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drumpel
03-13-2019, 01:45 PM
**UPDATE 4/3/19**
There appears to be correlation between your AGI, DEX and INT bonuses when it comes to reducing your armor's SMRv2 penalty. I though it might be level based (but that just sounds stupid, why penalize younger characters just because of level, so I dismissed this idea) at first or even profession based (the differences I found came across square professions, semis and pures). I'll post a quick snip below in the next table.

I don't know where the cutoff is at (maybe 50 combined bonus points?), but here's my current findings, usual testing is done. Test dummies do not have any PF, CM, Dodge or Perception ranks and is not encumbered.

Dark Elf|Wizard|Level 65|AGI: 94 (27)|DEX: 91 (30)|INT: 88 (24)||||
Base SMRv2 = 116|||||||||
Full Leather|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|125|125|116|116|116|116|116|116|116
Penalty|-9|-9|0|0|0|0|0|0|0
Leather Breastplate|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|152|152|140|140|129|120|120|120|120
Penalty|-36|-36|-24|-24|-13|-4|-4|-4|-4
Dwarf|Rogue|Level 49|AGI: 100 (25)|DEX: 100 (25)|INT: 74 (12)||||
Base SMRv2 = 179|||||||||
Full Leather|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|194|194|179|179|179|179|179|179|179
Penalty|-15|-15|0|0|0|0|0|0|0
Leather Breastplate|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|221|221|221|221|201|186|186|186|186
Penalty|-42|-42|-42|-42|-22|-7|-7|-7|-7
Dwarf|Rogue|Level 49|AGI: 100 (20)|DEX: 100 (25)|INT: 74 (12)||||
Base SMRv2 = 179|||||||||
Full Leather|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|194|194|179|179|179|179|179|179|179
Penalty|-15|-15|0|0|0|0|0|0|0
Leather Breastplate|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|221|221|221|221|201|201|186|186|186
Penalty|-42|-42|-42|-42|-22|-22|-7|-7|-7
Dwarf|Wizard|Level 27|AGI: 92 (16)|DEX: 79 (14)|INT: 73 (11)||||
Base SMRv2 = 255|||||||||
Full Leather|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|287|287|255|255|255|255|255|255|255
Penalty|-32|-32|0|0|0|0|0|0|0
Leather Breastplate|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|287|287|287|287|287|287|269|269|269
Penalty|-32|-32|-32|-32|-32|-32|-14|-14|-14


I could post more (a lot) data in the above table, but it's very tedious in the forums.
Dark Elf has a total of 81 bonus between AGI/DEX/INT stats.
Dwarf (rogue) has a total of 57 bonus between AGI/DEX/INT stats.
Dwarf (wizard) has a total of 41 bonus between AGI/DEX/INT stats.

Dark Elf is a wizard (so issue isn't profession based). He gets 3 steps for armor penalty reduction on leather breastplate.
Rogue dwarf exceeds 50 combined bonus points and gets the extra reduction for armor. He has 3 steps for armor penalty reductions on leather breastplate.
Wizard dwarf falls below 50 combined bonus points and only gets 2 steps for armor penalty reductions on leather breastplate.


**UPDATE 4/2/19**
Sorcerer tested with 704.
From what it appears, every 25 ranks of Demonology lore gives +1 to your SMRv2
**I can't say this is 100% accurate, this is just my findings with my limited testing pool of characters**

Race = Forest Gnome
Level = 38
AGI = 75 (22)
DEX = 76 (18)
INT = 72 (11)
Armor worn = robes (no impact on SMRv2 based on all my testing)
Armor Use ranks = 4
Encumbered = No
CM ranks = 0
PF ranks = 0
Dodge ranks = 0
Perception ranks = 0
Demonology ranks = 0
No active spells

No 704 active||704 Active, no lore ranks|Bonus|704 Active, 25 lore ranks|Bonus|704 Active, 50 lore ranks|Bonus|704 Active, 75 lore ranks|Bonus
Stance|Base SMRv2|SMRv2||SMRv2||SMRv2||SMRv2
Defensive|208|206|2|205|3|204|4|204|4
Guarded|213|212|1|211|2|209|4|209|4
Neutral|218|216|2|215|3|214|4|213|5
Forward|221|219|2|218|3|217|4|216|5
Advance|224|222|2|212|3|220|4|219|5
Offensive|226|224|2|223|3|222|4|221|5


I make multiple casts, at least 6, under every stance and I keep the highest number as my final result. For example, with 704 active, no lore ranks, guarded stance; a few casts gave me an end result of 211, but 212 is the highest number I got from a couple of casts. This is why guarded stance appears to have less of a bonus. This difference in guarded stance over the others may be simply due to the way the overall SMRv2 defense equation is calculated. You'll notice a similar result for 75 ranks of Demonology in the table above.

