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CrystalTears
04-01-2004, 07:21 PM
March of Rhymes: Combat Maneuver List - 1 · on 3/31/2004 1:54:49 PM 579


For those who smite evil
and punish foul users,
Enjoy these additions
to Combat Maneuvers.


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The new combat maneuvers will be rolled in this evening. Please read over the documentation in happy anticipation. :)

** Please note that this an initial release document and that all the information contained herein is subject change based on testing, debugging, and player feedback. **


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Skill Name: Headbutt
Mnemonic: headbutt
Hostile: Yes
Stamina Cost: Base 12 (-6 Rank 1, -4 Rank 2, -2 Rank 3)
Other Requirements: A solid head (wearing some head protection is a good idea).
Available to: Warriors, Monks.
Prerequisites: None
CMP Cost Squares Semis
Rank 1 2 3
Rank 2 3 4
Rank 3 4 6
Rank 4 5 7
Rank 5 6 9

Description: Attempt to slam your head into your opponent's head to damage/stun them.

Skill Name: Charge
Mnemonic: charge
Hostile: Yes
Stamina Cost: Base 20 (-5 Rank 1, -3 Rank 2)
Other Requirements: Charge requires a polearm (and left hand for two-handed poles) that is a puncturing weapon.
Available to: Warriors, Bards, Monks, Paladins.
Prerequisites: None
CMP Cost Squares Semis
Rank 1 2 3
Rank 2 4 6
Rank 3 6 9
Rank 4 8 12
Rank 5 10 15

Description: Charge can be used with most polearms to damage and knock down an opponent. In some cases, it can stun your opponent and/or force them to lower stance. Poor attempts may have adverse effects on the attacker.

Skill Name: Hamstring
Mnemonic: hamstring
Hostile: Yes
Stamina Cost: Base 15 (-5 Rank 1, -3 Rank 2)
Other Requirements: A slashing weapon (that is not twohanded).
Available to: Warriors, Rogues, Rangers, Bards.
Prerequisites: None
CMP Cost Squares Semis
Rank 1 2 3
Rank 2 4 6
Rank 3 6 9
Rank 4 8 12
Rank 5 10 15

Description: Attempt to slice a target's hamstring muscle and knock them to the ground.

Skill Name: Combat Mastery
Mnemonic: cmastery
Hostile: No
Stamina Cost: None
Other Requirements: None
Available to: All.
Prerequisites: None
CMP Cost Squares Semis Pures
Rank 1 8 12 16
Rank 2 12 18 24

Description: Allows for further refinement of stance in intervals of 10 (rank 1) or 5 (rank 2).

Skill Name: Shadow Mastery
Mnemonic: smastery
Hostile: No
Stamina Cost: 20
Other Requirements: None
Available to: Rogues, Rangers, Monks.
Prerequisites: None
CMP Cost Squares Semis
Rank 1 3 4
Rank 2 5 7
Rank 3 7 10
Rank 4 9 13
Rank 5 11 16

Description: Bonuses to hiding and sneaking (including bonus to success rates and reduction of RT).

Skill Name: Dirtkick
Mnemonic: dirtkick
Hostile: Yes
Stamina Cost: Base 7 (-4 Rank 1, -2 Rank 2)
Other Requirements: None
Available to: Warriors, Rogues, Wizards, Clerics, Empaths, Sorcerers, Rangers, Bards, Savants, Monks.
Prerequisites: None
CMP Cost Squares Semis Pures
Rank 1 2 3 4
Rank 2 3 4 6
Rank 3 4 6 8
Rank 4 5 7 10
Rank 5 6 9 12

Description: Blinds a target for a temporary reduction in their Attack Strength and perception.

Skill Name: Garrote
Mnemonic: garrote
Hostile: Yes
Stamina Cost: Base 20 (-5 Rank 1, -3 Rank 2)
Other Requirements: A suitable garrote item. Training in Ambush is recommended.
Available to: Rogues, Rangers, Bards, Monks.
Prerequisites: None
CMP Cost Squares Semis
Rank 1 2 3
Rank 2 4 6
Rank 3 6 9
Rank 4 8 12
Rank 5 10 15

Description: Garrote is used to strangle an opponent. It can be problematic with heavily armored (neck) opponents, but rarely fails once the garrote is established. Can produce considerable round times, based on a function of your skill ranks and opponent's neck armor. Please note there are creatures (undead, made of stone, no neck, etc.) that garrote will be ineffective against. Also size does matter, smaller races may have difficulty with larger opponents.

