Quick Questions

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  • Sylvance said:
    Q: What does the Promote tag do on the forums? I was reading through the <redacted> thread, and it kinda looked like @Sarapis was giving @Santar the middle finger. Turns out he wasn't. So, what does it do?
    Adds +5 to the score for the post and +3 to the poster's forum score.
  • Sylvance said:
    Q: What does the Promote tag do on the forums? I was reading through the <redacted> thread, and it kinda looked like @Sarapis was giving @Santar the middle finger. Turns out he wasn't. So, what does it do?
    It's like a super-upvote that only gods can do. A quintuple-like, if you will.
    image
  • But only a triple-like in terms of forum points.
  • edited June 2013
    It's true. It's still my reaction. "But it's @Santar! It's @Santar. It is @Santar. What about this are you not realising. It's. @Santar."

    That post that got promoted had a really well-made point though :-?
    image
  • Santar said:
    If you had told @Blujixapug 5 years ago that one day he was going to be reading a forum post by Santar that was flagged with administrative approval, he probably would have spontaneously imploded in an earthshattering rage.
    He's not the only one.
    Janeway: Tuvok! *clapclap* Release my hounds!
    Krenim: Hounds? How cliche.
    Janeway: Tuvok! *clapclap* Release my rape gorilla!
    Krenim: ...We'll show ourselves out.
  • edited June 2013
    Resistance and armour work differently. It's 10% damage resistance, which could be better than fullplate for some attacks and worse than ringmail for others.


    More specifically, resistance applies to the full damage (with a 1000 damage attack, 10% resistance reduces the damage by 100), while armour only applies to a portion of the damage, and the size of that portion depends on the attack (with a 1000 damage attack with a reducible portion of 300, 50% armour would reduce the damage by 150).
  • Q: Is there anything that you can do with a new ship that you can't do with a second hand ship?
    Tvistor: If that was a troll, it was masterful.
    I take my hat off to you.
  • Sylvance said:
    Q: Is there anything that you can do with a new ship that you can't do with a second hand ship?
    No? Not have an untrained crew, or remove stuff like a diving bell/desk that's there. (why would you want that?) You can rename the ship and all.


                   Honourable, knight eternal,

                                            Darkly evil, cruel infernal.

                                                                     Necromanctic to the core,

                                                                                             Dance with death forever more.



  • Sena said:
    Resistance and armour work differently. It's 10% damage resistance, which could be better than fullplate for some attacks and worse than ringmail for others. More specifically, resistance applies to the full damage (with a 1000 damage attack, 10% resistance reduces the damage by 100), while armour only applies to a portion of the damage, and the size of that portion depends on the attack (with a 1000 damage attack with a reducible portion of 300, 50% armour would reduce the damage by 150).
    This reminds me of a couple other questions about armour. One, does anyone know how the armour stats relate to the actual reduction of the reducible portion of the damage of an attack? Is it a straight percentage, so that 100+/100+ fullplate reduces damage by more than the reducible portion, or is there some scaling from stats to percentages? And two, I seem to recall some statements that at least for some attacks, the flat portion of the damage was reducible and the portion that scales with max health was not (or maybe vice versa). Is that true in general (if at all), and/or is there any relation between the max health-dependent portion of an attack's damage and the portion reducible by armour?
  • Eld said:
    Sena said:
    Resistance and armour work differently. It's 10% damage resistance, which could be better than fullplate for some attacks and worse than ringmail for others. More specifically, resistance applies to the full damage (with a 1000 damage attack, 10% resistance reduces the damage by 100), while armour only applies to a portion of the damage, and the size of that portion depends on the attack (with a 1000 damage attack with a reducible portion of 300, 50% armour would reduce the damage by 150).
    This reminds me of a couple other questions about armour. One, does anyone know how the armour stats relate to the actual reduction of the reducible portion of the damage of an attack? Is it a straight percentage, so that 100+/100+ fullplate reduces damage by more than the reducible portion, or is there some scaling from stats to percentages? And two, I seem to recall some statements that at least for some attacks, the flat portion of the damage was reducible and the portion that scales with max health was not (or maybe vice versa). Is that true in general (if at all), and/or is there any relation between the max health-dependent portion of an attack's damage and the portion reducible by armour?
    116 fullplate reduces a significant amount of damage over 101, so definitely some scaling.


                   Honourable, knight eternal,

                                            Darkly evil, cruel infernal.

                                                                     Necromanctic to the core,

                                                                                             Dance with death forever more.



