Typically, when I ask for spars over clan chat, I get no responses. I did get a 'educational' spar with Niks once which was nice (and embarrassingly short), but otherwise it's silent.
I had good teachers, but I always made sure to double check everything myself, in mechanics, in conceptual theory and in practice before I actually rely on anything. It helps that they're willing to test things out as well - it's just harder to find test dummies! Iooooocuuuunnnn? No totems involved this time - promise!
I had good teachers, but I always made sure to double check everything myself, in mechanics, in conceptual theory and in practice before I actually rely on anything. It helps that they're willing to test things out as well - it's just harder to find test dummies! Iooooocuuuunnnn? No totems involved this time - promise!
You know I'm fine with being attacked any time. Go ahead!
@aina - You shouldn't have a hard time finding someone to ask questions, you could probably just ask people sitting in the safe room for pointers. Sparring wise its probably a little tougher to find since we don't have a arena so you'll have to join a rampage/FFA in Cyrene, Eleusis or Delos.
Typically, when I ask for spars over clan chat, I get no responses. I did get a 'educational' spar with Niks once which was nice (and embarrassingly short), but otherwise it's silent.
I'm always available for spars and sharing what little I know about combat ^_^
@aina - You shouldn't have a hard time finding someone to ask questions, you could probably just ask people sitting in the safe room for pointers. Sparring wise its probably a little tougher to find since we don't have a arena so you'll have to join a rampage/FFA in Cyrene, Eleusis or Delos.
You can't just ask people to go spar in one of those places?
In terms of survivability for a magi, is intelligence more important overall than con? I'd heard that both diamond and stoneskin were the main defense for a magi, and that their damage reduction relied heavily upon an intelligence level. So, would it be worthwhile to sacrifice one point of con for int?
'help weaponry': Proficiency and Weaponry skill also contribute to your effectiveness. Higher Weaponry results in an across-the-board increase (damage, fewer misses, quicker balance recovery).
*~* learn like 500 extra lessons in weaponry, talk to Sothantos about it... *~*
Sothantos tells you, "I heard it only increased damage."
help! It does increase speed right? Please? I only learned a few skillranks, so the difference is not noticeable yet beyond what can be chalked up to normal variance.
In my experience, Weaponry is a very thrown together skillset. Wouldn't be surprised if the AB file is just wrong on that.
About 6 months ago I did a lot of experimenting with targetthrow in Weaponry, only to determine that it did absolutely nothing. Target still works in conjunction with throwing, so targetthrow is just an redundant ability. Bugged, it, but the admin told me to ask about it IG, lol.
Yeah... I was told either 10% damage and accuracy or 10% damage and speed. I suppose this might have been one of those things where paying attention was a good idea.
Weaponry (also chivalry, but I'll get to that later, let's assume no chivalry for now) does increase damage, speed, and accuracy. The difference between inept weaponry and trans weaponry is 1 second of balance, so a weapon with 2 seconds balance at trans weaponry would be 3 seconds at inept weaponry. I don't have good data for how weaponry affects PvP damage, but against denizens, weapon damage is 20+DamageStat at inept and 100+DamageStat at trans.
Now, for knights, chivalry and weaponry both increase damage, speed, and accuracy. You get the full bonus from the higher of the two, and 10% of the lower. So 1050 lessons in chivalry, 1050 lessons in weaponry, 1000 in chivalry plus 500 in weaponry, or 1000 in weaponry plus 500 in chivalry, all give the same effect on damage/speed/accuracy. But the bonuses are capped at a certain point, so having both trans weaponry and trans chivalry doesn't always give any additional bonus beyond just one trans. For example, damage against denizens stops increasing at about fabled. Once the combined bonus of weaponry+chivalry reaches around 1333 lessons, learning more in either doesn't increase PvE damage.
I think I know the answer, but those increases from weaponry are only for forged weapons, no?
Edit: To clarify, I've always been told weaponry does not affect a priest's mace, and it's what I've always taught others.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
I don't remember what all is affected by weaponry. I think it's all weaponry/chivalry attacks, and normal weapon commands (the slash/jab/crush/etc. seen when probing weapons), with the exception of songblessed rapiers (possibly? I remember someone saying it may be bugged). According to the AB file, daegger hunt also uses weaponry for accuracy. I'm not sure about axe throwing for sentinels.
Actually, I think that they work for about every weapon that you can use [Targeting] with. Don't quote me on that, but it's what I was told.
This isn't true for blackjacks (bop is targetable, uses pranks), spiritual maces (smite is targetable, uses spirituality), blademaster swords (drawslash is targetable, uses twoarts).