With all that in mind, plus the fact my sorcerer is only level 38, I can only test so far.

From what it appears, every 25 ranks of Demonology lore gives +1 to your SMRv2. I am only tested up through 75 lore ranks


**UPDATE 4/1/19**

*Base SMRv2 level increase bonus
It appears that every level you gain, you automatically earn +3 to your SMRv2 defense.

I had a level 12 Human I put his stats on the server to set his AGI/DEX/INT stats so he received a zero bonus on all. No PF, Perception, Dodge or CM ranks. No armor worn, no encumbrance and stance defense:
Level 12 Base SMRv2 = 332 (36 point difference over 368)
I ran out of stat resets so I just rerolled him on the test server, now he's level 0.
Same setup as above, I set his stats to be 0 bonus on AGI/DEX/INT and same setup with skills/armor/encumbrance, etc:
Level 0 base SMRv2 = 368
I ran him to level 1 visiting spots around WL, made sure all above factors were still at 0.
Level 1 base SMRv2 = 365 (3 point difference over 368)
I took him through some rats and used some instant mind clear boosts to get him to level 2 right quick
Level 2 base SMRv2 = 362 (6 point difference over 368)
As you can see, it appears every level improves your base SMRv2 by 3.

*More Stance Info
After tanking the level 12 Human's DEX/AGI/INT down to a zero bonus across the board, his SMRv2 did not fluctuate between stances.
Defensive stance = 332
all the way through
Offensive stance = 332

It appears there is an overall correlation between your stats (most likely any bonuses and/or penalties also play a role) and your stance.


**UPDATE 3/31/19**

I've been playing with 917 and how SMRv2 works for a while now. I think I've put in about 10 hours on re-working what I know and testing things out on just 1 character and from what I've learned from my original testing on a different character as the test dummy, the numbers don't match. I'm thinking this has to do with your race. What I know for sure, I've listed below in the "Here's what I've been able to pin down so far" section.

I've removed some info I posted originally because it's not 100% accurate and hopefully the stuff I left still holds true as I continue to do my research.


* Wizard Ranks and 917
Every Wizard Spell level over 917, up to your level gives +1 to your SMRv2 casting power. It appears that every 2-3 wizard ranks over your level nets an extra +1.

I was testing with a level 95 wizard for casting the spell. With only 17 Wiz Spells his SMRv2 with 917 = 118 against the target (level 49 dwarf, 20 AGI, 25 DEX, no armor, no skills to aid in SMRv2 defense).
Increasing his wizard spells to 1x his level (96 Wizard Spells) his SMRv2 casting power = 197
At 97 Wiz spells, SMRv2 = 197
98 Wiz spells, SMRv2 = 198
99 Wiz spells, SMRv2 = 198
100 Wiz spells, SMRv2 = 199
101 Wiz spells, SMRv2 = 200
103 Wiz spells, SMRv2 = 201
106 Wiz spells, SMRv2 = 202
so on and so forth.....
144 Wiz spells (1.5x his level), SMRv2 = 221

I do not know how level of caster vs target plays into things - probably be something I never figure out without a lot of planning and testing.


* Encumbrance
My testing appears to point towards once you exceed 15% encumbrance, you will not incur any extra penalty to your SMRv2 defense. I even put him at 110% encumbered and he still had the same penalty as being only 15% encumbered.
My testing dummy (level 49 dwarf, 20 AGI, 25 DEX, no armor, no skills to aid in SMRv2 defense) had the following penalty to his SMRv2 defense:
% Encumbered|SMRv2 Penalty
0|0
1|-3
2|-5
3|-7
4|-9
5|-13
6|-15
7|-18
8|-20
9|-23
10|-26
11|-29
12|-32
13|-36
14|-38
15|-42



* Armor - more info
Using my test dummy (level 49 dwarf, 20 AGI, 25 DEX, no armor, no skills to aid in SMRv2 defense) I found that his largest SMRv2 penalty for any armor (from full leather to full plate) was -42. That -42 is achieved only from scale armor and up, anything under the penalty is less, but still noticeable if you're not trained up to the armor's RT Penalty. No armor past Full Leather can have the SMRv2 penalties trained off. All armor over Full Leather will incur some sort of penalty to your SMRv2 defense.



* Stance
My test dummy (level 49 dwarf, 20 AGI, 25 DEX, no armor, no skills to aid in SMRv2 defense), from defensive stance thru offensive, these are his SMRv2 penalties:
Stance|Dwarven Rogue|Dark Elf Wizard
Defensive|0|0
Guarded|-5|-10
Neutral|-10|-15
Forward|-13|-20
Advance|-16|-25
Offensive|-19|-30


I tested this many, many times and they always came out the same. Those numbers are very different from my other character I tested against (level 65, Dark Elf, Wizard) - See table above.


