Edit: And there's always the hindering option. Anyway, nothing more to talk about here because, as Jovolo mentioned above, he was complaining about the case where the BM performs the setup correctly and was simply using the log for reference of speed values. I'm out.
They provide a quick way to get out of the area, so that you can't be targeted by area attacks like kai choke, thurisaz, meteor/star, and so on, and are entirely indoors, which prevents meteors, cata staffcasts, and I'm sure some other things I'm not thinking of.
It's really hard to fight when surrounded in waste, and sewage carries waste away from the city, ensuring all the combatants have an excellent life expectant and qualify of life. This is done to make the crime of killing them objectively worse, to ensure your opponents are damned later.
The sewers are a different area than the rest of the city, so stepping into the sewers protects you from most ranged attacks during a raid. You can quickly and easily move in and out of the area through grates scattered around the city, which is very useful.
Edit: I didn't see that there was another page where this was answered already.
Also in Mhaldor it's impossible to navigate around the city without sewers or constantly bugging someone else to come help you navigate around the city.
Allows moving through cities and avoiding guards, mostly. The problem is that you have to come -out- of the sewers eventually, and most exits have guardstacks.
Also in Mhaldor it's impossible to navigate around the city without sewers or constantly bugging someone else to come help you navigate around the city.
Gonna need to tear down all the doors for a more fluid navigational experience.
Hello. I wasn't sure where to ask this, so I hope it's in almost the right place, at least.
It's come to the point where I've decided to choose my traits now, and I have heard that Nimble increases the amount of damage taken, and Monk's already take quite a lot of damage due to their low armour stats and not much in the way of damage mitigation (?). I have found that I can already perform double breaks without Nimble and recover balance in time for backbreakers, and axekicks, and so on.
If I did choose Nimble, would it be a large increase to the amount of damage I take?
Hello. I wasn't sure where to ask this, so I hope it's in almost the right place, at least.
It's come to the point where I've decided to choose my traits now, and I have heard that Nimble increases the amount of damage taken, and Monk's already take quite a lot of damage due to their low armour stats and not much in the way of damage mitigation (?). I have found that I can already perform double breaks without Nimble and recover balance in time for backbreakers, and axekicks, and so on.
If I did choose Nimble, would it be a large increase to the amount of damage I take?
A pre-emptive thank you.
Nimble reduces your resistances by 10%, so if you had, say 20% resistance, nimble would increase the damage you take by about 2.5%. Overall it's a pretty small difference, and usually worth it. Keep in mind that faster attacks also translate to faster limb prep, faster hunting, and so on. Someone who's played monk might be in a better position to answer, but I'd say nimble is almost certainly worthwhile. I think you'll find that monk gets considerably less squishy once you learn some more kaido, as well.
How are Sentinels? I'm curious if they are still as effective for bashing and especially PVP, since I haven't seen any logs or anyone comment much about them since the axe-stun nerf.
Nimble is 100% for Monks. Faster prep, execution, and hunting. With the way the Achaean combat system is many times based around critical seconds, every little bit of speed is crucial for you as a burst DPS class.
Transmute, numb, and Kai heal will more than make up for the damage taken increase.
The only reason to choose quick-witted; going INT build and being a Kai raid monkey.
But I have been toying with the some ideas involving fast telepathy+breaks+axes for out of the normal setups like riftlocks leading into truelocks. Penwize was doing it but had the crazy Staff to help a lot, so I'm not sure how doable it is now with pre-caching systems and two sets of curatives. Have any of you Monks had the urge to try? Would be interested to hear results so I don't have to change traits and test the viability myself.
Well as Jester it was, and still might be very doable because of the utter greatness that is hierophant.
But rift locking wasn't the only thing I was tossing around the ol brain for Telepathy Monk. The skillet has so many gems in it; force, confusion, impatience, illusions, disrupt, on-demand stun+stupidity, and blackout(even though most just run from this) on top of the basics like paralysis.
I once beheaded someone by simply mind paralyzing/confusing in blackout, a couple people actually, died to that. They may not have been great combatants but still leads me to believe there is untapped magic somewhere in it all. I will just have to smoke a little herb and have a good brainstorm session after those creative juices get flowing.
I read through all seemingly sequitur combat threads already, but didn't see the answer to this. Potentially it's already well known to older players, but what is the formula for translating weapon damage stats to actual damage per hit (raw, unmodified by resistances, armor, etc) and how does the speed value of a weapon translate into actual seconds to regain balance? I started doing some testing, but figured somebody probably already worked all that out.
I read through all seemingly sequitur combat threads already, but didn't see the answer to this. Potentially it's already well known to older players, but what is the formula for translating weapon damage stats to actual damage per hit (raw, unmodified by resistances, armor, etc) and how does the speed value of a weapon translate into actual seconds to regain balance? I started doing some testing, but figured somebody probably already worked all that out.
If I recall correctly, base weapon damage before strength formula or resistances or armour is weaponDamagex3?
