Being is active, a final skill check is performed again, but at the CoB Efficiacy skill level, to determine if you are hit. Skill #'s for CoB are usually much lower than other defenses, but can provide a great last defense.

State Defenses
Defense vs. xxx are state defenses. State defenses are a roll against accuracy to see if a state is applied. Each state skill then has an inherent chance to succeed upon a successful roll. When a successful 'state hit' is applied, there is then a percent chance based on the skill for it to work.

Defense vs. Knockdown - 70+ in any of these skills are recommended for a noticeable difference. Thakitillo Chef food provides +30-50% defense for 9-18 minutes.

Defense vs. Posture Down - It is more difficult to achieve high defense in this skill. No Chef food exsists.

Defense vs. Dizzy - Dizzy is what makes Knockdown and Posture Down so dangerous. Any attempt to change posture, even if you are currently in that posture (i.e. hitting stand while standing) results in a chance for a person to fall down.

Defense vs. Blind - Blind significantly lowers an attackers accuracy. It is estimated at applying -50 accuracy.

Defense vs. Stun - Stun reduces the attackers damage by 10%, and also lowers primary defenses by -50.

Defense vs. Intimidate - Intimidate halves the attacker's maximum damage. Intimidate 2 has approximately a 2 minute timer vs 30 sec, and benefits from an additional +20 from Master box to be applied. This defense is problematic because Intimidate sticks easily. The question that sits is that if Intimidate 2 is worth the 48 skill points over Intimidate 1. Gonna do testing and get back with results of 1 vs 2, and the supposed "stackability."

My experience has shown that certain state defenses matter more than others and that certain states are harder to defend against than others. It is also important to note that because accuracy plays a role in determining the success of a defense it is much better to have 100 in one defense than 50 in two defenses. A player with 75 melee, ranged and secondary defenses will be hit significantly more than a person with 0 melee and ranged defense but 125 secondary defense. A person with 50 def vs. knockdown and 50 def vs. dizzy will be much easier to apply kd/dizzy to than a person with 0 defense vs. knockdown and 100 defense vs. dizzy. Min/Maxing of skills is just that. Maxing what skills you choose to and minimizing wasted skill points.

Accuracy
Accuracy is very simple. The higher your accuracy the better chance you have to hit something and applying a desired effect/state. Accuracy should be maxed if possible, especially against targets with high defense. It is important to understand that your posture, the target's posture, yours and your targets movement, the target's defenses, intimidate on the target, stun on the target, blind state on the attacker, aim, range modifiers on the weapon and rate of movement of both you and the target severly affect accuracy. Use all these to your advantage whether you are the attacker or the defender. There is NO cap on accuracy. Get as much as you can. As always, SEAs max at +25.

Speed
Speed works on an exponential scale in SWG. It is a continous curve that is near constant at lower speed and then rises sharply as speed approaches 100. Speed is capped at 1 second in SWG. Any attacks that appear faster are due to lag. Due to SWG's speed formula any weapon can be used at 1 attack per second at 100 speed. Due to inherent weapon speed and special attack delay modifiers, all weapon have a different cap which is below 100. What is most important to note is that as you approach 100 speed, each bit of weapon speed significantly increases attack speed until you hit the one second cap (i.e. the difference between 75 speed and 85 speed is significantly lower than the difference between 85 speed and 95 speed when using a 5.4 speed Power Hammer with Head Hit 3 in 2-handed melee). Delay between attacks is computed by the following..... Weapon Delay = (1 - Speed/100) x Weapon x Ability Mod(Body Shot 1, etc. have their own modifiers)

Damage
Random HAM vs. Targeted HAM- Random HAM attacks are typically higher damaging attacks. Targeted HAM attacks are typically lower damage but only hit one pool. Your target, your special attack and the group you are attacking with all determine what is the best type of damage to deal when comparing Random HAM vs. Target HAM attacks.

Mind Damage vs. Health/Action Damage - Mind Damage is unhealable in SWG except via Combat Medic player characters, and to their significant detriment.. Ents can bring you back around after the fight...after. The Mind stats are also the most difficult to buff time wise. In PvE, the difference between attacking a targets mind vs attacking health or action is not real significant. The only exception is against certain NPCs that can heal themselves. In PvP, mind damage is king. Health and Action stats are often higher than mind stats. Given the reduced pool size, reduced regeneration and healability of mind, mind attacks are far more effective than health/action attacks in PvP.

Mitigation
Ranged and Melee Mitigation - Mitigation reduces the difference between max and min damage on an attackers weapon. Mitigation 1 is 20% reduction, Mitigation 2 is 40% reduction and Mitigation 3 is 60% reduction. Example: An attacker is using a weapon with 50-150 damage against a Mitigation 3 target. The attackers damage spread is 100. Mitigation reduces this by 60% making it a 40 damage spread. Effectively, the attacker's weapon now is a 50-90 damage weapon.

Mitigation cannot be stacked. Mitigation is always in effect regardless of the weapon you are using. Your highest level of mitigation will always be used. A person with Ranged Mitigation 1 from Carbine, Ranged Mitigation 3 from Rifle, Melee Mitigation 2 from TK and Melee Mitigation 3 from Fencer will always have Ranged Mitigation 3 and Melee Mitigation 3.

Armor
Tailor the armor you wear towards what you are fighting. If you are hunting standard creatures that will only be doing kinetic damage, you could utilize a nice set of Ubese for usually less money and good protection. For more complex hunting, or versus creatures with varied damage types, a good set of composite is more recommended. It has a larger HAM penalty, but makes up for it in versatility vs. damage types.

Try to get a Composite Helm with Stun layers crafted in. Mind HAM damage is very popular in PvP, especially utilizing stun weapons due to the lack of protections available in game, so a good Stun Helm will assist with this.
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