Verb:AMBUSH: Difference between revisions
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{{Verbinfo |
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The{{boldmono| AMBUSH }}verb is used to aim [[melee]] attacks at specific parts of a target's body, in contrast to the{{boldmono| [[ATTACK]] }}(or{{boldmono| [[KILL]]}}) verb, which attacks a randomly determined part of the target. Note that the{{mono| AMBUSH }}verb is different from the [[Ambush]] skill. It is not necessary to use the{{mono| AMBUSH }}verb in order to get the [[stance]] pushdown and [[critical weighting]] benefits provided by the Ambush skill, it is only necessary to attack from hiding. |
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|verb=AMBUSH |
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|type=System |
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|demeanor=No |
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|wedding=No |
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|system=Combat |
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}} |
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{{Verbpage |
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|introduction=The{{boldmono| AMBUSH }}verb is used to make attacks from hiding or invisibility and will outright fail if those conditions are not met. The {{boldmono|[[ATTACK]]}} verb is similar to {{boldmono|AMBUSH}} but may be used from open or hiding. Note that the {{boldmono|AMBUSH}} verb is different from the [[Ambush]] skill. It is not necessary to use the {{boldmono|AMBUSH}} verb in order to get the [[stance]] pushdown and [[critical weighting]] benefits provided by the Ambush skill, it is only necessary to attack from hiding. |
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|help=<small>'''''Note:''' This will populate with {{boldmono|AMBUSH HELP}} or {{boldmono|HELP AMBUSH}}.''</small> |
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<pre{{log2}}>USAGE: AMBUSH [target] [location] |
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[target] will default to your current TARGET, or a random creature if you have not set a target. |
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==Syntax== |
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[location] will default to your AIM preference if set. You may also specify CLEAR to force an unaimed attack.</pre> |
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* {{boldmono|AMBUSH {target} {location} }}attempts to attack the target in the specified location |
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}} |
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* {{boldmono|AMBUSH {target} }}attempts to attack the target in the default aiming location specified by the{{boldmono| [[AIM]] }}verb (and attacks normally if no default aiming location is set) |
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==See Also== |
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==Roundtime== |
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{{main|Base weapon speed}} |
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Whether one is attacking from hiding or in the open, using the AMBUSH verb adds three seconds to an attacker's weapon BASE [[roundtime]]. This additional roundtime may be mitigated in the normal way via [[agility]] and [[dexterity]] bonuses down to the ''minimum ambush roundtime'' of the particular weapon used. The minimum ambush roundtime of a weapon differs from the normal minimum roundtime of that weapon as follows: |
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{| {{Prettytable|text-align:center;}} |
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|-bgcolor=lightblue |
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!Weapon base speed |
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!Normal Min. RT |
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!Min. Ambush RT |
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|- |
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| 1 |
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| 3 |
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| 4 |
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|- |
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| 2, 3 |
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| 4 |
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| 5 |
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|- |
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| 4+ |
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| 5 |
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| 6 |
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|} |
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==Success and Failure (melee weapons)== |
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The factors that influence the chance of successfully attacking the body part aimed for include: |
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* difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for) |
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* the difficulty modifier for the weapon used (larger weapons are harder to aim) |
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* difference in attacker and target [[level]] |
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* the attacker's [[Ambush]] skill |
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* the attacker's [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding) |
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* any eye or bleeding head [[wound]]s the attacker may have |
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Failure to hit the desired body part will result in attacking a different part of the target's body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime. |
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==Other Limitations== |
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Any condition that prevents a character from attacking normally will prevent this verb from working, as will attempting to aim at a nonexistent (''e.g.'', the legs of a worm) or already severed body part. |
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Size disparity can also prevent aiming at specific body parts. Large [[character]]s will not be able to aim at specific parts of small critters (''e.g.'', a [[human]] cannot aim at specific parts of a spiked cavern urchin). Furthermore, no character can aim at a part of a [[creature]] that, because of size limitations, is out of his or her reach (''e.g.'', a [[dwarf]] cannot aim at the head or neck of a [[giant]] that is standing up). The use of longer weapons can somewhat mitigate this. |
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== Aiming success chance == |
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An initial d100 is made. If you roll <= 5, you auto fumble. If you do not auto fumble, a skill check made: |
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MIN(95, ('''Skill''' + '''Stats''' + '''Weapon Modifier''')/2) + '''Area modifier''' + '''Target Status''' + d100 = '''Result''' |
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Note: Level is not taken into account for aiming success chance. A comparison between Target size and attacker size is included in the area modifier. |
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==== Result ==== |
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> 100: Success |
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<100 and >66: you miss the location but still find an opening to attack |
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<=66: You fail to find an opening |
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==== Skill ==== |
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Aiming from hidden = Ambush Bonus |
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Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2) |