Nimble is 100% for Monks. Faster prep, execution, and hunting. With the way the Achaean combat system is many times based around critical seconds, every little bit of speed is crucial for you as a burst DPS class.
Transmute, numb, and Kai heal will more than make up for the damage taken increase.
The only reason to choose quick-witted; going INT build and being a Kai raid monkey.
But I have been toying with the some ideas involving fast telepathy+breaks+axes for out of the normal setups like riftlocks leading into truelocks. Penwize was doing it but had the crazy Staff to help a lot, so I'm not sure how doable it is now with pre-caching systems and two sets of curatives. Have any of you Monks had the urge to try? Would be interested to hear results so I don't have to change traits and test the viability myself.
Yeah but dragon stance, quick witted, and an aldar, is just wow. Enfeeble bbt baby
What is the chance of projectiles dodging meteor arrows or star tarot meteors? It seems very low when I tested it but I am interested if anyone else seems to find it that way. Also I read in a classlead update in 2008 that dodging also helps in dodging meteor arrows. Is this still true? And does dex have any affect at all in dodging arrows or any other projectiles for that matter.
What is the chance of projectiles dodging meteor arrows or star tarot meteors? It seems very low when I tested it but I am interested if anyone else seems to find it that way. Also I read in a classlead update in 2008 that dodging also helps in dodging meteor arrows. Is this still true? And does dex have any affect at all in dodging arrows or any other projectiles for that matter.
As far as I know, it's zero. Dodging gives a chance to dodge meteors, projectiles doesn't. Not sure about the dex question.
Potentially it's already well known to older players, but what is the formula for translating weapon damage stats to actual damage per hit (raw, unmodified by resistances, armor, etc) and how does the speed value of a weapon translate into actual seconds to regain balance?
I don't think anyone has worked out the full damage formula yet. Basically though, there are two parts to the damage: a flat portion, which is reduced by armour and doesn't scale with max health, and then a scaling portion, which is a percentage of the target's max health and isn't affected by armour. I don't have my notes right now, but I think the flat portion is roughly DamageStat*5, and the percentage of max health for the scaling portion also depends on the damage stat. Strength modifies the full damage by a certain percentage at the end along with other modifiers like resistances.
Edit: It's much simpler against denizens. There, the damage is simply (100+DamageStat) at trans weaponry.
Speed, before modifiers such as nimble, is 7-(SpeedStat/50) seconds of balance at trans weaponry. With inept weaponry it's a second slower, and with trans chivalry as well as trans weaponry it's 0.1s faster. Balance times are in increments of 0.1 seconds. There are some minor details that I'm not sure of, for example the raw balance numbers used by the game (not the actual balance loss visible to the player) varies slightly, possibly because, for example, 1.45s of balance will have a 50% chance of rounding to 1.5s and a 50% chance of 1.4s (this is just a guess, I haven't tested it at all). Balance modifiers like nimble are just a percentage (10% for nimble) reduction to balance costs.
Comments
From Announce #3405: DISEMBOWEL's damage type has been changed to unblockable, similar to that of black dragon breath.
Results of disembowel testing | Knight limb counter | GMCP AB files
Edit: I didn't see that there was another page where this was answered already.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
Gonna need to tear down all the doors for a more fluid navigational experience.
If I did choose Nimble, would it be a large increase to the amount of damage I take?
Transmute, numb, and Kai heal will more than make up for the damage taken increase.
The only reason to choose quick-witted; going INT build and being a Kai raid monkey.
But I have been toying with the some ideas involving fast telepathy+breaks+axes for out of the normal setups like riftlocks leading into truelocks. Penwize was doing it but had the crazy Staff to help a lot, so I'm not sure how doable it is now with pre-caching systems and two sets of curatives. Have any of you Monks had the urge to try? Would be interested to hear results so I don't have to change traits and test the viability myself.
But rift locking wasn't the only thing I was tossing around the ol brain for Telepathy Monk. The skillet has so many gems in it; force, confusion, impatience, illusions, disrupt, on-demand stun+stupidity, and blackout(even though most just run from this) on top of the basics like paralysis.
I once beheaded someone by simply mind paralyzing/confusing in blackout, a couple people actually, died to that. They may not have been great combatants but still leads me to believe there is untapped magic somewhere in it all. I will just have to smoke a little herb and have a good brainstorm session after those creative juices get flowing.
Edit: It's much simpler against denizens. There, the damage is simply (100+DamageStat) at trans weaponry.
Speed, before modifiers such as nimble, is 7-(SpeedStat/50) seconds of balance at trans weaponry. With inept weaponry it's a second slower, and with trans chivalry as well as trans weaponry it's 0.1s faster. Balance times are in increments of 0.1 seconds. There are some minor details that I'm not sure of, for example the raw balance numbers used by the game (not the actual balance loss visible to the player) varies slightly, possibly because, for example, 1.45s of balance will have a 50% chance of rounding to 1.5s and a 50% chance of 1.4s (this is just a guess, I haven't tested it at all). Balance modifiers like nimble are just a percentage (10% for nimble) reduction to balance costs.