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Thread: Random (official) GM posts

  1. #21

    Default

    >>430 and 140 offer maneuver protection? What?

    Yes. And so does 102 and 507. I just checked. These four spells only come into play if the maneuver is able to be defended against by a shield, though, not just ones that you can evade. For example, soul golems pushing you into steam vents can be deflected by a shield, so 102 et al will help there.

    Spells that help you evade creature maneuvers are Mobility, Prayer, Empathic Focus, Heroism, Dauntless, Premonition.

    Note that these are not specs for the CML, but the standard creature maneuver system. Also, this is all subject to change once the review gets underway.

    >>But 430? Since when?

    1997.

    = - GM Oscuro - =

    Rogue Team
    Cleric/Empath Team
    Useful.
    My current items for sale or trade: Treasures in the Brambles.
    Contact: Nuadjha (Discord and LNet), Briarfox@play.net

  2. #22

    Default

    Re: Spirit Thresholds · on 4/23/2009 2:47:12 PM 5813


    Reply
    >>Was I mistaken in thinking that +50 stamina recovery and +50 max stamina can stack?

    Not that I'm aware of. If you boost your CON stat, it raises your HP and your stamina. Those boosts won't stack beyond the max for health boosters and stamina boosters. I think that's what you're confusing this with?

    = - GM Oscuro - =

    Rogue Team
    Cleric/Empath Team

  3. #23

    Default

    "the standard creature maneuver system"

    Uh, I thought the whole idea behind monster CML conversion was that there was no such system?

    <<What up Latrinsorm? I'll rep you for being Anathemus.>>

    O.

  4. Default

    Quote Originally Posted by Latrinsorm View Post
    "the standard creature maneuver system"

    Uh, I thought the whole idea behind monster CML conversion was that there was no such system?
    I assumed this was referring to, e.g., roa'ters or krynches... creature maneuvers that do not correspond to the CML.

  5. Default

    I've decided to treat everything Naos says in #ccf as official.

    01:25 *** Naos joined #ccf
    01:25 <Naos> HOLY SHIT SOMETHING HAPPENED

  6. #26

    Default

    Re: Adamantine (And Other Metals) CROSSPOST · on 4/28/2009 5:00:47 PM 1949


    Reply
    >I have otherwise heard from multiple sources that adamantine is not supposed to be lightened, ever.

    Adamantine can be lightened, though the minimum that it can be lightened to is still quite heavy when compared to a similar non-adamantine item. I do need to update ANALYSE to reflect this, though.

    >I assume adamantine is pitch black, because an item said so.

    Adamantine in its natural state is a blackish-brown. It can be dyed any color, however.

    >I assume zelnorn is golden in color, because an item said so.

    Yes, its natural state is a golden hue. It can also be dyed any color.

    >I assume kroderine is silvery in color, because althought the only kroderine item in game has no color descriptor, it has properties similar to krodera (which is silvery in color).

    Kroderine appears fairly similar to steel in its natural state. It has a tendency to blacken over time as a side effect its special property (consuming magic), though this can be concealed with dye.

    >Upon release, it was said that kroderine could never, ever be enchanted (just like it sounds as though adamantine is never, ever supposed to be lightened). But it was cleared for the major enchanting slot at the CCF.

    Kroderine will eventually consume any additional enchantment and return to its natural state. If it was enchanted at the CCF, I suspect that who ever got it done will probably want to change their choice.

    >What's up with zelnorn, yo'? Does it have a natural state of +x/+x? The enchants of the various items released have all been different.

    Its base state is +10/+10. This natural bonus can be enhanced, but the AS/DS bonuses should always be within one point of one another.

    >What can these metals be used for? Zelnorn and adamantine have been made into weapons and armors. Kroderine has been made into a weapon. Can any of them be made into a shield? Can kroderine be made into armor?

    Zelnorn and Adamantine can be crafted into weapons, armor, and shields. Kroderine is currently weapon only (though this is likely to change when a suitable release method presents itself).

    >Out of all of the metals, why are these three the only metals to have a level restriction to hold that is not based on natural enchant? I'll admit that the innate abilities are very powerful, but... it doesn't make sense to cower in fear of adamantine's power when that power is just... hardness.

    The innate abilities are indeed significantly more powerful than standard materials, which is why a higher than normal level restriction applies.