* Here's some interesting info about the correlation between Encumbrance and Armor and Stance.
My test dummy (level 49 dwarf, 20 AGI, 25 DEX, no armor, no skills to aid in SMRv2 defense), his base SMRv2 was 179.

Upon being 15% encumbered he gained -42 to his SMRv2 defense. This put his SMRv2 defense at 221.
Upon not being encumbered and wearing Chain Mail (no Armor Use ranks), he had a -42 penalty for the armor he was wearing. This put his SMRv2 defense at 221.

Using the information I've learned from all the testing and basic math reasoning, mixed with a logical guess, I figured hitting 15% encumbered and wearing chain mail (with no Armor Use ranks) his SMRv2 would be 263......
Nope, it wasn't. It was still only at 221.

I did a mix of testing between Armor Use ranks to lower the SMRv2 penalty between multiple different sets of armor and different levels of encumbrance, and they all returned the same results: -42 was the max penalty between the two.

I now tried mixing STANCE into the equation on my excel sheet, thinking I had it all figured out....Nope! STANCE throws me another curve ball. I put on some Studded Leather, no armor ranks, not encumbered, stance offensive. Based on my findings I thought the rogue's SMRv2 would = 240.
I was wrong, his SMRv2 was 221.

I put the target dummy's Armor Use ranks to 15. That 15 ranks reduces the armor penalty from -42 to -26.
Stance offensive (-19) + Armor Penalty (-26) = 45
SMRv2 should (179 base + 45) = 224 (or in this case, if it holds the same behavior as before, only -42 for a max penalty, so 221)
Nope, neither 224 or 221 is correct.
He ended up with a SMRv2 of 213.

I went back and double checked my findings with Studded Leather and Armor Use ranks, I confirmed 14 ranks, in defensive stance = -42 and 15 ranks in defensive stance = -26
I cast at him again with him at 15 Armor Use ranks, defensive stance and his SMRv2 = 205 (just like I can calculate). Base 179 + 26 from the armor penalty = 205

Anyway, this will take a lot more playing around with to figure this shit out. If anyone has read through this new update and even is remotely interested in it, let me know and I'll keep plugging away. If the interest isn't there, I'll probably just poke at SMRv2 with 917 at my leisure when I'm really bored.



Old info below this line
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here's what I've been able to pin down so far with SMRv2:

Spell Bonuses:
913 - gives 2-3 SMRv2 defense points [ http://forums.play.net/forums/GemStone%20IV/Professions/Wizard/view/734 ]
911 - base bonus = 20 dodge ranks. That means the spell gives 3-4 points to your SMRv2 defense. (was tested in the Dodge skill bonus since the spell gives phantom dodge rank) *note* Dodge skill ranks may have a diminishing return, but it is unknown. 911 will give 20 phantom Dodge ranks, but if you have high Dodge skill, the bonus defense you gain for SMRv2 may be less than 3 or 4 points.

Skill Bonuses:
My lack of reading skills, it clearly indicates that CM, Perception, FP and Dodge skills are all weighted the same.

I've messed around some. It appears that there is some kind of diminishing return after 100 combined ranks of CM/Perception/FP/Dodge.
It also appears that the equation has some sort of weight built into it between full numbers, think of how they setup the new CER for weighting/padding/sighting. For example, if you're 20% of the way to getting your CER to +5 on your weapon, every swing you have a 20% chance to hit that +5, the other 80% you get +4. Same thing appears to be happening with SMRv2 defense.

Right now under 100 total ranks the rate of increase looks to be about the same; I gain roughly 1 point to my SMRv2 defense for about every 4-5 skill ranks. At 100 skill ranks I have a +22 to my SMRv2 defense. I do bounce between +22 and +23 about half the time based on my testing

If 100 ranks always gave that +22, at 200 combined ranks I'd expect to see +44-45 points on my SMRv2 defense, but that's not the case. I only see a 38 point bonus to my SMRv2 defense.


Armor:
Over training in armor does improve your SMRv2 defense based on the Action Penalty over training benefits (see over training benefits on gswiki (https://gswiki.play.net/Armor_Use)). Not being fully trained can really hinder your SMRv2 defense. Just going off my data from full leather and leather breastplate, it appears any training over an armor's RT penalty does not increase your SMRv2 defense until you hit 50 AU ranks over the armor you're using.

Dantx
03-14-2019, 01:18 PM
Thanks for your research

Amerek
03-14-2019, 01:35 PM
Thanks for posting this!

drumpel
03-14-2019, 02:02 PM
Test sever may have been pulled....can't log in to test more :-(

Riltus
03-14-2019, 02:15 PM
Test sever may have been pulled....can't log in to test more :-(

I experienced the auto-disconnect also.

