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why?
because it's impossible to dodge or block everything.
eventually you will be hit. just a matter of time.
and yes, skills above 100 can bug out reverting back to lower number. so a dodge of 126 means you have a dodge of 26
Not my point, i'm just saying i'm getting hit a lot, way more then if i had the same melee def
I have a 96 dodge skill
For stealth yes, but equipment skill bonus doesn't appear if you have 100 stealth (which i have)
But for dodge or melee def, skill bonuses appears and i'm pretty sure it work, if not than you wouldn't be able to use the block "defensive combat mode" (which give +20 dodge or melee def) after you have 81 melee def or dodge, and i'm sure if it was the case i would have heard of it
Same for MA simply cause Tinfist have about 120 with equipment boost and he his doing insane amount of damage
And i just tried without any equipment bonuses, so 96 dodge, and still got the same result, didn't change anything
Hard Cap would mean that at a certain point, you gain no more Dodge, period. A soft cap would mean there's a mathematical break point where the effort to return on your dodge investment is exponentially worse. IE, at skill 0-10, each point of dodge gives you 1-5%, 11-20 gives you 0.1%-0.5%, etc, up to the point where wh en you're at 99 skill, your next point of dodge might only give you 0.0001% effective dodge rate.
Dodge is also greatly negatively impacted by encumbrance, I suspect ANY backpack also plays a big role in killing MA effectiveness. I haven't tested it thoroughly, but my Martial Arts guy gets his ass handed to him if his backpack is on (Small thieves) even if his inventory is classed as "Weightless", but I've hardly isolated every variable.
I also seem to observe that Martial Artists are best in 1v1, against Humanoid enemies. Against Animals they get annihilated fast. Especially groups of animals. Any more than 3, and my MA guy gets stuck in a chain of evades until one hit gets through and then it's a chain of nonstop hits until down he goes. I've observed this against ENEMY martial arts users too. Never fight them one on one lol.
Yeah thats what i assumed, i was pointing the fact with a vastly superior defence, i should get hit rarely, but my point is : i'm getting hit a lot, way more then if i had the same melee def
Without seeing it in live combat, I can't make the judge. Is he fighting 1v1 or 1v3 or something? Because if you get hit once and you got more than 1 dude on you, the others get follow-up hits while you're recoiling. Since the game isn't truly RNG based, the "Dodge" skill doesn't mean much if the enemy is positioned in such a way that any direction you "Dodge" lands you straight into another strike. IE: Don't get surrounded. From my experience with the game, which is middling at best I'll admit. MA users are best at "Holding" high threat enemies 1v1, they can solo bosses even at moderately high levels, but even against a swarm of something as low-energy as swamp raptors, they get killed. In which case, a Heavily armored Heavy Weapon user is what fares much better there. Often able to cleave an entire squad down in one swing.
I guess the ultimate setup would be 1MA user, 1Fully Armored Heavy Weapon user, and one Medic/Archer with something like Eagle's Cross. Heavy Weapon user soaks all the weak guy's pitiful hits and cuts them down, MA user holds and beats the living ♥♥♥♥ out of the high rank enemy, while your Sniper/medic takes blasts well out of harm's way.
Yes 1vs15, i totally agree with you, dodge is really bad against multiple opponents
And is still worse than melee def in 1v1, because i you take to much damage on the legs, you lose a lot of dodge
And what frustrate me about it, is that you can't make it better in FCS, making dodges faster is not really working when i tested it :(