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Thread: Understanding Help Please

  1. #1

    Default Understanding Help Please

    So I got my wizard 15 ranks in armor. ::cheer:: So, in -doubles- I should have 4% hinderance, which means any roll of 4 or less nets me magical hinderance failure. So imagine my surprise when I rolled a 3 and made a successful cast. --->

    Your hands glow with power as you invoke the phrase for Minor Acid...
    Your spell is ready.
    You gesture at a forest trali shaman.
    You hurl a hissing stream of acid at a forest trali shaman!
    AS: +316 vs DS: +135 with AvD: +35 + d100 roll: +3 = +219
    ... and hit for 57 points of damage!
    Dissolved larynx opens windpipe. Unfortunately it quickly fills with blood!
    A forest trali shaman collapses upon the ground and the life fades from her eyes.
    The opalescent aura fades from around a forest trali shaman.
    A forest trali shaman seems to lose an aura of confidence.
    The dim aura fades from around a forest trali shaman.
    Cast Roundtime 3 Seconds.

    So a bit later, I roll a 1, and get the following reading --->

    Your hands glow with power as you invoke the phrase for Minor Acid...
    Your spell is ready.
    You gesture at a forest trali.
    [Spell Hindrance for some detailed crimson leathers is 4% with current Armor Use skill, d100= 1]
    Your armor prevents the spell from working correctly.
    Cast Roundtime 3 Seconds.

    If anyone can shine some light on this for me, I would appreciate it. Thanks in advance.

    Finis
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  2. #2

    Default

    Quote Originally Posted by FinisWolf
    So I got my wizard 15 ranks in armor. ::cheer:: So, in -doubles- I should have 4% hinderance, which means any roll of 4 or less nets me magical hinderance failure. So imagine my surprise when I rolled a 3 and made a successful cast. --->

    Your hands glow with power as you invoke the phrase for Minor Acid...
    Your spell is ready.
    You gesture at a forest trali shaman.
    You hurl a hissing stream of acid at a forest trali shaman!
    AS: +316 vs DS: +135 with AvD: +35 + d100 roll: +3 = +219
    ... and hit for 57 points of damage!
    Dissolved larynx opens windpipe. Unfortunately it quickly fills with blood!
    A forest trali shaman collapses upon the ground and the life fades from her eyes.
    The opalescent aura fades from around a forest trali shaman.
    A forest trali shaman seems to lose an aura of confidence.
    The dim aura fades from around a forest trali shaman.
    Cast Roundtime 3 Seconds.

    So a bit later, I roll a 1, and get the following reading --->

    Your hands glow with power as you invoke the phrase for Minor Acid...
    Your spell is ready.
    You gesture at a forest trali.
    [Spell Hindrance for some detailed crimson leathers is 4% with current Armor Use skill, d100= 1]
    Your armor prevents the spell from working correctly.
    Cast Roundtime 3 Seconds.

    If anyone can shine some light on this for me, I would appreciate it. Thanks in advance.

    Finis
    I'd assume that there are two rolls for some systems. The first is to see if the attack is successful in the first place, and assuming that the first passes muster, the second goes into the attack itself (in this case, +3).

  3. #3

    Default

    So a bit later ... --->

    Your hands glow with power as you invoke the phrase for Minor Acid...
    Your spell is ready.
    You gesture at a forest trali shaman.
    You hurl a hissing stream of acid at a forest trali shaman!
    AS: +316 vs DS: +208 with AvD: +35 + d100 roll: +4 = +147
    ... and hit for 30 points of damage!
    Burn to cheek. Not a pretty sight.
    The trali shaman is stunned!
    Cast Roundtime 3 Seconds.

    All I can think, is that they are separate rolls. Would I be correct? If so, its very very strange that I never made a successful roll before with 6% hinderance that was an end d100 roll of 6 or less.

    Finis
    Last edited by FinisWolf; 02-02-2006 at 12:37 AM.
    Silence is Golden,
    Duct Tape is Silver,
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  4. #4

    Default

    Quote Originally Posted by Stretch
    I'd assume that there are two rolls for some systems. The first is to see if the attack is successful in the first place, and assuming that the first passes muster, the second goes into the attack itself (in this case, +3).
    Thats kinda where I was, but if you read my post just before this one, even that does not make sense.

