Jelly cause I want sash + collar pretty bad but can't justify the 60 dmg per point of Int you get in return. And now I think I want Dex boots too, which is a pipe.dream cause I'm not loaded like that.
I used to be, but then I got a mortgage
Also, how do I get rid of all those unwanted quote boxes?
Janeway: Tuvok! *clapclap* Release my hounds!
Krenim: Hounds? How cliche.
Janeway: Tuvok! *clapclap* Release my rape gorilla!
Given the recent changes to Sawbones it's looking a lot more attractive, depending on the severity of the drawback. Does anybody know how much restore eq is increased by?
Only checked 0-2 limbs (can't think of a way to break 3 or 4 on my own without finding a denizen to break them, and that sounds like a lot of work), but it's +1 second for those.
Only checked 0-2 limbs (can't think of a way to break 3 or 4 on my own without finding a denizen to break them, and that sounds like a lot of work), but it's +1 second for those.
Just ask someone to trample you, that's easy to find.
Restore for Quad Breaks was 10.8s for me, 9.2 with Diadem/Talisman (nimble not quick-wit)
Only checked 0-2 limbs (can't think of a way to break 3 or 4 on my own without finding a denizen to break them, and that sounds like a lot of work), but it's +1 second for those.
Restore for Quad Breaks was 10.8s for me, 9.2 with Diadem/Talisman (nimble not quick-wit)
I thought it was round second numbers all around without quick-witted and talisman. Like 3, 3, 6, 9, 10. (Three seconds per limb, with a minimum of 3 and capped at 10.) Might be a bit off though. My ping is so erratic that it's hard for me to get accurate balance test times.
You cast an discerning glance over Someone's limbs and find: Head: Perfect health Torso: Perfect health Left arm: Perfect health Right arm: Perfect health Left leg: Perfect health Right leg: Perfect health
I did some brief testing with Sawbones using both my Soulpiercers (90 damage) and testing rapiers (58 damage). Right now I'd approximate the relevant levels to be somewhere close to 40% (lightly), 60% (moderately), and 80% (heavily). I'll see what I can do later today or this weekend to get more data to help narrow those figures down, but they should be good enough as a starting point right now.
I've also raised a typo for the lines for mending and single restoration cured breaks to be switched around, since they're not consistent with the terminology used on diagnose. Mending is "broken" for limbprobe and "crippled" for diagnose, whereas single restoration is "crippled" for limbprobe and "partially damaged" for diagnose.
From Arador using a practice rapier (1/1/1 stats) against someone with 5137 health (41 hits to break): 0 hits: perfect health 1-10 hits: barely damaged 11-20 hits: lightly damaged 21-30 hits: moderately damaged 31-39 hits: heavily damaged 40 hits: nothing, just blank. Presumably bugged. 41 hits: break
So it seems it's just split evenly, 0-25% damage, 25-50%, 50-75%, 75-100%.
@Eld: If the threshold was 25% then the output of LIMBPROBE should have changed two slashes earlier in some of those tests, and one slash earlier in others. For those that were out by two, the slash in between is well within the 25-50% region (around 33.33%) but it's still only displaying as "barely damaged".
That's assuming that I need almost all of the limb damage provided from those slashes to break. If in reality I only needed a fraction of the final slash then the percentages are even higher. I went back and checked the data from some Soulpiercer limb break tests I conducted last October, looks like 4661 health is one of the lower amounts of health which would require 12 hits to break.
@Eld: If the threshold was 25% then the output of LIMBPROBE should have changed two slashes earlier in some of those tests, and one slash earlier in others. For those that were out by two, the slash in between is well within the 25-50% region (between 33.33% and 40%) but it's still only displaying as "barely damaged".
That's assuming that I need almost all of the limb damage provided from those slashes to break. If in reality I only needed a fraction of the final slash then the percentages are even higher.
Yeah, you're right, I didn't look carefully at the numbers. It looks like most of those (except the third set) are consistent with 0-40%, 40-60%, 60-80%, 80-100%. I'll try to do some testing of my own a bit later.
Edit: Regarding the question of how much of the last slash is needed, it's not a huge difference (1/11-1/12 at most). My estimates of rough percentage ranges for the categories are based on picking a number in that range for % damage per hit and checking that the numbers are consistent.
Not sure exactly where lightly damaged starts. Could be anywhere from 35.37% to 37.04% (probably 36% or 37%, but it seems arbitrary enough that I wouldn't assume it's an integer) I think. I doubt anyone will actually need more precision than that, though. 60% and 80% for moderate and heavy seems obvious enough.
Not sure exactly where lightly damaged starts. Could be anywhere from 35.37% to 37.04% (probably 36% or 37%, but it seems arbitrary enough that I wouldn't assume it's an integer) I think. I doubt anyone will actually need more precision than that, though. 60% and 80% for moderate and heavy seems obvious enough.
Hm, not sure where I got 37, actually. Looks like it should be between 35.37 and 36.58, right?
Comments
Results of disembowel testing | Knight limb counter | GMCP AB files
→My Mudlet Scripts
→My Mudlet Scripts
→My Mudlet Scripts
You cast an discerning glance over Someone's limbs and find:
Head: Perfect health
Torso: Perfect health
Left arm: Perfect health
Right arm: Perfect health
Left leg: Perfect health
Right leg: Perfect health
I've also raised a typo for the lines for mending and single restoration cured breaks to be switched around, since they're not consistent with the terminology used on diagnose. Mending is "broken" for limbprobe and "crippled" for diagnose, whereas single restoration is "crippled" for limbprobe and "partially damaged" for diagnose.
Results of disembowel testing | Knight limb counter | GMCP AB files
0 hits: perfect health
1-10 hits: barely damaged
11-20 hits: lightly damaged
21-30 hits: moderately damaged
31-39 hits: heavily damaged
40 hits: nothing, just blank. Presumably bugged.
41 hits: break
So it seems it's just split evenly, 0-25% damage, 25-50%, 50-75%, 75-100%.
90 damage against 4661 health:
1 = barely
5 = lightly
7 = moderately
9 = heavily
12 = broken
58 damage against 4661 health:
1 = barely
6 = lightly
9 = moderately
12 = heavily
15 = broken
90 damage against 6281 health:
1 = barely
5 = lightly
9 = moderately
11 = heavily
14 = broken
58 damage against 6281 health:
1 = barely
7 = lightly
11 = moderately
15 = heavily
18 = broken
The values I got for "lightly damaged" are well above 25%.
Results of disembowel testing | Knight limb counter | GMCP AB files
Edit: Or not.
That's assuming that I need almost all of the limb damage provided from those slashes to break. If in reality I only needed a fraction of the final slash then the percentages are even higher. I went back and checked the data from some Soulpiercer limb break tests I conducted last October, looks like 4661 health is one of the lower amounts of health which would require 12 hits to break.
Results of disembowel testing | Knight limb counter | GMCP AB files
Edit: Regarding the question of how much of the last slash is needed, it's not a huge difference (1/11-1/12 at most). My estimates of rough percentage ranges for the categories are based on picking a number in that range for % damage per hit and checking that the numbers are consistent.
30-48: Lightly damaged
49-65: Moderately damaged
66-81: Heavily damaged
82: Crippled
Results of disembowel testing | Knight limb counter | GMCP AB files