Nice work on the research. FYI if you weren't aware - it was stated in the release info that SMRv2 defense from Dodge, PF, Perception and CM are all weighted equally.

https://gswiki.play.net/Standard_maneuver_roll#Skills

Mark

Methais
03-14-2019, 02:17 PM
How did you do this much research without murdering yourself irl though?

drumpel
03-14-2019, 03:08 PM
I experienced the auto-disconnect also.

Nice work on the research. FYI if you weren't aware - it was stated in the release info that SMRv2 defense from Dodge, PF, Perception and CM are all weighted equally.

https://gswiki.play.net/Standard_maneuver_roll#Skills

Mark

I missed that sentence, just noticed the skills listed. I could have saved a bit of time to focus more on stuff like encumbrance and armor for SMRv2. Oh well. I guess I just wait for the test server to open up again.


How did you do this much research without murdering yourself irl though?

I like numbers and figuring out puzzles, so that's a plus. But sometimes you find something that just catches your attention and you feel the need to work on it until you've got it fixed/solved.

Amerek
03-14-2019, 03:12 PM
How did you do this much research without murdering yourself irl though?

...Test server?

Methais
03-14-2019, 03:20 PM
...Test server?

I just meant the keeping track of all those numbers and injuries part.

https://thumbs.gfycat.com/TinySmallBluegill-size_restricted.gif

Taluric
03-14-2019, 04:11 PM
I do wish they would just leave the test server open indefinitely for testing purposes for those who enjoy the numbers side of the game. Oh well.

Methais
03-14-2019, 04:27 PM
I do wish they would just leave the test server open indefinitely for testing purposes for those who enjoy the numbers side of the game. Oh well.

Putting target dummies, both offensive and defensive, would be nice too.

Methais
03-14-2019, 05:51 PM
Putting target dummies that can be dressed up in any armor and given customizable DS/AS/spells would be awesome.

Which is why Simu will make sure it never happens.

drumpel
03-14-2019, 09:11 PM
added the limited armor testing data I had. See original post

drumpel
03-15-2019, 04:16 PM
Seems the test server is accessible again (yeah!).

I spent a chunk of time in there today redoing the Skill research data. I've posted my updated findings in the original post.

Dantx
03-16-2019, 06:28 PM
Over training in armor does not improve your SMRv2 defense. Not being fully trained can really hinder your SMRv2 defense. Just going off my data from full leather, it appears any training over an armor's RT penalty does not increase your SMRv2 defense. Testing info seen below:

This is because full leather has no action penalty (it's the highest ASG without one)

You should see a benefit using higher ASG and being +50 ranks over the required action penalty training you would need.

So take doubles for example. Need 8 ranks to train off action penalty, 6 for RT. It says on the wiki +50 ranks over the RT penalty gives an AP reduction. At 56 ranks, you should get a tiny boost in action penalty reduction which should be a small boost to SMRv2.

I doubt it would be significant until you got into the plate armors though.

drumpel
03-19-2019, 11:23 PM
This is because full leather has no action penalty (it's the highest ASG without one)

You should see a benefit using higher ASG and being +50 ranks over the required action penalty training you would need.

So take doubles for example. Need 8 ranks to train off action penalty, 6 for RT. It says on the wiki +50 ranks over the RT penalty gives an AP reduction. At 56 ranks, you should get a tiny boost in action penalty reduction which should be a small boost to SMRv2.

I doubt it would be significant until you got into the plate armors though.

I didn't test double leather, but I did take a character up to 95 Armor Use ranks and saw no bonus over hitting the 10 ranks needed to remove the RT penalty on it. 13 ranks is required for the maneuver penalty on leather breastplate.

I've updated the chart above in the original post to show the info I found for leather breastplate.

Winter
03-20-2019, 08:24 PM
Is there any way to test how many points the racial bonuses give? Average, good, excellent and best are a bit vague.

drumpel
03-20-2019, 11:28 PM
Is there any way to test how many points the racial bonuses give? Average, good, excellent and best are a bit vague.

Only way to do that is roll up a character of each race, make sure they have their AGI and DEX set to give a 0 bonus. I can't roll up new characters in the test server.

Only way to do this is to actually setup new characters on a Prime account, set their stats accordingly and wait for a test server reset (not sure how often they do this). Or you can always just roll up characters in the normal game, take them out in the wilds and test on them.

gilchristr
03-25-2019, 01:44 AM
Wow on offensive stanc canceling out about 250 ranks worth of skills.

For a bard, I can see the benefit of fighting from guarded stance using 1030 on SMV2 creatures

drumpel
03-31-2019, 01:55 AM
I've updated the original post with more info. Read if you want. I find this SMRv2 defense against 917 interesting. If there's interest out there, I'll keep plugging away at it when I get time. If there isn't really any interest, I'll just kind of leisurely poke at it here and there over time and maybe, one day, eventually get some solid info on it.

Ralk
04-01-2019, 03:51 PM
Very neat stuff. I'd certainly love to read more. The apparent interaction between armor penalty and encumbrance seems super weird.

drumpel
04-02-2019, 12:52 AM
Added some new info I came across to the original post.

