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HSB
09-25-2008, 12:32 PM
I've been playing... well... forever. Since the hourly days. But there are some basic, fundamental mechanics issues that I've never questioned. I've always just sorta shrugged my shoulders. Now... these might be common knowledge, and portray me as some sort of mental midget. I'm willing to take that chance.

1. How long is a pulse? I know the Wizard used to have a 2:00 timer, but it was never really 2:00, that was just a ballpark. Is it a set time, or does it vary, and how much does it vary? (And anyone got a script to countdown to each pulse? :medieval: )

2. Is there a way to measure your weight plus the weight of all your items without taking each item off, stuffing it in a cloak, and weighing the cloak?

3. How is runestaff DS calculated? I know (or think I know) that it's different from a normal two-handed weapon, and some people have told me it depends on the number of magical-type things you train in. Is there a formula, or a guide, or something for this? (By the way, I do realize that most of these can probably answered with a simple link to krakiipedia or something. Works for me.)

4. When ambushing, I remember that people used to say that you should never overtrain in it, now people say you should train as much as possible for successful ambushing... what's the formula for this? Is there a diminishing returns sort of thing at work here? Or did the system change at some point?

5. Physical training... once you've trained in it up to your max health for your race, what's the mechanical advantage of continuing trains? I've heard some people say that you can take more damage... how? Does it add some sort of Damage Padding to you or something? I R Confused...

6. What are the factors that go into computing CS strength? I know it's some sort of combo of level and number of spells known, but again, I've heard there are diminishing returns. Training in spells that you can't use yet only adds 1 CS or something like that? Is it a good idea to overtrain?

7. What are the factors that go into computing Mana? Again, I know it's primarily Harness Power, but if you are in a class that allows you to double, how much do you get for 'overtraining', and generally speaking is it worth it?

That's what I got off the top of my head. Again, I realize that most of these are pretty silly and someone who's been playing as long as I have should know, but I honestly always just was like... it is what it is, and I'll work with what I got. But any info on these would be appreciated. Thanks all!

Some Rogue
09-25-2008, 12:40 PM
I can answer the first one. It varies. For some reason the number that is sticking in my head is 2 minutes, +/- 30 seconds for each pulse.

Some Rogue
09-25-2008, 12:42 PM
http://www.krakiipedia.org/wiki/Casting_strength

CS = (Level × 3) + Primary Circle bonus + Secondary Circle A bonus + Secondary Circle B + Stat bonus

The Primary Circle is the circle of the spell which is being cast (round normally).

Ranks up to level = 1
Ranks 1-20 above level = 0.75
Ranks 21-60 above level = 0.5
Ranks 61-100 above level = 0.25
Ranks 101-? above level = 0.125Secondary circles are the other circles the character knows (round up). If your profession may only learn two circles, only count the one additional circle.

Ranks up to 2/3 level = 0.33333
Ranks above 2/3 level = 0.1Stat bonus is the value appearing after the stat when the INFO (http://www.krakiipedia.org/w/index.php?title=INFO_verb&action=edit) command is entered.

Aura (http://www.krakiipedia.org/wiki/Aura) for Elemental spell circles
Wisdom (http://www.krakiipedia.org/wiki/Wisdom) for Spiritual spell circles
The average of Aura (http://www.krakiipedia.org/wiki/Aura) and Wisdom (http://www.krakiipedia.org/wiki/Wisdom) for Sorcerer Base spell circle (round up)

Some Rogue
09-25-2008, 12:44 PM
Harness Power is the skill that governs how much mana (http://www.krakiipedia.org/wiki/Mana) a character possesses. Each rank of Harness Power up to the character's level gives the character three mana points. If trained more times than the character's current level, one additional mana point is granted per rank.

petroglyph
09-25-2008, 12:47 PM
2. Is there a way to measure your weight plus the weight of all your items without taking each item off, stuffing it in a cloak, and weighing the cloak?

No. And that's a very inaccurate way to determine weight--using the "weigh" verb will give you answers as much as 10-20% off from reality, which over an entire inventory can add up to. . .well, enough to get you dumped from the Citadel bridge, anyway, which is the only reason I can think of that you'd be trying to weigh everything. If you want perfectly accurate weights, find a bard to sing to each item separately; if you want sort of accurate weights, weigh each item separately 5 or 10 times and average the numbers.

petroglyph
09-25-2008, 12:50 PM
5. Physical training... once you've trained in it up to your max health for your race, what's the mechanical advantage of continuing trains? I've heard some people say that you can take more damage... how? Does it add some sort of Damage Padding to you or something? I R Confused...

It's the primary skill in determining DFRedux, but if you're a pure that's not relevant. It also determines stamina and stamina regen rate, but again, not very useful for a pure. Overtraining will increase the rate at which you regain HPs and increase resistance to some maneuver attacks.