Skill Name: Disarm Weapon
Mnemonic: disarm
Hostile: Yes
Stamina Cost: Base 12 (-2 Rank 3, -4 Rank 2, -6 Rank 1)
Other Requirements: A weapon to disarm with (Rank 5 masters may disarm bare-handed).
Available to: All.
Prerequisites: None
CMP Cost Squares Semis Pures
Rank 1 2 3 4
Rank 2 4 6 8
Rank 3 6 9 12
Rank 4 8 12 16
Rank 5 10 15 20

Description: Attempt to knock a target's weapon to the ground.

Skill Name: Sweep
Mnemonic: sweep
Hostile: Yes
Stamina Cost: Base 12 (-6 Rank 1, -4 Rank 2, -2 Rank 3).
Other Requirements: None
Available to: Rogues, Rangers, Bards, Monks.
Prerequisites: None
CMP Cost Squares Semis
Rank 1 2 3
Rank 2 4 6
Rank 3 6 9
Rank 4 8 12
Rank 5 10 15

Description: Attempt to knock a foe to the ground by sweeping their legs out from under them.

This message was originally posted in Hunting and Game Design Discussions, Combat Maneuvers Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=23&message =401

CrystalTears
04-01-2004, 07:22 PM
March of Rhymes: Combat Maneuver List - 2 · on 3/31/2004 1:56:38 PM 580


Reply

Skill Name: Feint
Mnemonic: feint
Hostile: Yes
Stamina Cost: Base 7 (-2 Rank 2, -4 Rank 1)
Other Requirements: A weapon to feint with (Rank 5 masters may feint bare-handed).
Available to: All.
Prerequisites: None
CMP Cost Squares Semis Pures
Rank 1 2 3 4
Rank 2 3 4 6
Rank 3 5 7 10
Rank 4 7 10 14
Rank 5 10 15 20

Description: Attempt to distract an opponent into dropping their stance.

Skill Name: Tackle
Mnemonic: tackle
Hostile: Yes
Stamina Cost: Base 15 (-5 Rank 1, -5 Rank 2, -3 Rank 3).
Other Requirements: None
Available to: Warriors.
Prerequisites: None
CMP Cost Squares
Rank 1 2
Rank 2 4
Rank 3 6
Rank 4 8
Rank 5 10

Description: Hurl yourself at a target and attempt to knock them down.

Skill Name: Subdue
Mnemonic: subdue
Hostile: Yes
Stamina Cost: Base 30 (-15 Rank 1, -12 Rank 2, -9 Rank 3, -5 Rank 4)
Other Requirements: A suitable weapon to beat someone over the head with. Training in Ambush is recommended.
Available to: Rogues.
Prerequisites: None
CMP Cost Squares
Rank 1 2
Rank 2 3
Rank 3 4
Rank 4 5
Rank 5 6

Description: Spring from hiding and attempt to knock a foe unconscious.

Skill Name: Stun Maneuvers
Mnemonic: stunman
Hostile: No
Stamina Cost: Base 15 (-7 Rank 1, -5 Rank 2, -3 Rank 3).
Other Requirements: Being stunned.
Available to: Warriors, Rogues, Monks.
Prerequisites: None
CMP Cost Squares Semis
Rank 1 2 3
Rank 2 4 6
Rank 3 6 9
Rank 4 8 12
Rank 5 10 15

Description: Attempt to perform various actions while stunned:
~Shield (Rank 1) - Attempt to ready a shield in your left hand.
~Weapon (Rank 1) - Attempt to ready a suitable weapon in your right hand.
~Get (Rank 2) - Attempt to grab an item.
~Stand (Rank 3) - Attempt to stand back up.
~Stance1 (Rank 3) - Attempt to increase defensive stance by 20%.
~Stance2 (Rank 4) - Attempt to increase defensive stance by 40%.
~Attack (Rank 4) - Attempt to attack an opponent.
~Move (Rank 5) - Attempt to flee in a particular direction.

Skill Name: Cheapshots
Mnemonic: cheapshots
Hostile: Yes
Stamina Cost: Variable based on sub-maneuver:
~Footstomp - Base 4 (-2 Rank 1, -1 Rank 2)
~Nosetweak - Base 4 (-1 Rank 2)
~Templeshot - Base 4 (-1 Rank 2)
~Kneebash - Base 6 (-2 Rank 3)
~Eyepoke - Base 8
~Throatchop - Base 10
~Swiftkick - Base 10
Other Requirements: Templeshot, Kneebash, and Throatchop require a weapon in the right hand.
Available to: Rogues, Bards, Monks.
Prerequisites: None
CMP Cost Squares Semis
Rank 1 2 3
Rank 2 3 4
Rank 3 4 6
Rank 4 5 7
Rank 5 6 9

