Scott
08-07-2003, 01:24 PM
Several changes are being made to the combat system in order to make it more interesting and fun. These include the addition of the passive combat actions of Evasion, Blocking, and Parrying, which provide the ability to avoid attacks outright as a physical means for improving a character?s Defense Strength. In addition, we are revising many spells to provide progressive improvements in Defense Strength rather than large step-change bonuses.
SHIELDS
Shield skill aids in two ways; first, increased skill will improve a character?s chance to block an attack entirely. Second, if the outright block fails, the shield skill still increases the character?s Defense Strength (DS).
There will be four types of shields in GemStone IV. Shields have various names, but can be broken down into four categories:
* Small Shield
* Medium (standard) Shield
* Large Shield
* Tower Shield
Existing shields will all convert to Medium shields initially. We will be providing a voluntary conversion mechanism that will allow players to convert their shields to one of the other types if the name is appropriate for that type.
Training guidelines for Shield Use (for characters pursuing a One-handed weapon/Shield training path):
Warrior 2x
Rogue 1.5x
Bard/Ranger 1x
Pures 0.5x
The above table shows what would be considered ?typical training? for a given profession. Any player is free to train their character as they see fit, but this table provides a basic guideline for what the combat system expects.
Shield Defense Strength (DS) bonus:
(Shield Ranks + (STR bonus/4) + (DEX Bonus/4))/(1.5) = Base Value
Base Value * Stance Modifier * (100% + Shield Size Modifier) = DS bonus
Shield Size Modifier:
Small -20%
Medium 0%
Large 20%
Tower/Wall 40%
Stance Modifier: 50% + Stance/2.
Example: In Stance Guarded (Stance = 80), the Shield DS stance modifier would be 50% + (80/2) = 90%
The odds for an outright Block are based on the defender?s Shield Use ranks compared to the attacker?s level. It is affected by stats, shield size, and stance. A character with 1x shield training and a medium shield will block a like-level foe roughly 5% of the time in stance offensive. A character with 3x shield training and all other factors the same would have roughly a 15% chance to block that same attack.
WEAPONS
Parrying is handled similarly to Shield Blocking: increased skill will improve a character?s chance to deflect an attack entirely, and if the outright parry fails, the Parrying still increases the character?s DS. Parrying will require the defender to use a weapon unless the defender is a Monk. Parrying openhanded with brawling skill will still provide the DS bonus but will not have a chance for the outright parry.
Training guidelines for a weapon skill:
Warrior 2x
Rogue 2x
Bard/Ranger 2x
Pures 1x or Staves
Parry DS bonus:
(Weapon Ranks + (STR bonus/4) + (DEX Bonus/4)) = Base Value
Base Value * Stance Modifier * 2H weapon modifier + Stance/4 = DS bonus
Stance Modifier = 20%+(Stance/2)
Example: In Stance Guarded (Stance = 80), the Stance Modifier would be 20% + (80/2) = 60%
Using a two-handed weapon provides a 50% bonus, otherwise no modifier.
The odds for an outright parry are based on the defender?s weapon ranks compared to the attacker?s level. It is affected by stats, certain spells, and stance. A character with 2x weapon training would parry a like-level foe roughly 5% of the time in stance offensive.
DODGE
Dodge is similar to Shields/Blocking: increased skill will improve a character?s chance to evade an attack entirely, and if the outright evade fails, the Dodge skill still increases the character?s DS.
Training guidelines for Dodge for characters pursuing a One-handed weapon/Shield training path are shown below. Characters that pursue shieldless combat styles will be expected to have more Dodge skill than the typical OH/Shield users:
Warrior 1.5x
Rogue 2x
Bard/Ranger 0.75x
Pures 0x
The above table shows what would be considered ?typical training? for a given profession. Any player is free to train their character as they see fit, but this table provides a basic guideline for what the combat system expects.
Dodge Defense Strength (DS) bonus:
(Dodge Ranks + (AGiLity bonus/2) + (INTuition Bonus/4) + Spell Mods) = Base Value
Spells that improve attempts to Dodge include Mobility, Blur, Mass Blur, Elemental Refraction, and Song of Mirrors.
Base Value * Stance Modifier * Shield Penalty * Armor Hindrance Penalty = DS bonus
Stance Modifier: 75% + Stance/4.