Maerit
04-02-2019, 12:56 AM
Would love to see some 704 self-cast testing to see how much demonology lore and 704 impacts SmR defense. Also, just how much does 712 help vs SmR attacks... does having more sorcerer ranks improve the benefit, or is it just a flat boost?

drumpel
04-02-2019, 01:02 AM
Would love to see some 704 self-cast testing to see how much demonology lore and 704 impacts SmR defense. Also, just how much does 712 help vs SmR attacks... does having more sorcerer ranks improve the benefit, or is it just a flat boost?

I might be able to check into that. I have a sorcerer that's level 32...33....34 (I forget without looking) that I could try testing on.
Just remember, this is all against spell 917 being cast.

Maerit
04-02-2019, 11:18 AM
I might be able to check into that. I have a sorcerer that's level 32...33....34 (I forget without looking) that I could try testing on.
Just remember, this is all against spell 917 being cast.

I wouldn't be opposed to hopping onto the test server and seeing what we can see with my capped sorcerer.

Kupak
04-02-2019, 12:14 PM
Would love to see some 704 self-cast testing to see how much demonology lore and 704 impacts SmR defense. Also, just how much does 712 help vs SmR attacks... does having more sorcerer ranks improve the benefit, or is it just a flat boost?

Would like to know that too as I'm kinda torn between the two lores.

drumpel
04-02-2019, 04:22 PM
Initial findings of spell 704 added to original post

Maerit
04-02-2019, 05:13 PM
It hopefully gives another bonus at 100 sorcerous lore - demon ranks. Also, it was confirmed on Discord that 712's bonus is tied to Sorcerer Spell ranks, and caps at your level.

Dantx
04-02-2019, 05:30 PM
Just as I thought, +4 for 100 ranks is pretty laughable. Such a marginal improvement it's probably not worth even mentioning.

Thanks for testing this.

Maerit
04-02-2019, 06:08 PM
Just as I thought, +4 for 100 ranks is pretty laughable. Such a marginal improvement it's probably not worth even mentioning.

Thanks for testing this.

A bonus of +5 for 100 ranks is actually decent considering that 913 only gives 2-3 points of defense and 911 gives around the same (via dodge ranks). You won't get your SmR defense all in one place. 712 gives some form of SmR defense that scales with sorcerer spells ranks up to 100 (when capped).

Though from a TP investment perspective, going for CMAN is a better investment over demon lore. One might say 2x in Perception would also be a greater benefit than demon lore to help with SmR defense. The lore itself is worth getting for other reasons, but the utility is only valuable for convenience and minor mechanical assistance. If the player cares little for the convenience (or value of phase for boxes and locked containers), and only cares about spending TPs for a mechanical advantage, there's definitely training of greater value for SmR defense.

gilchristr
04-03-2019, 12:30 AM
"+4 for 100 ranks is pretty laughable"

It depends on how much "+4" reduces your chance of failure. If you can only get hit on a roll of 90 or higher, +4 substantially reduces the amount of times you get f'd. On the other hand, if you can get hit on any roll of 6 or higher, the meaning of +4 is probably closer to your assumption.

drumpel
04-04-2019, 01:02 AM
Updated original post - findings on armor penalty reductions, there appears to be correlation based your total AGI/DEX/INT stats and/or bonuses.

Riltus
04-04-2019, 10:32 AM
Could you check the entries for the rows marked with red? It looks like there are some transcription errors.

Mark


**UPDATE 4/3/19**
There appears to be correlation between your AGI, DEX and INT bonuses when it comes to reducing your armor's SMRv2 penalty. I though it might be level based (but that just sounds stupid, why penalize younger characters just because of level, so I dismissed this idea) at first or even profession based (the differences I found came across square professions, semis and pures). I'll post a quick snip below in the next table.

I don't know where the cutoff is at (maybe 50 combined bonus points?), but here's my current findings, usual testing is done. Test dummies do not have any PF, CM, Dodge or Perception ranks and is not encumbered.