Description: Various quick and dirty maneuvers:
~Footstomp (Rank 1) - Stomp on an opponent's foot to delay their attacks.
~Nosetweak (Rank 2) - Tweak an opponent's nose to distract them from defending.
~Templeshot (Rank 2) - Smack an opponent in the head to reduce the accuracy of their attacks.
~Kneebash (Rank 3) - Thwap an opponent's kneecap to knock them to their knees.
~Eyepoke (Rank 4) - Attempt to temporarily reduce your opponent's perception.
~Throatchop (Rank 4) - Attempt to temporarily mute your opponent.
~Swiftkick (Rank 5) - Embarrass your opponent into a blind rage.

This message was originally posted in Hunting and Game Design Discussions, Combat Maneuvers Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=23&message =402

CrystalTears
04-01-2004, 07:23 PM
March of Rhymes: Combat Maneuver List - 3 · on 3/31/2004 2:12:33 PM 581


Guilds and the CML System

All the guild skills mentioned above (tackle, sweep, feint, disarm weapon, cheapshots, subdue, and stun maneuvers) have been converted to the CML system. This means they all (except stun maneuvers) now use the standard CML roll resolution system instead of the previously used MS/MD attack resolution system. As a result of this change, the importance of skill training (normally in Combat Maneuvers) will increase for both attacking with and defending against guild maneuvers. Players that have trained significantly less than 1x per level in CM will notice a decrease in manuever success rates.

Due to the increase in importance of the CML standard roll, the following changes to it have been made:

The messaging of the maneuver roll result has been moved further down in the formula structure to provide more useful information to the player. Previously, the messaged roll result was meant to reflect only the random portion of the formula. Now, the messaged roll result reflects the full end result reached by the formula. Further, a penalty number is also messaged (to the maneuver activator only) that reflects any hindrances that the maneuver user may be suffering from.

Bonuses for either the attacker or defender having the Mobility and/or Lucksong spells active have been added. Several bugs in the formula have also been found and fixed (most notably, a bug that was causing a portion of the armor penalty to be applied backwards was corrected). The GLD STANCE command may still be used to reduce one's attack or defence strength when dealing with guild skills.

CML conversion also means that the guild skills have had stamina costs added to their activation routines. To compensate, the following changes have been made to the guild skills:

All stamina costs are halved when participating in guild training with a NPC trainer or solo guild tasks (tackle/sweep dummy tasks, disarm wheel tasks, and subdue melon/garlic tasks). Solo guild task success rates have also been significantly increased, particularly for the lower ranks. Most solo tasks now have a minimum 50% success rate. Guild training that is done on other players and/or creatures proceeds under the full stamina cost.

Tackle - The critical failure threshold that previously left unsuccessful attackers kneeling has been reduced from 50 to 10. (I.e. One can now fail by 90 points before being left kneeling, rather than the previous 50 points.) The previously announced base 20 stamina cost has been reduced to base 15.

Sweep - The critical failure threshold that previously left unsuccessful attackers kneeling has been reduced from 50 to 10. (I.e. One can now fail by 90 points before being left kneeling, rather than the previous 50 points.) The standard +15 defense bonus that creatures previously enjoyed for defending against Sweep over Tackle has been removed and replaced with a restructuring of the way that RT penalties for swept creatures are calculated.

Disarm Weapon - No changes.

Feint - Roundtime penalties that targets suffer upon a successful feint have been increased from a maximum of 5 seconds to 8 seconds. The minimum roundtime penalty for attackers has been reduced from a minimum of 5 seconds to 3 seconds.

Cheapshots - The AS/DS penalties for templeshot/nosetweak have been both increased from -10 to -20. The AS/DS effects of a successful Eyepoke have been replaced with a temporary perception penalty. The mandatory wait time between cheapshot attempts on a single target has been reduced from approximately 45 seconds to approximately 15 seconds. The critical failure threshold on all cheapshots that previously left unsuccessful attackers with extra RT has been reduced from 50 to 10.

Subdue - A stance push-down effect similar to regular ambushing attempts is now present in Subdue. The critical failure threshold that previously left unsuccessful attackers with extra RT has been reduced from 50 to 10. The end results for successful Subdue attempts have been significantly altered: targets now automatically suffer immobility (for a minimum of 15 seconds, maximum of 20 seconds) upon a success margin of 31+, and knockdowns are now automatic on success margins of 21+. On non-immobilizing rolls, targets now lose stance in addition to the standard stun. Unlike the other guild skills, which receive a 50% reduction in stamina costs during solo guild task training, Subdue receives a 80% stamina cost reduction.

