Post by ashen on Feb 8, 2011 21:50:32 GMT -5
Ok, Ive been considering ways for some of the AT's to increase their defensive capabilities.
The options I am going to discuss here are mainly centered around the Melee AT's due to their particular ability to take advantage of a couple of specific synergies present in the game.
First let me explain how dodging works in CO.
Your dodge score represents your chance to dodge an attack. Your avoidance score represents how much an attack's damage is reduceed by, if you manage to dodge it.
For example lets assume a dodge scores of 50%, and an avoidance score of 60%.
If a foe delivers an attack that would do 100 points of damage I have a 50% chance to reduce the damage by 60%. So on a successful dodge I would take only 40 damage from that attack.
Now these numbers assume an attack with an activation time of 1 second. An attack that is faster than 1 second reduces a foe's chance to dodge proportionately. An attack slower than 1 second increases the target's chance to dodge proportionately.
This means that (using the 50%/60% example above) a big 2 second charge up attack would double your 50% dodge chance (woot 100% chance to reduce the damage by 60%), while a very fast attack (like some melee spammable strikes) with a 1/2 second activation time would halve your dodge chance to 25%.
The Travel Power, "Swinging," has an advantage called, "Flippin." Which boosts your ability to dodge incoming attacks. You do not need to actually be swinging, just have the power toggled on, in order to gain this benefit.
The, "Parry," block power has an advantage called, "Elusive Monk," which adds to your ability to dodge incoming attacks when you attack.
There are a variety of types of Primary Defensive slot gear that add to your dodge rating.
Ive been running tests on one of my characters using the above listed advantages, as well as some (non max) dodge/avoidance gear.
With Way of the Warrior (present on the Blade AT) ranked to R3 I get a dodge score of 43.1%, and an avoidance score of 61.4%
Without Way of the Warrior (such as on the Savage AT) I get a dodge score of 38.5%, and an avoidance score of 56%.
Now I know that these numbers are not even close to what you can get with a defensive passive, but an 86.2% chance to reduce a boss' big charged up attack by 61.4% (BTW dodge does stack with blocking) is nothing to laugh at.
Similarly a Savage who reduces some of the incoming damage with the occasional dodge, who also has tons of health, and regeneration, will be a truly frightening foe.
I saved the best (IMO) for last.
A marksman with Quarry at R3, Evasive Maneuvers R3, Flippin', and the Aversion advantage on his energy builder, along with Dodge/Avoidance gear can generate dodge numbers as good as a defensive passive (Lightning Reflexes).
On my main character, with the best Dodge gear available (cost me 25G) I can have as high as an 80% dodge and 70% Avoidance.
So, if you are interested in a little (or a lot) more defense on your character, it is possible to stack dodge from multiple sources to make up for the lack of a defensive passive.
The options I am going to discuss here are mainly centered around the Melee AT's due to their particular ability to take advantage of a couple of specific synergies present in the game.
First let me explain how dodging works in CO.
Your dodge score represents your chance to dodge an attack. Your avoidance score represents how much an attack's damage is reduceed by, if you manage to dodge it.
For example lets assume a dodge scores of 50%, and an avoidance score of 60%.
If a foe delivers an attack that would do 100 points of damage I have a 50% chance to reduce the damage by 60%. So on a successful dodge I would take only 40 damage from that attack.
Now these numbers assume an attack with an activation time of 1 second. An attack that is faster than 1 second reduces a foe's chance to dodge proportionately. An attack slower than 1 second increases the target's chance to dodge proportionately.
This means that (using the 50%/60% example above) a big 2 second charge up attack would double your 50% dodge chance (woot 100% chance to reduce the damage by 60%), while a very fast attack (like some melee spammable strikes) with a 1/2 second activation time would halve your dodge chance to 25%.
The Travel Power, "Swinging," has an advantage called, "Flippin." Which boosts your ability to dodge incoming attacks. You do not need to actually be swinging, just have the power toggled on, in order to gain this benefit.
The, "Parry," block power has an advantage called, "Elusive Monk," which adds to your ability to dodge incoming attacks when you attack.
There are a variety of types of Primary Defensive slot gear that add to your dodge rating.
Ive been running tests on one of my characters using the above listed advantages, as well as some (non max) dodge/avoidance gear.
With Way of the Warrior (present on the Blade AT) ranked to R3 I get a dodge score of 43.1%, and an avoidance score of 61.4%
Without Way of the Warrior (such as on the Savage AT) I get a dodge score of 38.5%, and an avoidance score of 56%.
Now I know that these numbers are not even close to what you can get with a defensive passive, but an 86.2% chance to reduce a boss' big charged up attack by 61.4% (BTW dodge does stack with blocking) is nothing to laugh at.
Similarly a Savage who reduces some of the incoming damage with the occasional dodge, who also has tons of health, and regeneration, will be a truly frightening foe.
I saved the best (IMO) for last.
A marksman with Quarry at R3, Evasive Maneuvers R3, Flippin', and the Aversion advantage on his energy builder, along with Dodge/Avoidance gear can generate dodge numbers as good as a defensive passive (Lightning Reflexes).
On my main character, with the best Dodge gear available (cost me 25G) I can have as high as an 80% dodge and 70% Avoidance.
So, if you are interested in a little (or a lot) more defense on your character, it is possible to stack dodge from multiple sources to make up for the lack of a defensive passive.