Valette-Serafina said:
From what has been posted, Dex linked with Armour = dodge defence.I think it works at all ranges. Is this wrong?
Speed + whatever = Movement, which is not used to dodge if one is within range, but helps one change ranges. Is this wrong?
The enemy may have guns. This is not wrong.
I'd rather be slower and able to dodge than faster and not.
Then why go for the ultra long range build? If we need to dodge, our strategy has already failed. It is far more likely to fail if we can't maintain distance.
If we are best at max range, making use of this requires the ability to stay at max range. Since we'll be outside enemy ranges, that means we'll not be getting shot in the first place.
Hence the idea of kiting.
Given that you've placed a priority on staying at max range, why would you place defense (when the strategy you described revolves around being unattackable in the first place) over your ability to actually do the thing you plan to do? (Stay at range and snipe).
If you want to be a ranged fighter (and it's often a top tier strategy though I know little about this system specifically) the obvious approach is to take the ability that lets you keep range. If we don't get shot, we don't need to dodge. If we need to dodge, we've already failed to enact the very strategy you described wanting to use.
To put it simply, you want to be a sniper. That requires getting in a good position, moving to new good positions and maintaining distance as much as it requires actually shooting. Defense is the stat we use to get up close and fight toe to toe with people and not die. (By virtue of not taking damage despite getting attacked.)
Prioritizing defense is fine. Building a sniper is fine. Building a sniper that prioritizes defense over their ability to continue sniping is really counter-intuitive. Please explain how your stat allotment actually helps achieve the desired build. (Sniper)
It's fairly simple to see why prioritizing speed is a good idea usually regardless of system. We want to snipe, we max our range. If we outrange enemies then we can shoot farther than they can (assuming sniper is valid in the first place). Now, if we can shoot farther we can hit them without risking attack UNLESS they can close in and hit us.
So we move faster too.
Against a sniper who prioritized defense, we retreat, hide, ambush and retreat again before they can counter because they're stationary. If we can't ambush we retreat because they can't catch us (because they prioritized defense) advantage us.
Against melee.... we just kite them and destroy.
Against mid-range, same as melee.
Against stealth attack type, well, presumably a sniper is bad in melee so the defense build is at a disadvantage and can't gain ground, whereas the speed build can gain ground and begin using our strategy (sniping) again. IE: Our survivability needs only be high enough to survive long enough to create distance in the case of ambushes.
This limits us in situations which aren't advantageous to sniping (Closed off areas, areas with many obstacles, etc) but those would be bad for any sniper and mobility will often let us deal with many such problems whereas defense wouldn't.
The bottom line is that I don't understand why you want to prioritize being the best ever at taking hits when the strategy you suggest is to never get attacked in the first place.