Sighting: Difference between revisions
No edit summary |
No edit summary |
||
Line 2: | Line 2: | ||
| {{Padding weighting table|type=Sighting}} |
| {{Padding weighting table|type=Sighting}} |
||
|} |
|} |
||
'''Sighting''' is the ranged version of [[weighting]] and follows the same scale as weighting and [[padding]] (i.e. 10 combat effective points is "heavy" sighting). However, unlike weighting, sighting helps hit targets more accurately rather than increasing the critical rank of a [[wound]]. Unlike weighting however, where additional points increase the cap, archery aiming success rate has a cap which sighting can not exceed |
'''Sighting''' is the ranged version of [[weighting]] and follows the same scale as weighting and [[padding]] (i.e. 10 combat effective points is "heavy" sighting). However, unlike weighting, sighting helps hit targets more accurately rather than increasing the critical rank of a [[wound]]. Unlike weighting however, where additional points increase the cap, archery aiming success rate has a cap which sighting can not exceed. When the success cap is reached for the body part being aimed any additional sighting that is over the cap will be converted instead to critical weighting. |
||
Sighting follows other rules that are similar to weighting, including belonging to Category C of [[item properties]]. Additional merchant services on sighted bows will generally be more expensive, and it will add difficulty to [[enchant]]ing and [[ensorcell]]ing. |
Sighting follows other rules that are similar to weighting, including belonging to Category C of [[item properties]]. Additional merchant services on sighted bows will generally be more expensive, and it will add difficulty to [[enchant]]ing and [[ensorcell]]ing. |
Revision as of 14:26, 20 June 2020
|
Sighting is the ranged version of weighting and follows the same scale as weighting and padding (i.e. 10 combat effective points is "heavy" sighting). However, unlike weighting, sighting helps hit targets more accurately rather than increasing the critical rank of a wound. Unlike weighting however, where additional points increase the cap, archery aiming success rate has a cap which sighting can not exceed. When the success cap is reached for the body part being aimed any additional sighting that is over the cap will be converted instead to critical weighting.
Sighting follows other rules that are similar to weighting, including belonging to Category C of item properties. Additional merchant services on sighted bows will generally be more expensive, and it will add difficulty to enchanting and ensorcelling.
The details of the amount of sighting on an item can be determined via ASSESS by a warrior with appropriate Ranged Weapons training.
Naturally sighted woods:
Merchant Services
- Main article: WPS smithy
Weighting/Padding/Sighting (W/P/S) Combat Effectiveness Rating (CER) vs. Total Services | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
|
|
|
The merchant service to add combat effective points (CEP) will, in most cases, offer to increase the number of services on an item. The relationship between combat effective points and services is shown on the table to the right. Weighting (for melee weapons), padding (armor), and sighting (for ranged weapons) all share this table and are collectively known as W/P/S. The number of CEP on an item is also known as the combat effectiveness rating (CER).
For example, adding 20 services of sighting to a non-padded item will give it a 2 CER. Adding 20 services to an item that already has 130 services (9 CER) will take it to a total of 150 services (10 CER).
If the number of services on an item fall within an intermediate CER, the item will provide a % chance equal to the progress towards the next CER to increase the combat effectiveness to the next value: an item with 145 services will have a 75% chance to confer a 10 CER (150 services) in combat instead of 9 (130 services).
Service Windows
When a W/P/S merchant service is offered, the price (silvers or event currency) of adding services increases as more services are added within the same Service Window, which is set as six two-month periods (Jan/Feb, Mar/Apr, May/Jun, Jul/Aug, Sep/Oct, Nov/Dec) spanning a calendar year. This Service Window is tracked per item across all merchants and venues. Cost per service only increases with the number of services added within this window, not the total number of existing services on an item.
Every W/P/S service done an item within a two-month service window (as specified above) will increase the Service Count within that window. Items will become more expensive to work on as the Service Count increases. Price increases happen at Service Counts of 5, 10, and 15, with significant price increases starting at 20+. On the first service after a Service Window ends, the Service Count is reset.
Service Pricing
W/P/S service pricing is dependent on the other mechanical attributes of the item other than the one being serviced. Each attribute is assigned a point value that is summed to determine the total gear points for the item.
Weighting/Padding/Sighting (W/P/S) Gear Point Values | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Silvers price is then calculated for each gear point, with higher gear points costing more per point.
Price per Gear Point | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
A few item properties are not calculated in the above manner and instead are added on after the value above is determined.
Additional types of W/P/S: | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
500 silver * Number of Services of types other than the type currently being serviced. | |||||||||||
Creature Bane: | |||||||||||
|
Finally, The value is multiplied by the Service Count multiplier and any service type multiplier.
Service Count Multiplier | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Service Type Multipliers
- Critical Weighting/Padding carries a 10% increase on the final price.
Currencies
- All calculations use a base price of silvers, then are converted to alternate currencies at an exchange rate.
Cost Minimums
- GM Merchant Offerings - 10,000 silvers for damage/sighting or 11,000 silvers for critical. Requires 6 gear points or higher to go above minimum.
- WPS Wandering Wagon - 75,000 silvers for damage/sighting or 82,500 silvers for critical. Requires 33 gear points or higher to go above minimum.
- Please see conversion rates below for other currency offerings when offered.
Conversion Rate
The conversion rate varies from event to event.
- Bloodscrip - At Duskruin 2018 the conversion rate was 750 silvers per bloodscrip*