Exactly how much do diminishing returns factor in for sub 15 stats? For example, how big of a deal is it to go from 13-14 and 14-15. I'm trying to find a nice balance of con/str to work with for trait purposes.
For a rough estimate of how much of a damage bonus you get based on your str/int: 13: 6.54% 14: 12.20% 15: 17.57% 16: 22.77% 17: 27.83% 18: 32.80% 19: 37.68% 20: 42.49% 21: 47.24% 22: 51.94% 23: 56.59% 24: 61.20% 25: 65.77%
This isn't perfectly accurate, but should be close. Also, this seems to be the most common formula, used for most attacks I know of (weapon attacks, drawslash, newbie punch/kick/headslam, staffcast, firelash), but some (such as Tekura, I think) are different. This is added to other damage bonuses. So with 14 str and a Scimitar of Yen-Sorte, you would have +19.2% damage, or with 16 int and a level 3 collar you'd have +42.77%.
Does anyone know why my dsl balance varies so much? It has been as low as 1.5 and as high as 2.1 with an average of 245 speed, nimble, trans chivalry and fabled weaponry. Most slashes are around 1.8ish with 245, and 2ish with 235.
Balance (and any other timer) does vary, but I usually don't see that much variation. It's usually (about 87% of the time) less than ±0.1 seconds for me, but sometimes (about 12% of the time) up to ±0.2s. It seems that other people see more of a difference though.
Aside from the natural server-side variation, variations in the lag between you and the server can also contribute. For example, if it takes you 0.5s to receive the attack line and then 0.2s to receive the balance recovery line, then that balance cost will appear to be 0.3s shorter than it actually was.
Yes I remember normal variation from cursing, but the variation is much higher for dsls sometimes. Sometimes it is steadily 1.7-1.8, with a few dips lower and higher, but sometimes it also spikes to 2.1 or 1.5. It seems a little more steady after the original post which makes me think the server is alive and sentient, worst right now is 1.6 to 1.9 which is still better than 1.5 to 2.1, but still a little more variable.
What determines archery damage? Just the bow and the skill (Subterfuge, Chivalry)?
As far as I know, it's just bow type and whether or not the arrow is envenomed (the amount of damage is the same, but unenvenomed arrows are cutting and envenomed arrows are poison). Skill doesn't matter, aiming and wind don't matter, snipe is the same damage as shoot.
How important are strength and intelligence for bards? I know that int increases accentato damage, but how does that weigh against int's importance against dex/con/str? The same goes for strength. Obviously you'll jab harder, but how important is that compared to int/dex/con?
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cokekola in the jungle.i'm a rebel
Honourable, knight eternal,
Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
Honourable, knight eternal,
Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
Now, for knights, chivalry and weaponry both increase damage, speed, and accuracy. You get the full bonus from the higher of the two, and 10% of the lower. So 1050 lessons in chivalry, 1050 lessons in weaponry, 1000 in chivalry plus 500 in weaponry, or 1000 in weaponry plus 500 in chivalry, all give the same effect on damage/speed/accuracy. But the bonuses are capped at a certain point, so having both trans weaponry and trans chivalry doesn't always give any additional bonus beyond just one trans. For example, damage against denizens stops increasing at about fabled. Once the combined bonus of weaponry+chivalry reaches around 1333 lessons, learning more in either doesn't increase PvE damage.
Edit: To clarify, I've always been told weaponry does not affect a priest's mace, and it's what I've always taught others.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
This isn't true for blackjacks (bop is targetable, uses pranks), spiritual maces (smite is targetable, uses spirituality), blademaster swords (drawslash is targetable, uses twoarts).
i'm a rebel
13: 6.54%
14: 12.20%
15: 17.57%
16: 22.77%
17: 27.83%
18: 32.80%
19: 37.68%
20: 42.49%
21: 47.24%
22: 51.94%
23: 56.59%
24: 61.20%
25: 65.77%
This isn't perfectly accurate, but should be close. Also, this seems to be the most common formula, used for most attacks I know of (weapon attacks, drawslash, newbie punch/kick/headslam, staffcast, firelash), but some (such as Tekura, I think) are different. This is added to other damage bonuses. So with 14 str and a Scimitar of Yen-Sorte, you would have +19.2% damage, or with 16 int and a level 3 collar you'd have +42.77%.
i'm a rebel
Aside from the natural server-side variation, variations in the lag between you and the server can also contribute. For example, if it takes you 0.5s to receive the attack line and then 0.2s to receive the balance recovery line, then that balance cost will appear to be 0.3s shorter than it actually was.
i'm a rebel