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Defense Guide

Posted: Wed Jul 25, 2018 5:09 pm
by Gordlad
*** This information is NOT my own. All credit goes to the original authors. ***

Defenses
There are 3 types of defenses in SWG. Primary, Secondary and State defenses.

Primary Defenses
Melee and Ranged Defenses are primary defenses. These defenses work regardless of what weapon a character is wielding. These defenses are rolled against accuracy to see if an attack is successful. Currently these defenses are capped at 125. Only Chef food, Squad Leader and City bonuses can take these over the 125 cap.

Secondary Defenses
Dodge, Counter Attack and Block 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. 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. Currently these defenses are capped at 125. Only Center of Being and Chef food bonuses can take these over the 125 cap.

Center of Being is a brawler skill that boosts secondary defenses. The bonus is directly added to the secondary defense. CoB is also weapon dependant, meaning that if CoB is active for 2-handed Melee, it must be reapplied if you switch to a 1-handed Melee weapon.

Defense Accuity is a Teras Kasi skill. Defense Accuity has a random chance to either Block, Dodge or Counterattack. While many complain that this skill is not working, my own testing shows that it does indeed work, is affected by CoB, but has a lower chance of working due to comparably lower value to the other secondary defenses.

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. Currently all these defenses stack across professions, but have a 95% cap. In other words, no matter how high your state defenses there is always a 5% chance that a succesful 'state hit' will be applied. 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 this skill is recommended for a noticeable difference. Thakitillo Chef food provides 80% defense for 10 minutes (Highly recommended for those lacking this defense.)

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 Knock Down 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 halves the attacker's damage and also lowers primary defenses by -50 defense.

Defense vs. Intimidate - This defense is currently NOT working. Even at 90+ defense a novice brawler with no bonuses will land intimidate 50% of the time. Intimidate halves the attacker's damage, lowers state defenses and negates all secondary defenses. *** Can this be confirmed for SR EMU? ***

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.

Mitigation
There are two types of mitigation in SWG, melee and ranged. 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.

Re: Defense Guide

Posted: Fri Feb 28, 2020 9:25 pm
by fadingeclipse
thanks for this post! exactly what I was looking for

Re: Defense Guide

Posted: Mon Oct 05, 2020 12:48 pm
by ansgaming
Is all of this current for SR??
How does intimidate apply in all this??

Thanks!

Re: Defense Guide

Posted: Mon Oct 05, 2020 7:19 pm
by Falxu
ansgaming wrote:
Mon Oct 05, 2020 12:48 pm
Is all of this current for SR??
How does intimidate apply in all this??

Thanks!
Yes. It tells you how in the guide.