Example: In Stance Guarded (Stance = 80), the Dodge DS stance modifier would be 75% + (80/4) = 95%
Shield Penalty: Using a shield hinders attempts to Dodge. The penalty is 20% for a small shield, 30% for a medium shield, 40% for a large shield, and 50% for a tower shield.
Armor Hindrance penalty: Wearing heavy armor hinders attempts to Dodge. The penalty is 1/2 of the armor?s Maneuver Hindrance value.
The odds for an outright dodge are based on the defender?s Dodge ranks compared to the attacker?s level. It is affected by stats, certain spells, and stance. A character with 1x Dodge training can evade a like-level foe roughly 5% of the time in stance offensive. A character with 3x Dodge training and all other factors the same would have roughly a 15% chance to evade that same attack.
SPELLS
Modifications to many defensive spells are required as part of the overall combat changes. Changing spells to have progressive defense bonuses rather than the existing large step bonuses aids in properly designing fun challenges for players without making combat too easy or too difficult. Additionally, certain spells are changing to increase the Evasion attempt rather than directly increasing Defense Strength (which will be indirectly increasing a character?s DS if the Evasion attempt fails). The table below details the spell changes:
SPELL DESCRIPTION
Group A
102 Changed to +20 DS, -20 AS, +/-1 for every 2 ranks beyond 2
120 Changed to +15 DS +1 for every 2 ranks beyond 20.
140 Changed to a 60 second duration, not included in standard expected DS evaluation. Duration will increase with Blessing Lore training, but it is not expected to be cost effective to have this spell continually active. It will provide a large boost for times when a player feels it is needed.
202 Changed to +10 DS +1 for every 3 ranks beyond 2, Physical DS only (No Bolt DS)
303 Changed to +10 DS +1 for every 2 ranks beyond 3
307 Changed to not add to Bolt DS
313 Changed to add progressively increasing Generic DS after 35 ranks of Cleric Spells are gained.
414 Changed to +20 DS
419 Changed to +20 DS
430 Changed to +15 DS + 1 for every 2 ranks beyond 30
613 Changed to +20 DS +1 for every 2 ranks beyond 13
712 Changed to +15 DS + 1 per rank beyond 12, max at level
919 Changed to a 60 second duration, not included in standard expected DS evaluation. As with Wall of Force, it is not expected to be cost effective to have this spell continually active. It will provide a substantial defensive boost for times when the player feels it is needed.
1109 +15 DS + 1 for every 2 Empath Ranks beyond 15, Max 30, Physical DS only.
1119 Changed to provide half bonus to Physical DS, full bonus to Bolt DS
1009 Max at +35 DS
1010 Changed to +10 DS +1 for every 2 songs known beyond 10
1012 Max at +35 DS
1014 Max at +35 DS
Group B
503 10 Ranks of Dodge + 1 for every 2 spells known beyond 3
618 20 Ranks of Dodge + 1 for every spell known beyond 18
905 15 Ranks of Dodge + 1 for every 2 spells known beyond 5
911 20 Ranks of Dodge
1035 20 Ranks of Dodge + 1 per spell known beyond 35. This spell will be moving to a lower spell slot. More information will be provided when details are finalized.
Group C
507 The spell messaging will be revised to imply deflection rather than an agility boost.
Group A spells reflect a change to Defense Strength (DS) only. Any TD bonuses provided by these spells is not changing.
Group B spells are no longer going to be providing a flat DS bonus. They will instead provide a bonus to Evasion attempts (which will indirectly add to DS, should the evasion attempt fail).
Group C spells reflect a change to the messaging of the spell only.
Many of these spells are being changed to provide a base defensive benefit plus a bonus amount dependent upon the caster?s training. The bonus portion of these spells is only factored in when the spell is self-cast. For example, if Spirit Shield (Spell 202) now adds 10 Defense Strength (DS) + 1 DS for every 3 Major Spirit (MjS) ranks beyond 2, it will only add the base 10 DS when cast on someone other than the caster.
For every spell that has an increasing bonus, whether in Group A or B, the mana cost for the spell will increase by some amount as well. Specific details will be provided when they are finalized.