    That adamantine tends to overpower the less experienced is derived from the fact that is it not just very strong, it is essentially supernaturally indestructable. In order to shape that kind of toughness into a useable form (like a weapon or a suit of armor), some pretty powerful magic has to be used continually over the long and slow process of crafting. That kind of mana expenditure leaves behind a very strong magical residue on the resulting item, which takes a fair bit of training to overcome.

    >Where... do these metals come from? If they're alloys, how are they made!?

    They are all "natural" metals (in the sense that they are not alloys or otherwise man-made).

    >Which GM(s) made these items from concept to code?

    Me.

    Coase

  7. #27

    Default

    Re: Old Coraesine Weapons still Un-Workable · on 4/26/2009 9:26:40 PM 43799


    Reply
    Two types of coraesine:

    Old: The stuff Jay had, cause he's old. I'm pretty sure people can mess around with that. I ripped off the double-strike properties of it when I made the new stuff and incorporated it into the metal doc.

    New: My stuff. Takes more of the crud we put in the metal doc and fleshes it out, two versions: impure and pure. Pure allows you to cast call wind, change your features, and do lots of weird stupid stuff I'm not really remembering right now. Impure, I think, just has some fluffy messaging and double strike flares.

    As it stands, I really don't remember saying anything about coming back to work on them or expand on them. They're extremely limited release and me messing with them isn't just my decision, it'd probably require some specific approvals from people over my head if it's messing with their stats at all. Alterations are probably the only exception to that.

    What do you want? I can ask, at least.

    And is there anyone out there except you that has one that wants stuff?

    ~ V

  8. #28

    Default

    Re: Slap me Around and Call me Susie · on 5/5/2009 11:14:37 AM 14918


    Reply
    >>That is true, but it doesn't really apply to mind jolt. For some reason it's incredibly hard to pull off a stun maneuver from any length of mind jolt stun. Which, like Keleborrn said, would have probably given him RT past his stun which would have been his chance to get out of there.

    >>Mind jolt sucks.


    Mind Jolt can have long durations on high endrolls, but it's otherwise no harder to use StunManeuvers with than any other stun of equal duration.

    = - GM Oscuro - =

    Rogue Team
    Cleric/Empath Team
    followup:

    Re: Slap me Around and Call me Susie · on 5/5/2009 8:11:37 PM 14931


    Reply
    >>If I remember correctly, each number above a +100 roll on mind jolt equates to 1 second of being stunned. Am I right on this? What's the max length on the stuns? And how long is one stun round supposed to be?

    Yes, 1 second per point of warding margin. I don't believe there is a max duration. One stun round is five seconds.

    >>I agree with Grendeg that I'm not totally convinced there isn't a bug here. I don't know if it's because it's incredibly easy for anything casting mind jolt at a rogue to get a high endroll, but it's also my experience that magical stun = failmaneuvers.

    Just checked it again and it's correct. What you may be seeing is that stuns from Mind Jolt are typically going to be 20+ seconds against most Rogues and the maximum difficulty is attained at 20 seconds (anything more isn't any harder). If you're a master in Stun Man and you have a decent DIS modifier, though, doing things like STUN STAND or STUN STANCE1 should be very easy even for long duration stuns. STUN MOVE, however, is very difficult with long stuns.

    >>Again I would like to suggest is there anything that can be done to tone down mind jolt? Maybe .5 seconds per integer above the +100 endroll? The spell is just absolutely devastating.

    That would be something to bring up in the Sorcerer folder. Personally, I think Mind Jolt is in line with its level in terms of power. Stun is one of the weakest status effects one can be under and the spell does nothing but stun. Its main strength is its duration.

    = - GM Oscuro - =

    Rogue Team
    Cleric/Empath Team
    Re: Slap me Around and Call me Susie · on 5/5/2009 8:27:33 PM 14940


    Reply
    >>Does this mean that say, on an 8 round stun, the first 20 seconds will be at max difficulty and then the difficulty will start to decrease after 20 seconds, or does it mean that the difficulty of a stun man will start decreasing immediately?

    It goes by duration of the stun at the time of the attempt, so it gets easier the longer you wait.

    >>Also - does/would it possible to have stun move work on climbing moves?

    This is something I planned on looking into eventually (i.e. after the offensive maneuver CMP costs and CMAN immunity/resistance stuff). I have a few ideas for Stun Maneuvers already, but if you guys have any, please post them (in the guild folder).

    = - GM Oscuro - =

    Rogue Team
    Cleric/Empath Team
    Last edited by thefarmer; 05-06-2009 at 01:28 AM.

