Board Mechanics.old [context]
Sender SirLance
Date Wed Jan 30 14:04:28 2013
To all
Subject Volume 1 of Lamp's Desired Mechanic Knowledge Series
Discipline used to be the only stat involved in pracs. Now every class uses 3. My question is if Discipline determined your pracs 100%, then how much % does my primary account for pracs, and how much % do the two secondaries? Examples: 70/15/15%, 50/25/25%, 33/33/33%. C Skills/Spells, practiced and effective rates. What they mean or may not mean? I believe I've had this one confirmed by an IMM in the past, but if I'm sitting at say 97-99% practiced rate on a skill and already have 99% effective. Does it matter to get to 100% practiced even if that 99% effectiv ...effective* is going to stay the same? I'd also really like to know which spells or skills go up in a unique way other than simply failing or succeeding more. Also, are there break points? A hypothetical example of a breakpoint could be Dodge going from 99% to 100%. Is there a bonus increase in chance to dodge here over say going from 98% to 99%? Weapon skill tiers for instance give you unique messages based on how good you are with that type when you equip them. Are these some breaking point examples and if so what and when are they? If possible, I'd love to know...each and every spell or skill that merely goes up in success chance rather than effectiveness when increased. For instance I believe Mana Shield, when increased, only ya know...reduces the chance of losing concentration on cast. No increase in duration (not that this would necessarily be a good thing), no increase in the ratio at which you lose hp/mana. If we knew each of these rather boring results of mastering a skill or spell, I and I'm sure others would open up a world of ideas for new aspects or improvements. These would be slight, but could add some real spice and appreciation to mastering your abilities. I would probably literally need my own board for this topic alone. Defensive skills. We have the formula for Hitroll, Armor class, and tons of good stuff, but we don't really know what weight skills come into play. We have ideas, but how much is 1k armor compared to Guarding an opponent? If equal, is it twice as effective to do both, or perhaps more/less? How can a whole slew of abilities liiiike: dodge, shield block, parry, swords for additional parry, aversion stance, mass combat, AC, guard, and then...idk, a bash for good measure end up in my effective tankiness. For hits, do things like target practice, tight grouping with a 2hander, and a malediction or skill like puncture play in together to make multiplicative bonuses to hit rate output? Or does it all add up linearly? I was wondering this yesterday. Swords increase odds of parrying. Do two swords increase those odds even further? How much is this affected by having or lacking the Parry skill? Does your effective Dual Sword/Wield skill come into play concerning these "extra" parry potential values? Does wea ...Does weapon* size matter? Does Dexterity and the other showskill stats for Parry come into effect with this extra chance of parrying, or is it its own, completely separate variable chance? Can a twohand sword parry just as much extra as two wielded swords? Does one sword for that matter parr ...parry* just as much extra as two? Just to keep me from asking too many stupid questions. What are all the effects of a weapon's weight other than primary weapons must be heavier than your lighter ones for holding capabilities and how that affects dual wielding potential. Oh, and do Dual Wield + Dual Sword/Axe/Dagger ever team up to help each other? I guess I could simplify a lot of further questions by just asking for more details or numbers behind the Help Weapon Details file. Chance rates, how they are calculated, how they can stack, etc. How many explorable rooms are there? Of those how many are ones we likely can't access...Clanhalls, varying guilds, or areas no longer actively in the game. I'm guessing how many are teleport-accessible-only should stay a mystery. Maybe a rough portion estimate? :D A lot of curious explorers have taken interest in this one. Help Size and Help Specialty. Can we be more specific here? Numbers mostly. Mob stats. Looking at you mana. Do any mobs actually "use" this stat? I know from estimates most, but not all, have 100 mana. Is there anything we can e-drain? Same question goes to moves. Do they matter? How many mobs are just...secretly immune to something? A certain spell, skill, or effect. What are the indicators if any? For instance, the other day I blinded a mob that does heavy circle damage only to find that...she couldn't give a damn. Will still be able to circle whereas a player could no longer. I feel like that either a) shouldn't happen, b) not be a 100% counter, or c) be more common knowledge or determinable in some way. Estimate or perhaps implement some flags/descriptions to clue you in. It kind of takes away the charm of having so many resources for unique situations when you never know or believe if one will do you any good. P.S. I apologize for the disgusting format and errors, *cough* we need better note systems -Lamp P.S.S. Also for the sheer length of this thing. *cough* Noteoverhaul -Lamp, out.