Note: Further coding and testing could result in changes. Please stay tuned to the GemStone III Forums and the GSIV documentation for updates. Thank you!
http://www.play.net/gs3/news/gemstone_iv/home.asp
~ Kitrina
This message was originally posted in The Next Generation of GemStone, Combat Changes. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=30&category=101&topic=7&message =1710
SHIELDS
Shield skill aids in two ways; first, increased skill will improve a character?s chance to block an attack entirely. Second, if the outright block fails, the shield skill still increases the character?s Defense Strength (DS).
There will be four types of shields in GemStone IV. Shields have various names, but can be broken down into four categories:
* Small Shield
* Medium (standard) Shield
* Large Shield
* Tower Shield
Existing shields will all convert to Medium shields initially. We will be providing a voluntary conversion mechanism that will allow players to convert their shields to one of the other types if the name is appropriate for that type.
Training guidelines for Shield Use (for characters pursuing a One-handed weapon/Shield training path):
Warrior 2x
Rogue 1.5x
Bard/Ranger 1x
Pures 0.5x
The above table shows what would be considered ?typical training? for a given profession. Any player is free to train their character as they see fit, but this table provides a basic guideline for what the combat system expects.
Shield Defense Strength (DS) bonus:
(Shield Ranks + (STR bonus/4) + (DEX Bonus/4))/(1.5) = Base Value
Base Value * Stance Modifier * (100% + Shield Size Modifier) = DS bonus
Shield Size Modifier:
Small -20%
Medium 0%
Large 20%
Tower/Wall 40%
Stance Modifier: 50% + Stance/2.
Example: In Stance Guarded (Stance = 80), the Shield DS stance modifier would be 50% + (80/2) = 90%
The odds for an outright Block are based on the defender?s Shield Use ranks compared to the attacker?s level. It is affected by stats, shield size, and stance. A character with 1x shield training and a medium shield will block a like-level foe roughly 5% of the time in stance offensive. A character with 3x shield training and all other factors the same would have roughly a 15% chance to block that same attack.
WEAPONS
Parrying is handled similarly to Shield Blocking: increased skill will improve a character?s chance to deflect an attack entirely, and if the outright parry fails, the Parrying still increases the character?s DS. Parrying will require the defender to use a weapon unless the defender is a Monk. Parrying openhanded with brawling skill will still provide the DS bonus but will not have a chance for the outright parry.
Training guidelines for a weapon skill:
Warrior 2x
Rogue 2x
Bard/Ranger 2x
Pures 1x or Staves
Parry DS bonus:
(Weapon Ranks + (STR bonus/4) + (DEX Bonus/4)) = Base Value
Base Value * Stance Modifier * 2H weapon modifier + Stance/4 = DS bonus
Stance Modifier = 20%+(Stance/2)
Example: In Stance Guarded (Stance = 80), the Stance Modifier would be 20% + (80/2) = 60%
Using a two-handed weapon provides a 50% bonus, otherwise no modifier.
The odds for an outright parry are based on the defender?s weapon ranks compared to the attacker?s level. It is affected by stats, certain spells, and stance. A character with 2x weapon training would parry a like-level foe roughly 5% of the time in stance offensive.
DODGE
Dodge is similar to Shields/Blocking: increased skill will improve a character?s chance to evade an attack entirely, and if the outright evade fails, the Dodge skill still increases the character?s DS.
Training guidelines for Dodge for characters pursuing a One-handed weapon/Shield training path are shown below. Characters that pursue shieldless combat styles will be expected to have more Dodge skill than the typical OH/Shield users:
Warrior 1.5x
Rogue 2x
Bard/Ranger 0.75x
Pures 0x
The above table shows what would be considered ?typical training? for a given profession. Any player is free to train their character as they see fit, but this table provides a basic guideline for what the combat system expects.
Dodge Defense Strength (DS) bonus:
(Dodge Ranks + (AGiLity bonus/2) + (INTuition Bonus/4) + Spell Mods) = Base Value
Spells that improve attempts to Dodge include Mobility, Blur, Mass Blur, Elemental Refraction, and Song of Mirrors.
Base Value * Stance Modifier * Shield Penalty * Armor Hindrance Penalty = DS bonus
Stance Modifier: 75% + Stance/4.
Example: In Stance Guarded (Stance = 80), the Dodge DS stance modifier would be 75% + (80/4) = 95%
Shield Penalty: Using a shield hinders attempts to Dodge. The penalty is 20% for a small shield, 30% for a medium shield, 40% for a large shield, and 50% for a tower shield.