  9. #29

    Default

    Quote Originally Posted by Warden
    Beyond the points being made by the warriors in the previous posts, one critical point that is being overlooked is that at equal S&H skill, a Warrior is nowhere near as effective at hiding as a Rogue due to a massive profession bonus Rogues receive. Even if the Rogue does not avail himself of Shadow Mastery or Armored Stealth, a 2x S&H Warrior at 100th level trying to hide in front of a creature is significantly worse off than the 1x Rogue.

    Warden
    http://www.play.net/forums/messages....3&message=4793

  10. #30

    Default Approved alternate weapon nouns

    Posted by Zyllah:

    Approved Weapon Name List - Part 1 · on 5/7/2009 12:42:56 AM 1887

    This list is current as of the date of this post. Changes after this point may invalidate some of the information. General use means they can appear in shops and alteration only is what it sounds like.

    If a weapon is not listed here it means there's no approved alternate nouns.

    Awl-pike PA
    Approved Names Usage
    chest-ripper General Use
    korseke General Use
    military fork General Use
    ranseur General Use
    runka General Use
    scaling fork General Use
    spetum General Use

    Backsword OHE
    Approved Names Usage
    mortuary sword General Use
    sidesword General Use
    riding sword General Use

    Ball & Chain OHC
    Approved Names Usage
    mace and chain General Use
    binnol Alterations Only
    goupillon Alterations Only

    Bastard Sword
    Approved Names Usage
    cresset sword General Use
    espadon General Use
    warsword General Use

    Battle Axe 2H
    Approved Names Usage
    adze General Use
    balestarius Alterations Only
    battle-axe General Use
    bearded axe General Use
    doloire Alterations Only
    executioner's axe General Use
    greataxe General Use
    kheten Alterations Only
    roa'ter axe General Use
    tabar Alterations Only
    woodsman's axe General Use

    Blackjack Brawl
    Approved Names Usage
    bludgeon General Use
    sap General Use

    Broadsword OHE
    Approved Names Usage
    broadsword General Use
    carp's-tongue/carp's tongue Alterations Only
    flyssa Alterations Only
    goliah Alterations Only
    katzbalger Alterations Only
    machera Alterations Only
    palache Alterations Only
    schiavona Alterations Only
    seax General Use
    spadroon Alterations Only
    spatha General Use
    talon sword General Use
    xiphos Alterations Only

    Dagger OHE
    Approved Names Usage
    alfange Alterations Only
    basilard Alterations Only
    bodkin General Use
    bracelet dagger General Use
    butcher knife General Use
    cinquedea General Use
    crescent dagger General Use
    dirk General Use
    fantail dagger General Use
    forked dagger General Use
    kidney dagger General Use
    knife General Use
    kozuka General Use
    misericord General Use
    parazonium Alterations Only
    pavade Alterations Only
    poignard General Use
    pugio Alterations Only
    scramasax General Use
    sgian achlais Alterations Only
    spike General Use
    stiletto General Use
    tanto General Use

    Estoc OHE
    Approved Names Usage
    koncerz General Use

    Falchion OHE
    Approved Names Usage
    badelaire General Use
    craquemarte Alterations Only
    falcata General Use
    khopesh General Use
    machete General Use
    takouba Alterations Only
    warblade General Use

    Flail 2H
    Approved Names Usage
    military flail General Use

    Halberd PA
    Approved Names Usage
    bardiche General Use
    bill General Use
    brandestoc General Use
    croc Alterations Only
    falcastra General Use
    fauchard General Use
    glaive General Use
    godendag Alterations Only
    guisarme General Use
    hippe Alterations Only
    pole axe/pole-axe General Use
    scorpion General Use
    scythe General Use

    Handaxe OHE
    Approved Names Usage
    balta Alterations Only
    broad axe General Use
    cleaver General Use
    crescent axe General Use
    field-axe General Use
    francisca Alterations Only
    hatchet General Use
    ice axe General Use
    limb-cleaver General Use
    meat cleaver General Use
    miner's axe General Use
    moon axe General Use
    raiding axe General Use
    sparte Alterations Only
    taper Alterations Only
    toporok Alterations Only
    waraxe General Use

    Heavy Crossbow MIS
    Approved Names Usage
    heavy arbalest General Use
    siege crossbow General Use

    Hook-knife Brawl
    Approved Names Usage
    pit-knife General Use
    sabiet Alterations Only

    Jackblade Brawl
    Approved Names Usage
    slash-jack General Use

    Javelin Pole
    Approved Names Usage
    contus Alterations Only
    jaculum General Use
    pelta Alterations Only
    shail Alterations Only
    spiculum General Use