  • Katzchen said:
    Eld said:
    Sena said:
    Resistance and armour work differently. It's 10% damage resistance, which could be better than fullplate for some attacks and worse than ringmail for others. More specifically, resistance applies to the full damage (with a 1000 damage attack, 10% resistance reduces the damage by 100), while armour only applies to a portion of the damage, and the size of that portion depends on the attack (with a 1000 damage attack with a reducible portion of 300, 50% armour would reduce the damage by 150).
    This reminds me of a couple other questions about armour. One, does anyone know how the armour stats relate to the actual reduction of the reducible portion of the damage of an attack? Is it a straight percentage, so that 100+/100+ fullplate reduces damage by more than the reducible portion, or is there some scaling from stats to percentages? And two, I seem to recall some statements that at least for some attacks, the flat portion of the damage was reducible and the portion that scales with max health was not (or maybe vice versa). Is that true in general (if at all), and/or is there any relation between the max health-dependent portion of an attack's damage and the portion reducible by armour?
    116 fullplate reduces a significant amount of damage over 101, so definitely some scaling.
    Well, it could also be that it reduces the "reducible" portion by more than 100%, making it negative and eating into the "irreducible" portion. Would seem like a weird way for it to work, but that goes for a lot of things in Achaea.
  • For weapon attacks, the reducible portion is the flat, non-scaling portion, but I'm not sure if that's true of other attacks.

    I don't have my notes or logs right now, so I can't be sure, but I seem to remember armour reducing the reducible portion by the full percentage given as the stats. Or it might have been 3/5 of the stats.
  • Sena said:
    For weapon attacks, the reducible portion is the flat, non-scaling portion, but I'm not sure if that's true of other attacks. I don't have my notes or logs right now, so I can't be sure, but I seem to remember armour reducing the reducible portion by the full percentage given as the stats. Or it might have been 3/5 of the stats.
    If it's the full percentage given by the stats, does it start eating into the irreducible portion, since stats apparently continue to make a difference past 100?
  • I'm not sure. I've never done any testing with >100 armour. Several people have confirmed that stats above 100 still make a difference though.
  • Is Mind Sense the only sense ability that doesn't cost or require balance/eq?
  • For general sense abilities, I think it is.

    View and spy in metamorphosis don't cost anything, but they require you to be flying and can't see indoors. I don't have a grove at the moment to double-check, but I think grove eyes (senses everyone in the forest) is also balanceless.
  • What is the exact benefit given by putrefaction? I've heard it 'used' to be better, like 2 or more years ago ooc. Not sure what it does exactly though. Just cutting? Cutting and blunt? Armour? Flat resist? Reducible/non-reducible damage portions? etc?
  • It used to be purely cutting damage resistance; I think the percentage was 45%. I believe nowadays it's 20% cutting and blunt resistance, so would be factored in the same as other resistances. It used to be a lot better against classes that do cutting damage, and is now better against classes that do blunt damage than it was before.
  • Q: Was there a lottery draw last night? Who won? Was it an Achaean? Was it an Achaean I like? Are they spending most of the credits on customisations, or on buying their way into top tier? I want answers, dammit.
    Tvistor: If that was a troll, it was masterful.
    I take my hat off to you.
  • What stats are provided by being in Viridian form?
  • +2 Strength, + 2 Con, -2 Dex

    I think
  • Who handles classlead related changes?

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  • Q: Is it currently possible for players to design weapons?
    Tvistor: If that was a troll, it was masterful.
    I take my hat off to you.
  • Sylvance said:
    Q: Is it currently possible for players to design weapons?
    In what way? If you mean an in-game design system like tailoring/jewellery/cooking, no. If you mean creating new weapon types rather than custom versions of existing weapons, also no. You can customise the descriptions of weapons like you'd customise anything else, for 50 credits.
  • Sena said:
    Sylvance said:
    Q: Is it currently possible for players to design weapons?
    In what way? If you mean an in-game design system like tailoring/jewellery/cooking, no. If you mean creating new weapon types rather than custom versions of existing weapons, also no. You can customise the descriptions of weapons like you'd customise anything else, for 50 credits.
    I meant the first one; thanks, @Sena! <3
    Tvistor: If that was a troll, it was masterful.
    I take my hat off to you.
  • Who handles classlead related changes?
    As far as I know Tecton has the final word on whether changes are implemented, if that's what you're asking. Actual coding implementation is done by one of the coders. Ideas can be submitted by players during the classlead rounds in-game (see HELP CLASSLEADS), ideas that actually have some merit are discussed, tested and refined by the ACC.
  • edited June 2013
    Antonius said:



    Who handles classlead related changes?

    As far as I know Tecton has the final word on whether changes are implemented, if that's what you're asking. Actual coding implementation is done by one of the coders. Ideas can be submitted by players during the classlead rounds in-game (see HELP CLASSLEADS), ideas that actually have some merit are discussed, tested and refined by the ACC.

    Tanright before I say anything stupid, it's a collective process. Players can also vote during an open classlead season.

    Eta: retardio phone forums
  • Is it possible to remove songblessing from an artefact rapier, in the event of a class change?
  • You can probably just ISSUE ME to have it removed.  Wouldn't make sense if you couldn't.
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