Dark Elf|Wizard|Level 65|AGI: 94 (27)|DEX: 91 (30)|INT: 88 (24)||||
Base SMRv2 = 116|||||||||
Full Leather|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|125|125|116|116|116|116|116|116|116
Penalty|-9|-9|0|0|0|0|0|0|0
Leather Breastplate|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|152|152|140|140|140|129|129|129|129
Penalty|-36|-36|-24|-24|-13|-4|-4|-4|-4
Dwarf|Rogue|Level 49|AGI: 100 (25)|DEX: 100 (25)|INT: 74 (12)||||
Base SMRv2 = 179|||||||||
Full Leather|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|194|194|116|116|116|116|116|116|116
Penalty|-15|-15|0|0|0|0|0|0|0
Leather Breastplate|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2Defense|221|221|221|221|201|201|186|186|186
Penalty|-40|-40|-42|-42|-22|-22|-7|-7|-7
Dwarf|Rogue|Level 49|AGI: 100 (20)|DEX: 100 (25)|INT: 74 (12)||||
Base SMRv2 = 179|||||||||
Full Leather|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2Defense|194|194|179|179|179|179|179|179|179
Penalty|-15|-15|0|0|0|0|0|0|0
Leather Breastplate|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|221|221|221|221|201|201|186|186|186
Penalty|-42|-42|-42|-42|-22|-22|-7|-7|-7
Dwarf|Wizard|Level 27|AGI: 92 (16)|DEX: 79 (14)|INT: 73 (11)||||
Base SMRv2 = 255|||||||||
Full Leather|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|287|287|255|255|255|255|255|255|255
Penalty|-15|-15|0|0|0|0|0|0|0
Leather Breastplate|||||||||
Armor Use Ranks|0|1|2|5|7|10|20|30|40
SMRv2 Defense|287|287|287|287|287|287|269|269|269
Penalty|-32|-32|-32|-32|-32|-32|-14|-14|-14


I could post more (a lot) data in the above table, but it's very tedious in the forums.
Dark Elf has a total of 81 bonus between AGI/DEX/INT stats.
Dwarf (rogue) has a total of 57 bonus between AGI/DEX/INT stats.
Dwarf (wizard) has a total of 41 bonus between AGI/DEX/INT stats.

Dark Elf is a wizard (so issue isn't profession based). He gets 3 steps for armor penalty reduction on leather breastplate.
Rogue dwarf exceeds 50 combined bonus points and gets the extra reduction for armor. He has 3 steps for armor penalty reductions on leather breastplate.
Wizard dwarf falls below 50 combined bonus points and only gets 2 steps for armor penalty reductions on leather breastplate.

drumpel
04-04-2019, 11:21 AM
Could you check the entries for the rows marked with red? It looks like there are some transcription errors.

Mark


I fixed a few things, but being half asleep I wasn't copying correct data from each highlighted (yes, I even highlighted everything I need to copy out and I still screwed it up) set of data I wanted to transpose here. Plus, putting in all in a table on the forums a pain. I'll sift through it as I get time and make it correct.

Thanks for checking over things - I figure I'd muck something up.

With most of my data at home I'll have to probably wait until this evening to fix it all.

Riltus
04-04-2019, 11:41 AM
I fixed a few things, but being half asleep I wasn't copying correct data from each highlighted (yes, I even highlighted everything I need to copy out and I still screwed it up) set of data I wanted to transpose here. Plus, putting in all in a table on the forums a pain. I'll sift through it as I get time and make it correct.

Thanks for checking over things - I figure I'd muck something up.

With most of my data at home I'll have to probably wait until this evening to fix it all.

Thanks for this work. I know the tables are a royal PITA.

To answer a question you had on the officials re: CML armor penalties. They are not affected by stats. There are inherent CML armor action penalties and untrained RT adder penalties. The untrained RT adder penalty is 20 points for each 1 second of untrained RT. The maximum combined penalty with 0 armor ranks in full plate is 250 (240 RT penalty + 10 AP penalty). I'll also note that you need to use armor SKILL not RANKS when calculating the RT adder penalty.

Here is the link for the AP table:
http://forum.gsplayers.com/showthread.php?95597-research-for-CM-training-effect-on-combat-maneuvers&p=1778885#post1778885

Mark

drumpel
04-04-2019, 01:04 PM
Thanks for this work. I know the tables are a royal PITA.

To answer a question you had on the officials re: CML armor penalties. They are not affected by stats. There are inherent CML armor action penalties and untrained RT adder penalties. The untrained RT adder penalty is 20 points for each 1 second of untrained RT. The maximum combined penalty with 0 armor ranks in full plate is 250 (240 RT penalty + 10 AP penalty). I'll also note that you need to use armor SKILL not RANKS when calculating the RT adder penalty.

Here is the link for the AP table:
http://forum.gsplayers.com/showthread.php?95597-research-for-CM-training-effect-on-combat-maneuvers&p=1778885#post1778885

Mark

Thanks.

I've got an excel sheet I've been working in and it's full of numbers. Then I'm always adjusting things in it to make up for what I didn't know that I now have to add....huge cluster at times shifting around data and then making corrections as I go.

First sheet on it has cells that populate based on what character I choose and cells to input data as I've been trying to construct some kind of resemblance of an equation that'll help figure out SMRv2 defense against 917. I've got a lot of IF functions that tie together to construct an overall answer for base SMRv2 based on a lot of things as I figure them out....the few things I really need is to figure out exactly how the stats, stance and caster vs target all get calculated so I can clean up my overall equation and just plug in data to give me my answer.

