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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.
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