    Jeddart-axe Pole
    Approved Names Usage
    beaked axe General Use
    nagimaki General Use
    voulge General Use

    Katar Combo OHE and Brawl
    Approved Names Usage
    gauntlet-sword General Use
    manople General Use
    paiscush Alterations Only
    pata Alterations Only

    Knuckle-blade Brawl
    Approved Names Usage
    slash-fist General Use

    Lance Pole
    Approved Names Usage
    framea Alterations Only
    pike General Use
    sarissa Alterations Only
    sudis Alterations Only
    warlance General Use

    Leather Whip OHC
    Approved Names Usage
    bullwhip General Use
    cat o' nine tails General Use

    Light Crossbow MIS
    Approved Names Usage
    light arbalest General Use

    Long Bow MIS
    Approved Names Usage
    yumi General Use

    Longsword OHE
    Approved Names Usage
    arming sword General Use
    kaskara General Use
    langsax/langseax General Use
    sheering sword General Use

    Mace OHC
    Approved Names Usage
    bulawa General Use
    dhara Alterations Only
    flanged mace General Use
    knee-breaker General Use
    massuelle Alterations Only
    mattina Alterations Only
    ox mace Alterations Only
    pernat Alterations Only
    quadrelle Alterations Only
    ridgemace General Use
    studded mace General Use

    Main Gauche OHE
    Approved Names Usage
    parrying dagger General Use

    Maul 2H
    Approved Names Usage
    footman's hammer General Use
    sledgehammer General Use
    tetsubo General Use

    Military Pick 2H
    Approved Names Usage
    bisacuta Alterations Only

    Morning Star OHC
    Approved Names Usage
    spiked mace General Use
    holy water sprinkler General Use
    spikestar General Use

    Approved Weapon Name List - Part 2 · on 5/7/2009 12:45:01 AM 1888


    Reply
    Paingrip Brawl
    Approved Names Usage
    grab-stabber General Use

    Quarterstaff 2H
    Approved Names Usage
    staff General Use
    bo stick General Use
    yoribo General Use

    Quoit Thrown
    Approved Names Usage
    chakram General Use

    Rapier OHE
    Approved Names Usage
    bilbo General Use
    colichemarde Alterations Only
    epee General Use
    fleuret Alterations Only
    foil General Use
    schlager Alterations Only
    tizona Alterations Only
    tock General Use
    tocke General Use
    tuck General Use
    verdun Alterations Only

    Razorpaw Brawl
    Approved Names Usage
    slap-slasher General Use

    Runestaff 2H
    Approved Names Usage
    crook General Use
    crosier General Use
    pastoral staffGeneral Use
    rune staff General Use
    scepter General Use
    staff General Use

    Sai Brawl
    Approved Names Usage
    jitte General Use

    Scimitar OHE
    Approved Names Usage
    cutlass General Use
    kama General Use
    kilij Alterations Only
    palache Alterations Only
    sabre General Use
    sapara General Use
    shamshir General Use
    yataghan General Use

    Short Sword OHE
    Approved Names Usage
    antler sword Alterations Only
    braquemar Alterations Only
    baselard Alterations Only
    chereb General Use
    coustille Alterations Only
    gladius General Use
    kris General Use
    sica Alterations Only
    wakizashi General Use

    Spear Pole
    Approved Names Usage
    angon Alterations Only
    boar spear General Use
    cateia Alterations Only
    falarica Alterations Only
    gaesum Alterations Only
    harpoon General Use
    partisan/partizan General Use
    pill General Use
    spontoon General Use

    Trident Pole
    Approved Names Usage
    fuscina Alterations Only
    magari-yari General Use
    pitch fork/pitchfork General Use
    zinnor Alterations Only

    Twohanded Sword 2H
    Approved Names Usage
    battlesword General Use
    beheading sword General Use
    bidenhander General Use
    falx General Use
    executioner's sword General Use
    greatsword General Use
    no-dachi General Use
    zweihander General Use

    War Hammer OHC
    Approved Names Usage
    fang General Use
    hammerbeak General Use
    hoolurge Alterations Only
    horseman's hammer General Use
    skull-crusher General Use
    taavish Alterations Only

    War Mattock 2H
    Approved Names Usage
    mattock General Use
    oncin Alterations Only
    sabar Alterations Only

    Yierka-spur Brawl
    Approved Names Usage
    spike-fist General Use

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