The Multiplier Modifier (MM) is a numerical value that serves as a multiplier of the unarmed attack factor (UAF) / unarmed defense factor (UDF) ratio in the unarmed combat system (UCS) damage formula.
The primary factors that determine the MM value are the attacker's stance and the defender's evade, block and parry ability. This value scales up as the attacker moves from defensive to offensive stance. The MM value has a significant random component, possibly determined by the defender's statistics and condition.
Stance and MM
Success with unarmed combat is heavily dependent on the attacker's stance and its impact on the multiplier modifier. The table below lists the unmodified MM values by stance. Actual MM values in combat situations will vary, sometimes substantially, from those listed below due to one or more MM modifiers.
Unarmed Combat System Formula
- ((UAF ÷ UDF) × (MM)) + d100 = endroll
A successful attack will occur when the endroll is greater than 100.
1. The UAF/UDF ratio is capped at 2.000
2. Truncate (UAF/UDF * MM)
UAF: 418 vs UDF: 246 = 1.699 * MM: 89 + d100: 20 = 171 ... and hit for 54 points of damage! Powerful roundhouse kick catches the triton combatant under the right armpit and continues through! The combatant's silvery blue trident falls to the ground. The triton combatant no longer favors its leg.
Held Item Penalties
All HELD items penalize an attacker's effectiveness with unarmed combat (Jab, Punch, Grapple and Kick) attacks. The base penalty for each held item is -15 MM (-30 MM with an item in each hand). Worn items, including UCS suitable hand and footwear do not penalize UCS attacks. The MM penalties for holding weapons, shields, and compatible UCS brawling weapons can deviate from the base penalty. See the appropriate table on this page for these penalties.
UCS Compatible Brawling Weapons
Each of the approved-for-use brawling weapons that function with Jab, Punch and Grapple attacks have innate Damage Factor (DF) bonuses and Multiplier Modifier (MM) penalties. These special properties only activate with the Jab, Punch and Grapple commands. Kick attacks are unaffected by these held weapons.
|Weapon||DF Bonus (Single)||DF Bonus (Dual)||MM Penalty (Single)||MM Penalty (Dual)|
All held weapons penalize the multiplier modifier. Training in the appropriate weapon skill can reduce but not eliminate this penalty.
- Bows are not affected by handedness (use the Right Hand Only MM penalties listed in the table for bow in either hand).
- See the table above for UCS compatible brawling weapon MM penalties.
|Right Hand Only||-30||-22||-15|
|Left Hand Only||-30||-26||-22|
MM shield penalties are affected by both the level of training and the shield size. This table gives the penalty for holding a shield with 0 ranks, 1x and 2x ranks per level in the shield use skill. Ranks greater than 2x per level will not further reduce these penalties.
Note 1: Shielded Brawler has a prerequisite of 3 ranks in the Shield Focus specialization.
Note 2: Because shield specialization point costs per rank are cumulative, there are minimum level restrictions applicable to each shielded brawler rank: R1/L18; R2/L18; R3/L24; R4/L36; R5/L50.
|Shield Size||MM Penalty
The MM armor penalty is 1/4th the armor Action Penalty (round down). This penalty is not affected by stance, nor is it increased if wearer is not fully trained for that armor. Overtraining Armor Use does reduce the MM penalty as the action penalty is reduced.
Room Lighting Effects
Room lighting, other than normal, will increase/decrease the multiplier modifier. Rogue guild members can utilize the LM SENSE command to determine current room conditions. Spells Spirit Fog (106) and Light (205) can temporarily change room conditions. Lighting does not affect the unarmed defense factor.
|Room Condition||MM Bonus||MM Penalty|
|Dark and Foggy||0||-10|