Wednesday, July 4, 2007

KD Recovery (My Greatest Secret)

THIS is one of my biggest secrets in all of PreCU. Something I guarded religiously on my server. Perfecting this gave you the most incredible edge over all other pvpers both in fighting/Dueling and also in temploiting.

[KNOCKDOWN]
KnockDown. We all hated it, we all loved to use it. Majority of fights back then was literally won by who succeeded in KDing and Dizzying the opponent first.
It got to the point that there was arguments over which state to invest the most into for defense, Knock down or dizzy defense.
My personal preference is to invest points more into dizzy than knockdown, since posture changes while dizzy can fk you up as well.
Then I discovered this method of recovering from KD/Dizzy.


[HOW I DISCOVERED THIS AND WHAT TO DO]

I was out farming Krayts with my good mate Dolce who was a rifleman (That had novice brawler for intim), I was your typical defense stacker, brawler, tk, fencer, swords and pikeman def with medic 0040.
Anyway we were out hunting krayts I was tanking while Dolce was obviously the main dps for the event. We did everything like anyone else would do..... I would be out there hopped up on KD food and spam my attacks and Taunt to keep the krayt on me while Dolce Dps'd from range.
As everyone can attest to, Krayts have the uncanny habbit to KD/Dizy alot. Knowing this I brought a lot of my armor that had KD def in it. But as per normal you always got Knocked down no matter what. And then the Krayt would be all over Dolce who would try kiting the the thing till I recovered/got up.
This particular Krayt was an ancient, and we had taken many of them down. This one was KDing us a freakin lot. Now if Dolce got KD/Dizzy while I was at the same time it was basically GG for him unless he mashed stand and dropped a stim and hoped it went through.
So while Dolce would do this I thought to my self well if I mash stand and try to land and intimidate on it, it should help in mitigating enough damage against Dolce till I can get up and taunt it back, which proved successfull. So we continued along this line while hunting.

[WHAT I DISCOVERED]
We were smacking into this one krayt and both of us were down KD/Dizzy.... Dolce spammign stand and stim to stay alive.
My self instead of mashing stand and intim and stand and intim, I thought let me try hitting stand and mashing intim to see if I get longer in between flops to get off an intim so I waisted less time landing an intimidate on the Krayt so Dolce took less damage.
What I soon found out became the best kept secret on my server bar a few who I obviously told lol

I soon discoverred out there that as we all know mashing stand while KD/Dizzy you would stand for a brief second and then flop back down cause,

1/ Your still under the effect of KD/Dizzy
2/ Mashing stand is a posture change and due to mechanics would make you fall over again.

What I DID start to notice by not spamming stand but hitting it once and then mashing intim till I fell back down was.... as soon as I sucessfully landed an intimidate on the Krayt I didn't fall back down again. I stayed on my feet.
It actually took me a while to Jerry what was happening. After a few times I was like holy shit, when I land an intimidate I am not falling back over Dolce, you try it next time, but don't mash stand just hit it once and then mash intim till you fall over.
Low and behold, Dolce is on his back, tries it and after a few attempts was back on his feet. We continued to test this out over the space of a few krayts and started to realise we were onto something.
Thinking at first this was just a PVE loop hole we left it at that.
When we got back to the guild hall I got one of my Jedi mates to come duel me I wanted to see if this was viable in pvp or just a PVE occurance.
So I get the Jedi to state me up and saber throw me on my ass....... and what do you know... I would hit stand and mash intimidate, as soon as I succesfully landed an intim I didn't fall back over.

What I realised the more and more I used it and perfected it was, have you ever noticed that when you land an attack but get KD straightaway you will still be in the process of annimating the attack even on the gorund? Sometimes appear to stand back up to finsih the annimation and then be on the ground again.
This is why this KD recovery works. While you are flipping around like a fish as long as you don't force another posture change by hitting stand again (too soon) If you landed the intim the game HAD to annimate the success which in fact kept you rooted and upright.

This became the single greatest and most used process in my guild in pvp.

The fantastic thing about this method when perfected is.

1/ Your only limited to landing a sucessfull intimidate. And not posturing yoru self back down again. (Takes practise)
2/ Equilibrium isn't a factor. ( You don't need to have combat equilibrium for it to work.)

Under the game mechanics. COmbat EQ was a modifier that worked in the sense of your KD recovery time. The time it would take for you to automatically stand from a KD....Kd/Dizzy And of course def stackers had the best Combat EQ.
The issue was 2 things though with this skill.

1/ Even with the highest combat EQ you were still on your back for a long time
2/ You could bug combat EQ efficency by stacking DIzzy 1 and 2 Razz ( I will get into that in another guide) hahaha

The miss conception that pressing stand every 5-10 secs was the fastest way to recover from KD/Dizzy was just that, a misconception.
Using stand every 5-10 secs and not spamming TOTALLY relied on your combat EQ. And as I stated earlier the only people to see really any benefit from doing this would be a melee defense stacker.

So I stuck with this method of recovery. You need NO combat EQ, you can have 20 KD def and it will work just as good as if you were capped.
Don't know if you all realise but there is a 20 sec timer roughly from when you are KD/KD recover to when you can be succesfully KD again. Once you get this trick under yoru belt who gives a fuck if you get KD, stand intim intim intim and theyc an't KD you again for another 20 or so secs anyway.
And trust e they will try and try and all the while they are mashing KD you are ploughing into them with dps and owning them.

It does take sometime to get used to it and perfecting it to be an automatic reaction, but once you get the hang of it, it allows you to free up some points from heavily stacking points in KD or DIzzy def and put them to better use.... IE Melee and Ranged Def. ( again thats another guide to be written)

[THE METHOD]
SO for the slow ones.

Put stand on your tool bar, readily accesible to you.
When you get KD/Dizzy start practicing.

/stand
/intim
/intim
/intim
/intim
(repeat intim mashing till you either land one and stay standing or you fall over then rinse and repeat.

Skill, Mechanics and Definitions.

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.
From my understanding. Accuity is like a second chance def if your melee and ranged def fails. How ever while intimidated your def accuity can still function (un like your secondary skills such as dodge etc) since it is triggered off primary defences not secondary defences.

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 - This defense is currently working. 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 - This defense is currently working. It is more difficult to achieve high defense in this skill. No Chef food exsists.

Defense vs. Dizzy - This defense is currently working. 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 - This defense is currently working. Blind significantly lowers an attackers accuracy. It is estimated at applying -50 accuracy.

Defense vs. Stun - This defense is currently working. 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.

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, 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.
(Example.... Stationary target is harder to hit than one that is moving and fighting back)

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).

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. The Mind stats are also the most difficult to buff. 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 times 2-3x higher than mind stats. Given the reduced pool size, reduced regeneration and unhealable quality of mind, mind attacks are far more effective than health/action attacks in PvP.

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.