HSB
09-25-2008, 12:58 PM
http://www.krakiipedia.org/wiki/Casting_strength

CS = (Level × 3) + Primary Circle bonus + Secondary Circle A bonus + Secondary Circle B + Stat bonus

The Primary Circle is the circle of the spell which is being cast (round normally).

Ranks up to level = 1
Ranks 1-20 above level = 0.75
Ranks 21-60 above level = 0.5
Ranks 61-100 above level = 0.25
Ranks 101-? above level = 0.125Secondary circles are the other circles the character knows (round up). If your profession may only learn two circles, only count the one additional circle.

Ranks up to 2/3 level = 0.33333
Ranks above 2/3 level = 0.1Stat bonus is the value appearing after the stat when the INFO (http://www.krakiipedia.org/w/index.php?title=INFO_verb&action=edit) command is entered.

Aura (http://www.krakiipedia.org/wiki/Aura) for Elemental spell circles
Wisdom (http://www.krakiipedia.org/wiki/Wisdom) for Spiritual spell circles
The average of Aura (http://www.krakiipedia.org/wiki/Aura) and Wisdom (http://www.krakiipedia.org/wiki/Wisdom) for Sorcerer Base spell circle (round up)

What about for a bard, or empath? Or... you get the idea. Is it the average of their two Primary Skills?

HSB
09-25-2008, 12:59 PM
No. And that's a very inaccurate way to determine weight--using the "weigh" verb will give you answers as much as 10-20% off from reality, which over an entire inventory can add up to. . .well, enough to get you dumped from the Citadel bridge, anyway, which is the only reason I can think of that you'd be trying to weigh everything. If you want perfectly accurate weights, find a bard to sing to each item separately; if you want sort of accurate weights, weigh each item separately 5 or 10 times and average the numbers.

That's exactly why I'm trying to find out... though someone told me you can just walk it somehow? Circumvent the bridge in some way (besides a ring)? Anyone know if this is truth or a bunch of mularkey?

thefarmer
09-25-2008, 01:00 PM
Have you actually taken the time to research this stuff? A lot of that is available easily.

HSB
09-25-2008, 01:01 PM
Harness Power is the skill that governs how much mana (http://www.krakiipedia.org/wiki/Mana) a character possesses. Each rank of Harness Power up to the character's level gives the character three mana points. If trained more times than the character's current level, one additional mana point is granted per rank.

Pretty sure I know the answer here, but is this a hard number? Like you can get a rank at level zero for the inital training point cost, so at 0 you actually have 1 rank. To extrapolate, at level 11, if you have 12 ranks would you have 36 mana or 34?

NocturnalRob
09-25-2008, 01:01 PM
What about for a bard, or empath? Or... you get the idea. Is it the average of their two Primary Skills?

bard-> primary circle is bard. secondary in MnE

HSB
09-25-2008, 01:03 PM
Have you actually taken the time to research this stuff? A lot of that is available easily.

I've done some reading and talked to some people over the years, and it's been the conflicting info that's left me wondering. Instances where one person said one thing, one person said another, but the answers were years apart, so I dunno if something changed, or...

The post grew out of two or three questions, and I realized that while I was doing it I might as well throw out everything on my mind. Apologies for my laziness, though. I do realize that some of these (as has already been demonstrated) could have been resolved pretty easily.

HSB
09-25-2008, 01:05 PM
bard-> primary circle is bard. secondary in MnE

Sorry, should have been more clear. I meant for computing stat bonuses (this particular part of the thread might explain why my little bard can't 1002 anything worth a damn...).

thefarmer
09-25-2008, 01:11 PM
I've done some reading and talked to some people over the years, and it's been the conflicting info that's left me wondering. Instances where one person said one thing, one person said another, but the answers were years apart, so I dunno if something changed, or...

The post grew out of two or three questions, and I realized that while I was doing it I might as well throw out everything on my mind. Apologies for my laziness, though. I do realize that some of these (as has already been demonstrated) could have been resolved pretty easily.

If you haven't already, go to krakiipedia.org, I'd say the vast majority of mechanical stuff is correct and as up to date as it can be.

Riltus
09-25-2008, 04:47 PM
7. What are the factors that go into computing Mana? Again, I know it's primarily Harness Power, but if you are in a class that allows you to double, how much do you get for 'overtraining', and generally speaking is it worth it?


Mana Stat(s)

Bard - Influence & Aura
Cleric - Wisdom
Empath - Wisdom & Influence
Paladin - Wisdom
Ranger - Wisdom
Rogue - Aura & Wisdom
Sorcerer - Aura & Wisdom
Warrior - Aura & Wisdom
Wizard - Aura

Total Mana is: Starting average mana stat bonus divided by 2 (truncated) + (3 * HP up to level) + (1 * HP above level.)

