Parry mods on 1h weapons (or lack of!)

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moboid
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Parry mods on 1h weapons (or lack of!)

Post by moboid »

Can anyone tell me what iam doing wrong, I got some boss mats with high parry mods and mixed them in to create a pre craft weapon showing 82/100 parry.

The completed weapon has zero parry mod, no degrades and i was in my crafting/forage suit no heavy armour mistake etc.

This is my first attempt to make moe interesting weapons so any help would be great.

nb if 1h weapons can't parry then how can a psykopla with no limbs parry ;)
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sprite
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Re: Parry mods on 1h weapons (or lack of!)

Post by sprite »

moboid wrote:Can anyone tell me what iam doing wrong, I got some boss mats with high parry mods and mixed them in to create a pre craft weapon showing 82/100 parry.

The completed weapon has zero parry mod, no degrades and i was in my crafting/forage suit no heavy armour mistake etc.
Hehe this is another case of "Ryzom confusion"; the Parry/Dodge modifiers on the weapons stats are just that, modifiers to your parry/dodge value (determined by your highest skill in particular things). Therefore, negative modifiers are bad, 0 modifiers are good, positive modifiers are amazing :D

The opposite is true for "Opponents Parry/Dodge modifier" ; you want negative numbers for both of those :p

As a side note, the Dodge stat is your highest lvl in 2h fight or magic, and your Parry skill is your highest lvl in 1h fight or Close Combat.
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borg9
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Re: Parry mods on 1h weapons (or lack of!)

Post by borg9 »

sprite wrote:As a side note, the Dodge stat is your highest lvl in 2h fight or magic, and your Parry skill is your highest lvl in 1h fight or Close Combat.
Are you 100% sure of this?

My parry is set by my 2hd melee skill. My dodge is set by my Harvest skill, which is considerable higher than my magic.
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Neun

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sprite
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Re: Parry mods on 1h weapons (or lack of!)

Post by sprite »

borg9 wrote:Are you 100% sure of this?

My parry is set by my 2hd melee skill. My dodge is set by my Harvest skill, which is considerable higher than my magic.
No I'm not sure, the Parry part was an educated guess, so I'm willing to accept what you said ;) Its a bit weird tho, because the way I said it is the way my stats are set *shrug* Must be more complicated then I (and the guildies I discussed it with) first thought...
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borg9
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Re: Parry mods on 1h weapons (or lack of!)

Post by borg9 »

sprite wrote:No I'm not sure, the Parry part was an educated guess, so I'm willing to accept what you said ;) Its a bit weird tho, because the way I said it is the way my stats are set *shrug* Must be more complicated then I (and the guildies I discussed it with) first thought...

Tries to think back to a post some where else in the every growing info store that this forum is:

Highest melee sets parry eg 140 2hd melee = base parry of 140
Highest magic sets dogde eg 140 magic = base dodge of 140

non combat skills Harvest/craft highest skill gives dodge divide by 2 +/- a bit
140 harvest = 70 dodge +/- a bit (eg 10)

items effect this number +/- modifier (sword +1 parry rasies you parry by +1 :D )

item effect target number +/- modifier (sword -1 adveser pary lowers you apponents parry by 1)

I think the formulae are in fact as simple as the above, its the fact that we have so many trees that can be leveled that causes the "Ryzom confusion"

eg harvester of lvl 200 and magic 50 may not immediatly see what skill is effect the dodge stats.
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b00ster1
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Re: Parry mods on 1h weapons (or lack of!)

Post by b00ster1 »

Dodge stat value determined by your highest lvl in "Melee" or "Magic" or "Harvest / 2"
Parry stat is currently used skill (equiped weapon). If u use magic (equiped amplifier), parry stat = Close Combat lvl
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borg9
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Re: Parry mods on 1h weapons (or lack of!)

Post by borg9 »

b00ster1 wrote:Dodge stat value determined by your highest lvl in "Melee" or "Magic" or "Harvest / 2"
Parry stat is currently used skill (equiped weapon). If u use magic (equiped amplifier), parry stat = Close Combat lvl
see told ya it was simple. Cheers Booster.
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sprite
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Re: Parry mods on 1h weapons (or lack of!)

Post by sprite »

b00ster1 wrote:Dodge stat value determined by your highest lvl in "Melee" or "Magic" or "Harvest / 2"
Parry stat is currently used skill (equiped weapon). If u use magic (equiped amplifier), parry stat = Close Combat lvl
Which is basically what I said, but I didn't know about the "Harvest / 2" bit :p Either way, the guy didn't ask about the homin's stats, he asked about the weapon stats; I was right about those yeah?
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borg9
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Re: Parry mods on 1h weapons (or lack of!)

Post by borg9 »

sprite wrote:Which is basically what I said, but I didn't know about the "Harvest / 2" bit :p Either way, the guy didn't ask about the homin's stats, he asked about the weapon stats; I was right about those yeah?
*pats sprite on the back for being right*
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sprite
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Re: Parry mods on 1h weapons (or lack of!)

Post by sprite »

borg9 wrote:*pats sprite on the back for being right*
:D
*feels proud*
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