Second sheet just holds generic data, name lists and such that populate to the first sheet.

Then I have 8 or 9 other sheets with all the individual characters I've been putting through the testing - it's very possible as I jumped back and forth between here and my excel sheet that I misclicked and grabbed a few numbers from other characters that I didn't include in my last table and got some mixed up.

But after testing a handful of characters I noticed those with lower stats didn't get that third armor penalty reduction for heavier armors (scale armor and up) and took longer to get the first initial penalty reduction. My information I posted about is good, unfortunately I wasn't fully awake when copying data over and some numbers aren't jiving, so I need to get it cleaned up when I can.

drumpel
04-04-2019, 08:26 PM
Corrected numbers in the data table posted 4/3/19 - hopefully I got them all fixed.

Ralk
07-21-2019, 11:39 AM
One of the most perplexing parts about this data is the number of armor use ranks at which you see the final breakpoint in terms of the smrv2 penalty. It seems to match the number of ranks required to minimize roundtime rather than the number of ranks required to minimize the maneuver penalty. This is more apparent in your data posted on the official forums that shows smrv2 penalty for characters in full leathers, double leathers, and leather breastplate.

According to the wiki, the number of ranks required to minimize penalties for fulls, doubles, and leather breastplate, respectively, are:
- 2, 6, and 10 ranks for roundtime
- 4, 8, and 13 ranks for maneuver
The wiki specifically spells out that, at the ranks needed to minimize the maneuver penalty, you should experience the minimum actions penalties for the given armor type.

So, I expected your data to show reductions at 4, 8, and 13 ranks. It's not showing that. It's very clearly showing breakpoints at 2, 6, and 10 ranks.

You show over-training benefits kicking in at 52, 56, and 60; this aspect agrees with the wiki. The action penalty is further reduced 50 ranks beyond the training needed to minimize roundtime. It's kind of odd that over-training doesn't kick in at 50 ranks beyond the training needed to minimize the maneuver penalty.

I'm not missing anything right? This is similarly confusing to everyone else? Are the armor tables for maneuver penalty incorrect or something?

drumpel
07-21-2019, 04:29 PM
One of the most perplexing parts about this data is the number of armor use ranks at which you see the final breakpoint in terms of the smrv2 penalty. It seems to match the number of ranks required to minimize roundtime rather than the number of ranks required to minimize the maneuver penalty. This is more apparent in your data posted on the official forums that shows smrv2 penalty for characters in full leathers, double leathers, and leather breastplate.

According to the wiki, the number of ranks required to minimize penalties for fulls, doubles, and leather breastplate, respectively, are:
- 2, 6, and 10 ranks for roundtime
- 4, 8, and 13 ranks for maneuver
The wiki specifically spells out that, at the ranks needed to minimize the maneuver penalty, you should experience the minimum actions penalties for the given armor type.

So, I expected your data to show reductions at 4, 8, and 13 ranks. It's not showing that. It's very clearly showing breakpoints at 2, 6, and 10 ranks.

You show over-training benefits kicking in at 52, 56, and 60; this aspect agrees with the wiki. The action penalty is further reduced 50 ranks beyond the training needed to minimize roundtime. It's kind of odd that over-training doesn't kick in at 50 ranks beyond the training needed to minimize the maneuver penalty.

I'm not missing anything right? This is similarly confusing to everyone else? Are the armor tables for maneuver penalty incorrect or something?

I've been curious in working on this more, but the past week or so since I've wanted to the test server has been down. I haven't looked into SMRv2 defense (vs 917) since my last post, so it's been a while.

I'm too lazy to put anything into a table on the forums here - too much work. I'll just outline things through all the armors I've tested on my rogue.

Dwarf Rogue, level 49
Initial base SMRv2 defense determined by:
AGI: 100
DEX: 100
INT: 74
Zero CM/Dodge/PF/Perception ranks
Wearing no armor
Defensive Stance
No injuries or missing health
SMRv2 (vs 917) = 179

All casts in different armors (full leather through Chain Mail) and at different Armor Use ranks, the rogue was always in defensive stance and 100% injury free and full health.
I'll just post the AU ranks where the breaks in SMRv2 penalties change.