E.g. Sorcerer with initial stat bonus of 20 WI and 25 AU at level 30 with 46 ranks in HP would have:

Average mana stat bonus: (20 + 25)/2 = 22.5

Note: All professions with two mana stat bonuses must average them first and then divide by 2. You can use INFO START in game to determine starting stat bonuses.

11 (average stat bonus/2 rounded down) + 90 (HP ranks up to level * 3) + 18 (HP ranks above level * 1)

11 + 90 + 18 = 119 total mana

You do not get 3 mana at level 0 with 1 rank of HP because it is 3 * level, and 3 * 0 = 0


I'll try and answer the runestaff DS and Weight questions later.

Mark

AestheticDeath
09-25-2008, 05:37 PM
I tried timing pulses a couple weeks ago, and I was getting something like 60-90 seconds a pulse for exp

Riltus
09-25-2008, 08:37 PM
3. How is runestaff DS calculated? I know (or think I know) that it's different from a normal two-handed weapon, and some people have told me it depends on the number of magical-type things you train in. Is there a formula, or a guide, or something for this? (By the way, I do realize that most of these can probably answered with a simple link to krakiipedia or something. Works for me.)


Runestaff Parry DS:

The formula is based on the two-handed weapon formula.

(BASE VALUE + RUNESTAFF ENCHANT BONUS) * STANCE MODIFIER

BASE VALUE = weapon ranks + (ST bonus/4) + DE bonus/4)

Note: truncate after each operation

STANCE MODIFIERS:

OFF = .3
ADV = .45
FOR = .6
NEU = .75
GUA = .9
DEF = 1.05

Here's the tricky part: converting magical ranks into weapon ranks

Weapon ranks:

(level + 10) + [((trunc Magical ranks/level)- 8) * .075)) * (level + 10)]

This is much easier (well, maybe not much easier) to see if I use an example. I'll also note that for characters under level 20 there is a slight modification to the last part of the weapon ranks calculation. the second (level + 10) portion.


E.g. Level 100 character/ 23 ST bonus/ 24 DE bonus/ 1150 total magic ranks / 6x runestaff.


Level + 10 = 110
ST bonus/4 = 5
DE bonus/4 = 6
Magic Ranks/level = 11.5
Runestaff enchant bonus = 30

Weapon ranks portion:

110 + [(11 - 8)* .075 * 110] = 134

Base value = 134 (weapon ranks) + 5(ST) + 6(DE) = 145

(Base value + runestaff enchant bonus) * stance modifier = Parry DS

(145 + 30) * stance mod = Parry DS

175 * .3 = 52 OFF
175 * .45 = 78 ADV
175 * .6 = 105 FOR
175 * .75 = 131 NEU
175 * .9 = 157 GUA
175 * 1.05 = 183 DEF

The entire monstrous formula would look like this:

[(Level + 10) + ST/4 + DE/4 + ((level + 10) * (magic ranks/level - 8) * .075)) + enchant bonus] * stance modifier = Runestaff Parry DS

Mark

Whimsi
09-25-2008, 08:43 PM
Have you actually taken the time to research this stuff? A lot of that is available easily.

Asking informed sources is a form of research, no?

Riltus
09-25-2008, 09:39 PM
2. Is there a way to measure your weight plus the weight of all your items without taking each item off, stuffing it in a cloak, and weighing the cloak?

No. The in-game WEIGHT verb when used alone will measure your character's body weight only. There is a +/- 2.25% margin of error with these results. If you use it enough times you can get a very accurate result of your character's body weight. If your character weighs 200 lbs then the results will fall within the range of 196 - 205. (200 * 1.0225) = 204.5 rounds to 205 and (200 * .9775) = 195.5 rounds up to 196.

Weighing items is a different matter and is complicated by the fact that certain items of clothing and armor accessories, that when worn, are affected by racial encumbrance mods. A halfling weighs a pair of pants and determines that they are 4 lbs . If it is a pair of pants that is affected by the racial encumbrance modifier, then, when worn, the pants will only add 2 lbs of encumbrance to a halfling (0.5 mod). These same pants when worn by a human will add 4 lbs of encumbrance (1.0 mod) and if worn by a giantman will add 5.32 lbs toward encumbrance (1.33 mod).

Additionally, items that weigh less than 2 lbs may have different weights when held in hand compared to their weight in containers. Daggers weigh 1 lb outside of a container but only 1/2 lb in a container.

Other than that, using the weight verb to weigh items is very accurate with a large enough sample. When using this verb to weigh items (as opposed to your character's body weight) the results will always fall in a range of +/- 10%.

If the actual weight of your cloak is 75 lbs then the weight results will be in the range 68 - 83 lbs. (75 * .9) = 67.5 rounds to 68 and (75 * 1.1) = 82.5 rounds to 83.

Mark