Shattered Kingdoms

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What should we do?
Nerf mood defensive 11%  11%  [ 3 ]
Buff/tweak aggressive and neutral 37%  37%  [ 10 ]
It's fine - leave it alone 52%  52%  [ 14 ]
Total votes : 27
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 Post subject: Re: Mood Defensive and the Nerf Bat
PostPosted: Sat Aug 27, 2011 5:39 am 
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Joined: Thu Mar 17, 2011 7:25 pm
Posts: 124
So even with increased casting lag, you would take defensive over neutral?


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 Post subject: Re: Mood Defensive and the Nerf Bat
PostPosted: Sat Aug 27, 2011 6:14 am 
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Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
He probably wasn't casting.

Ordering, zapping, reciting, brandishing, quaffing.


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 Post subject: Re: Mood Defensive and the Nerf Bat
PostPosted: Sat Aug 27, 2011 6:32 am 
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Joined: Thu Mar 17, 2011 7:25 pm
Posts: 124
Hmm I guess that makes sense. I am however curious if anyone does use it with added casting time because of its benefits?


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 Post subject: Re: Mood Defensive and the Nerf Bat
PostPosted: Sat Aug 27, 2011 7:33 am 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Yeah mostly magical devices, with some casting of maledictions which have short casting times even with defensive.


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 Post subject: Re: Mood Defensive and the Nerf Bat
PostPosted: Sat Aug 27, 2011 8:02 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Ajon wrote:
Hmm I guess that makes sense. I am however curious if anyone does use it with added casting time because of its benefits?

Just about every shaman, and paladins and hellions at times. Most other casters find no need, except for priests who are being shot at.


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 Post subject: Re: Mood Defensive and the Nerf Bat
PostPosted: Sat Aug 27, 2011 8:44 am 
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Paladin/hellion is understandable. I was more curious for priests/shamans/sorc/necro/warlock.


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 Post subject: Re: Mood Defensive and the Nerf Bat
PostPosted: Sun Aug 28, 2011 6:40 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ninja_ardith wrote:
Quote:
Defensive combatants are less likely to be hit and can concentrate on using
their shield for increased effectiveness and leg defense but have a reduced
rate of attack with both weapons and spells.


If there's a boost to leg defense then it is so negligible to not even be noticeable. In any case, this is how I deal with people that use the defensive stance in the first place, by taking advantage of the glaring hole in defense that the legs have even while under defensive or a certain cabal skill. It just seems to rob them of any potency whatsoever.

I just went through and carefully stepped through this with a debugger and it looks to be working correctly. If I'm defensive and wielding a shield, I can shield block hits aimed at my legs, plus I am capable of getting the armor bonus from both the shield and my leg armor.

Maybe other parts of the combat bonuses need to be tweaked, or maybe I need to watch some other combats between specifically armored opponents to see if there might be an error.


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