(AU = Armor Use Ranks)


Full leather:
AU = 0 / SMRv2 = 194 / Penalty = -15
AU = 2 / SMRv2 = 179 / Penalty = 0

Reinforced Leather:
AU = 0 / SMRv2 = 218 / Penalty = -39
AU = 2 / SMRv2 = 199 / Penalty = -20
AU = 6 / SMRv2 = 184/ Penalty = -5
AU = 56 / SMRv2 = 183 / Penalty = -4
AU = 106 / SMRv2 = 182 / Penalty = -3

Double Leather:
AU = 0 / SMRv2 = 219 / Penalty = - 40
AU = 2 / SMRv2 = 200 / Penalty = -21
AU = 6 / SMRv2 = 185 / Penalty = -6
AU = 56 / SMRv2 = 184 / Penalty = -5
AU = 106 / SMRv2 = 183/ Penalty = -4

Leather Breastplate:
AU = 0 / SMRv2 = 221 / Penalty = -42
AU = 6 / SMRv2 = 201 / Penalty = -22
AU = 10 / SMRv2 = 186/ Penalty = -7
AU = 60 / SMRv2 = 184 / Penalty = -5
AU = 110 / SMRv2 = 183 / Penalty = -4

Cuirbouilli Leather:
AU = 0 / SMRv2 = 221 / Penalty = -42
AU = 10 / SMRv2 = 203 / Penalty = -24
AU = 15 / SMRv2 = 187 / Penalty = -8
AU = 65 / SMRv2 = 185 / Penalty = -6
AU = 115 / SMRv2 = 183 / Penalty = -4

Studded Leather:
AU = 0 / SMRv2 = 221 / Penalty = -42
AU = 15 / SMRv2 = 205 / Penalty = -26
AU = 20 / SMRv2 = 189 / Penalty = -10
AU = 70 / SMRv2 = 187 / Penalty = -8
AU = 120 / SMRv2 = 185 / Penalty = -6
AU = 170 / SMRv2 = 184 / Penalty = -5

Brigandine:
AU = 0 / SMRv2 = 221 / Penalty = -42
AU = 20 / SMRv2 = 207 / Penalty = -28
AU = 27 / SMRv2 = 190 / Penalty = -11
AU = 77 / SMRv2 = 188/ Penalty = -9
AU = 127 / SMRv2 = 186 / Penalty = -7
AU = 177 / SMRv2 = 184 / Penalty = -5

Chain Mail
AU = 0 / SMRv2 = 221 / Penalty = -42
AU = 27 / SMRv2 = 209 / Penalty = -30
AU = 35 / SMRv2 = 192 / Penalty = -13
AU = 85 / SMRv2 = 189 / Penalty = -10
AU = 135 / SMRv2 = 186 / Penalty = -7

That's as far as I tested.

Ralk
07-21-2019, 09:34 PM
So, maybe you already noticed this...

That intermediate break point is kicking in at 20 skill bonus prior to optimal training for RT reduction. This jives with the way armor use is reported to work in general, in that it seems to operate on hindrance in increments of 20 (according to to the wiki) and gets rounded up or down.

To show this, I took your data, removed the over-training data points, and added the skill bonus in parenthesis after the armor use ranks.

This pattern doesn't seem to hold for all your characters though.


Full leather:
AU = 0 (0)/ SMRv2 = 194 / Penalty = -15
AU = 2 (10)/ SMRv2 = 179 / Penalty = 0

Reinforced Leather:
AU = 0 (0)/ SMRv2 = 218 / Penalty = -39
AU = 2 (10)/ SMRv2 = 199 / Penalty = -20
AU = 6 (30)/ SMRv2 = 184/ Penalty = -5

Double Leather:
AU = 0 (0)/ SMRv2 = 219 / Penalty = - 40
AU = 2 (10)/ SMRv2 = 200 / Penalty = -21
AU = 6 (30)/ SMRv2 = 185 / Penalty = -6

Leather Breastplate:
AU = 0 (0)/ SMRv2 = 221 / Penalty = -42
AU = 6 (30)/ SMRv2 = 201 / Penalty = -22
AU = 10 (50)/ SMRv2 = 186/ Penalty = -7

Cuirbouilli Leather:
AU = 0 (0)/ SMRv2 = 221 / Penalty = -42
AU = 10 (50)/ SMRv2 = 203 / Penalty = -24
AU = 15 (70)/ SMRv2 = 187 / Penalty = -8

Studded Leather:
AU = 0 (0)/ SMRv2 = 221 / Penalty = -42
AU = 15 (70)/ SMRv2 = 205 / Penalty = -26
AU = 20 (90)/ SMRv2 = 189 / Penalty = -10

Brigandine:
AU = 0 (0)/ SMRv2 = 221 / Penalty = -42
AU = 20 (90)/ SMRv2 = 207 / Penalty = -28
AU = 27 (111)/ SMRv2 = 190 / Penalty = -11

Chain Mail
AU = 0 (0)/ SMRv2 = 221 / Penalty = -42
AU = 27 (111)/ SMRv2 = 209 / Penalty = -30
AU = 35 (130)/ SMRv2 = 192 / Penalty = -13

Lord Orbstar
07-21-2019, 09:34 PM
Those of you that do this type of research are gems worthy of thanks and respect. Thank you.

gilchristr
07-26-2019, 11:52 PM
This research confirms that overtraining armor sucks ass in an opportunity cost analysis (much better to max perception, PF, dodge, etc. in terms of benefit per TP before even considering overtraining armor).