Armor Hindrance penalty: Wearing heavy armor hinders attempts to Dodge. The penalty is 1/2 of the armor?s Maneuver Hindrance value.
The odds for an outright dodge are based on the defender?s Dodge ranks compared to the attacker?s level. It is affected by stats, certain spells, and stance. A character with 1x Dodge training can evade a like-level foe roughly 5% of the time in stance offensive. A character with 3x Dodge training and all other factors the same would have roughly a 15% chance to evade that same attack.
SPELLS
Modifications to many defensive spells are required as part of the overall combat changes. Changing spells to have progressive defense bonuses rather than the existing large step bonuses aids in properly designing fun challenges for players without making combat too easy or too difficult. Additionally, certain spells are changing to increase the Evasion attempt rather than directly increasing Defense Strength (which will be indirectly increasing a character?s DS if the Evasion attempt fails). The table below details the spell changes:
SPELL DESCRIPTION
Group A
102 Changed to +20 DS, -20 AS, +/-1 for every 2 ranks beyond 2
120 Changed to +15 DS +1 for every 2 ranks beyond 20.
140 Changed to a 60 second duration, not included in standard expected DS evaluation. Duration will increase with Blessing Lore training, but it is not expected to be cost effective to have this spell continually active. It will provide a large boost for times when a player feels it is needed.
202 Changed to +10 DS +1 for every 3 ranks beyond 2, Physical DS only (No Bolt DS)
303 Changed to +10 DS +1 for every 2 ranks beyond 3
307 Changed to not add to Bolt DS
313 Changed to add progressively increasing Generic DS after 35 ranks of Cleric Spells are gained.
414 Changed to +20 DS
419 Changed to +20 DS
430 Changed to +15 DS + 1 for every 2 ranks beyond 30
613 Changed to +20 DS +1 for every 2 ranks beyond 13
712 Changed to +15 DS + 1 per rank beyond 12, max at level
919 Changed to a 60 second duration, not included in standard expected DS evaluation. As with Wall of Force, it is not expected to be cost effective to have this spell continually active. It will provide a substantial defensive boost for times when the player feels it is needed.
1109 +15 DS + 1 for every 2 Empath Ranks beyond 15, Max 30, Physical DS only.
1119 Changed to provide half bonus to Physical DS, full bonus to Bolt DS
1009 Max at +35 DS
1010 Changed to +10 DS +1 for every 2 songs known beyond 10
1012 Max at +35 DS
1014 Max at +35 DS
Group B
503 10 Ranks of Dodge + 1 for every 2 spells known beyond 3
618 20 Ranks of Dodge + 1 for every spell known beyond 18
905 15 Ranks of Dodge + 1 for every 2 spells known beyond 5
911 20 Ranks of Dodge
1035 20 Ranks of Dodge + 1 per spell known beyond 35. This spell will be moving to a lower spell slot. More information will be provided when details are finalized.
Group C
507 The spell messaging will be revised to imply deflection rather than an agility boost.
Group A spells reflect a change to Defense Strength (DS) only. Any TD bonuses provided by these spells is not changing.
Group B spells are no longer going to be providing a flat DS bonus. They will instead provide a bonus to Evasion attempts (which will indirectly add to DS, should the evasion attempt fail).
Group C spells reflect a change to the messaging of the spell only.
Many of these spells are being changed to provide a base defensive benefit plus a bonus amount dependent upon the caster?s training. The bonus portion of these spells is only factored in when the spell is self-cast. For example, if Spirit Shield (Spell 202) now adds 10 Defense Strength (DS) + 1 DS for every 3 Major Spirit (MjS) ranks beyond 2, it will only add the base 10 DS when cast on someone other than the caster.
For every spell that has an increasing bonus, whether in Group A or B, the mana cost for the spell will increase by some amount as well. Specific details will be provided when they are finalized.
Note: Further coding and testing could result in changes. Please stay tuned to the GemStone III Forums and the GSIV documentation for updates. Thank you!
http://www.play.net/gs3/news/gemstone_iv/home.asp
~ Kitrina
This message was originally posted in The Next Generation of GemStone, Combat Changes. To discuss the above follow the link below.
http://www.play.net/forums/messages.asp?forum=30&category=101&topic=7&message =1710