Veiled people elude mindnet and angel watch unless you (the BM/Monk/Priest) have a veil. I think if serpent/bm evade across the area border it also doesn't show up, not without a fullsense check).
Yeah this is correct.
Demon Trace however does not work on veiled people even if you have a veil which is a pain in the but, have bugged it, even though it says it might not be possible to do.( Aritfacts Veil)
Combat logs barely exist, alchemists barely exist, alchemists who fight even more barely exist, combat logs of alchemists who fight extremely barely exist.
Combat logs barely exist, alchemists barely exist, alchemists who fight even more barely exist, combat logs of alchemists who fight extremely barely exist.
The only Alchemist who did combat was Shine. (Shallam character and he doesn't play anymore)
Though perhaps Kaeven has some from Mhaldorian spars.
Cadarus probably has the most experience with Alchemist combat of anyone playing right now. It's likely he will give you plenty of pointers if you ask him, but he hasn't been around for a bit (that I've seen). He also logs everything, but I'm not sure what he is willing to share.
What exactly is the Alchemist class in combat? Affliction-based? Damage-based?
I -think- affliction, as the little I've managed to glean about Alchemist combat seems to focus on wracks.
Alchemist combat is typically bleed based. There are three ways an Alchemist kill: Aurify, bleed/damage, and Reave. You are most likely to see someone die to bleeding by an Alchemist than you are to see Aurify and even more so, Reave.
A large part of alchemist combat is tempering. You temper an opponent's fluids, then once they're high enough, temper a specific humour for various harmful effects. Eating ginger/antimony lowers fluid levels, but far slower than they can be tempered. Tempering doesn't use balance or equilibrium, but does require both. Paralysis, prone, writhe afflictions, and two broken arms will prevent tempering. The best defence is just running away to give you time to eat ginger/antimony though.
A large part of alchemist combat is tempering. You temper an opponent's fluids, then once they're high enough, temper a specific humour for various harmful effects. Eating ginger/antimony lowers fluid levels, but far slower than they can be tempered. Tempering doesn't use balance or equilibrium, but does require both. Paralysis, prone, writhe afflictions, and two broken arms will prevent tempering. The best defence is just running away to give you time to eat ginger/antimony though.
You can wrack two humours at once for two afflictions, right? Can you choose the afflictions at all or are they always random?
A large part of alchemist combat is tempering. You temper an opponent's fluids, then once they're high enough, temper a specific humour for various harmful effects. Eating ginger/antimony lowers fluid levels, but far slower than they can be tempered. Tempering doesn't use balance or equilibrium, but does require both. Paralysis, prone, writhe afflictions, and two broken arms will prevent tempering. The best defence is just running away to give you time to eat ginger/antimony though.
You can wrack two humours at once for two afflictions, right? Can you choose the afflictions at all or are they always random?
You can wrack two humours at once for two afflictions if both of the humours are tempered, and you can specify the afflictions. You cannot choose two afflictions from the same humour, though.
I had one more Alchemist-related question: do the amount of symbols on a set of alchemy robes affect the amount of protection the wearer may receive? For example, if I have imbued only lead into the robes (blunt protection), will I get the same amount of blunt protection if I imbue more symbols into the robe?
Tilly said: I had one more Alchemist-related question: do the amount of symbols on a set of alchemy robes affect the amount of protection the wearer may receive? For example, if I have imbued only lead into the robes (blunt protection), will I get the same amount of blunt protection if I imbue more symbols into the robe?
The amount of symbols doesn't matter. Lead and iron give 12% resistance, the others give 10%.
It's strictly a percentage, based on the monk's Int and boosted by a Collar. Fitness reduces the damage by as much as (I think) 12.5% at trans. Not sure about the formula for the int-dependence, but pretty sure it can get over 40% with high int and collar on an inept fitness target.
Yeah, I think diminishing returns on Int are similar to Str, starting at 13 and increasing as you go up. 35% against trans fitness would be about 40% against inept, I think, so that's probably about the max.
Diminishing returns I believe started at 12, for every stat except perhaps Dexterity? I believe it would be answered in Quick Questions somewhere, by Sena
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Though perhaps Kaeven has some from Mhaldorian spars.
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Alchemist combat is typically bleed based. There are three ways an Alchemist kill: Aurify, bleed/damage, and Reave. You are most likely to see someone die to bleeding by an Alchemist than you are to see Aurify and even more so, Reave.
Honourable, knight eternal,
Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
You can wrack two humours at once for two afflictions, right? Can you choose the afflictions at all or are they always random?
I had one more Alchemist-related question: do the amount of symbols on a set of alchemy robes affect the amount of protection the wearer may receive? For example, if I have imbued only lead into the robes (blunt protection), will I get the same amount of blunt protection if I imbue more symbols into the robe?
Not sure about the formula for the int-dependence, but pretty sure it can get over 40% with high int and collar on an inept fitness target.