    Sometimes trying to understand game mechanics can be a great challenge, and others, they just make no sense. Not sure what this one is yet.

    Finis
    Silence is Golden,
    Duct Tape is Silver,
    Gorilla Tape Guarantees SILENCE!

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  5. Default

    That 3 isn't an armor use roll, that's a damage roll. The armor use/spell hindrance roll is hidden, and you only ever see the result when you fail - which is where the [Spell Hindrance for some detailed crimson leathers is 4% with current Armor Use skill, d100= 1] comes into play.

  6. #6

    Default

    Awesome! Thanks Sylvan Dreams.

    Though ...

    Before I had trained in armor. My Magical hinderance was 6% in doubles, and not once did I have a roll between 1 and 6 that was successful, which is a part of what got me scratching my head.

    In any event, I thank you both for your input. Of course now I am sitting here going, the 230 TP's I put into armor was not worth it at all, thats the equivelent of 3 spell ranks, so now I am pondering untraining the armor. 6% to 4% really is not much of a difference.

    Any opinions are welcome on this decision. Again, thank you.

    Finis
    Silence is Golden,
    Duct Tape is Silver,
    Gorilla Tape Guarantees SILENCE!

    <img src=http://forum.gsplayers.com/image.php?type=sigpic&userid=1100&dateline=1188445084 border=0 alt= />

  7. #7

    Default

    6% to 4% is a huge difference. You're failing 2/3 of the time you would have been.

    SD has the two rolls part right.

  8. #8

    Default

    Quote Originally Posted by FinisWolf
    Awesome! Thanks Sylvan Dreams.
    Before I had trained in armor. My Magical hinderance was 6% in doubles, and not once did I have a roll between 1 and 6 that was successful, which is a part of what got me scratching my head.
    Eh, I'd wager that's not entirely true. It is possible that you never noticed the rolls.

    Throw some math in here to show that rolling 6 or under on both should only happen 0.36% of the time, while rolling one under/one over 6 should happen 11.28% of the time.

    Jorddyn

  9. #9

    Default

    Quote Originally Posted by Jorddyn
    Eh, I'd wager that's not entirely true. It is possible that you never noticed the rolls.

    Throw some math in here to show that rolling 6 or under on both should only happen 0.36% of the time, while rolling one under/one over 6 should happen 11.28% of the time.

    Jorddyn
    It's true, I may have never noticed, but one of the things I actually like doing is watching my numbers. I watch my numbers to see if spells were lost, etc etc.

    And, yes, I agree, to some degree, that dropping from 6% to 4% is mathmatically rather large; though, it just does not seem like it is worth the tp cost.

    I know there is manuever checks as well that will see a significant difference.

    /me that still not convinced it's worth the TP cost.
    /me that knows in the end, it's still up to me.
    /me that is looking for some examples to prove to my silly ass that I should in fact keep it, or get rid of it.

    Thanks again all.

    Finis
    Last edited by FinisWolf; 02-02-2006 at 05:43 PM.
    Silence is Golden,
    Duct Tape is Silver,
    Gorilla Tape Guarantees SILENCE!

    <img src=http://forum.gsplayers.com/image.php?type=sigpic&userid=1100&dateline=1188445084 border=0 alt= />

  10. #10

    Default

    Firstly I don't know where you're getting 230 TPs from. The difference between doubles with lowest physical penalties (or reinforced with lower everything penalties) and doubles with lowest spell penalties is 7 ranks, 98 PTPs, which is 196 TPs if you're in a heavily Mental plan.

    Secondly, I don't know what you mean by "examples". Math is math. You'll have markedly less spell hindrance, it's just a fact. The chances of you getting off 20 casts without losing a single one to hindrance at 4% is 44%. The same scenario with 6% hindrance gives you only a 29% chance. I'll put up a lil graph of this going from 1 cast to 50 casts.

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