Stun Maneuvers - The previously used nerve stress system has been eliminated. The stun length difficulty modifier has been capped to allow for the possibility of using the skill during long stuns. Difficulty modifiers for the higher level stun maneuvers have been slightly decreased. The role of the player level has been adjusted to take into account the differing level spread between GS3 and GS4. Also, many bugs with this skill (too many to list here) have been fixed in this release.

As indicated above, all the existing guild skills will continue to be learnable through the guild system with no CMP cost. Skills learned through the guild will continue to be activated through their existing verbs (i.e. SWEEP, TACKLE, STUNMAN, CHEAPSH, etc.). Skills learned through the CMAN system may be activated through the CMAN verb (i.e. CMAN SWEEP, CMAN TACKLE, etc.). As such, it is possible for a player to learn the same skill (at the same time) through both the guild and CML systems. However, there is no real benefit to doing so, as each skill is functionally identical (except for a slightly higher success rate possible through the guild skill version), merely learned from two different sources.

Skills activated through the CMAN verb will use the CML rank structure (1-5) to determine maneuver attack strength, skills activated through their respective guild verbs will use the guild rank structure (0-63) to determine their maneuver attack strength. Maneuver defence strength is determined based on the highest of either guild rank defence or equivalent CML rank defence.

Maximum Stamina

The maximum stamina formula is also undergoing a revision. The base amount stamina derived from the Constitution, Agility, Discipline, and Strength statistics has been doubled. The formula for maximum stamina is now:

CON + (STR + AGL + DIS)/3 + (Physical Fitness Skill)/3

Please note that it is the statistic bonus that is used for the formula, not the base statistic itself. You may use the temporary CMAN STAMINA command to recalculate your maximum stamina level (or just make a relevant training selection in the skill migrator).

Also note that the average stamina-using player's regeneration rate is around 25% (and no lower than 20%) of maximum per minute. We will be closely monitoring the stamina and guild rep system following this release and are prepared to make changes, should they be deemed necessary.

Misc Issues

The following changes/additions have also been included in this release:

The CML system now supports the random targeting system currently found in the ATTACK verb, in addition to the auto targeting system. Similarly, all the converted guild skills should now support both auto and random targeting.

A warning message has been added to alert players when their stamina levels are getting low (less than 20). This is intended to aid non-Stormfront users in managing their stamina levels.

The stamina costs for Combat Movement/Focus have been reduced from 20 to 5.

Quickstrike stamina costs have been restructured. The following changes have been made:

The base stamina cost for Quickstrike has been reduced from 20 to 12. Instead of basing stamina costs on weapon type, stamina costs are now based upon Base Weapon Speed. For weapons with a base speed of 5 or less, a stamina penalty of +2 per second of base speed is applied. For weapons with a base speed greater than 5, an escalating penalty of an additional +1 stamina per second over 5 seconds. This additional +1 stamina penalty is applied on top of whatever the previous second's stamina penalty is.

For example, a falchion has a base speed of 5 seconds. It would have a speed penalty of (5 * 2) = 10 stamina, for a total stamina cost of 22 (including the base cost of 12). A claidhmore has a base speed of 8 seconds. It would have a speed penalty of (5 * 2) + 3 + 4 + 5 = 22 stamina, for a total cost of 34.

For two weapon combat, an effective Base Weapon Speed is calculated by taking the primary weapon's base speed, adding half the secondary weapon's base speed (rounded up), and adding 1 to the result. For instance, if a player is attacking with a falchion (base speed of 5) and a main gauche (base speed of 2), then the effective base weapon speed would be (5 + [2/2=1] + 1) = 7.

The weapon weight penalty has also been adjusted. Instead of double penalizing heavy weapons, stamina weight bonuses/penalties are calculated by comparing the weapon's actual weight to the base weight for that weapon. A bonus of -1 to the stamina cost is applied for each pound that the weapon weighs less than its base weight, and a penalty of +1 stamina is applied for each pound that the weapon weighs more than its base weight. Stamina costs may not be reduced to less than the base level (12) by this mechanism.

This message was originally posted in Hunting and Game Design Discussions, Combat Maneuvers Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=23&message =403

Bobmuhthol
04-01-2004, 07:26 PM
<<The maximum stamina formula is also undergoing a revision. The base amount stamina derived from the Constitution, Agility, Discipline, and Strength statistics has been doubled.>>

Thank God. I went from 82 to 111 and still have some trouble. I would've killed myself if I stayed at 82 with these new maneuvers.