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==== Stats ==== |
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Dex Bonus + TRUNC(Int Bonus + 1) / 2)) |
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==== Weapon Modifier ==== |
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Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus. |
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Table added at the bottom of the page |
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==== Area Modifier ==== |
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Head: -10 |
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Neck: -15 |
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Arms: +10 |
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Legs: +15 |
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Hands: +5 |
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Eyes: -25 |
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Other: 0 |
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*[[Predator's Eye]] adds into the calculation as part of the location modifier. |
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*The area modifier is also modified by attacker/target size. Attacking a target bigger than attacker is easier, a target smaller than attacker is more difficult. |
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==== Target Status ==== |
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Sitting/Prone: +10 if head/neck/eyes, +25 otherwise. |
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===== Example ===== |
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202 CM + Lance (-50 aim) aiming at the head, |
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d100 = 84 |
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Skill = ((302 + 0 + 1) / 2) = 151 |
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Stats = (20 + (22 + 1) / 2) = 31 |
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Attacker modifier = 0 |
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Weapon Modifier = -50 |
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Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140 |
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140 > 100 = Success |
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==Related Articles== |
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* [[Ambush]] |
* [[Ambush]] |
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* [[AIM |
* [[AIM]] |
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* [[ |
* [[ATTACK]]/KILL |
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* [[Research:Open ambushing]] |
* [[Research:Open ambushing]] |
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* [[Combat system]] |
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* [[Ambush_saved_post|Ambush saved post]] (outdated) |
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* [[Player System Manager - Phase 3]] proposal documentation |
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== Weapon Modifier Table == |
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{| class="wikitable" style="vertical-align:bottom;" |
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|- |
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! style="text-align:left;" | Weapon |
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! style="text-align:right;" | Aim Modifier |
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! Reach (ft) |
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|- |
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| dagger |
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| style="text-align:right;" | 25 |
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| 0ft |
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|- |
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| falchion |
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| style="text-align:right;" | -5 |
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| 1ft |
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|- |
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| handaxe |
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| style="text-align:right;" | 0 |
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| 1ft |
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|- |
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| main gauche |
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| style="text-align:right;" | 5 |
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| 0ft |
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|- |
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| Scimitar |
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| style="text-align:right;" | 5 |
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| 1ft |
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|- |
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| rapier |
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| style="text-align:right;" | 15 |
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| 1ft |
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|- |
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| broadsword |
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| style="text-align:right;" | 0 |
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| 1ft |
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|- |
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| short sword |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| longsword |
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| style="text-align:right;" | 0 |
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| 1ft |
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|- |
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| fist |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| tiger claw |
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| style="text-align:right;" | 25 |
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| 0ft |
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|- |
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| club |
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| style="text-align:right;" | 10 |
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| 1ft |
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|- |
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| war hammer |
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| style="text-align:right;" | 10 |
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| 1ft |
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|- |
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| mace |
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| style="text-align:right;" | 5 |
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| 1ft |
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|- |
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| morning star |
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| style="text-align:right;" | -5 |
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| 1ft |
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|- |
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| whip |
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| style="text-align:right;" | -25 |
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| 2ft |
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|- |
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| battle axe |
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| style="text-align:right;" | -25 |
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| 2ft |
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|- |
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| flail |
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| style="text-align:right;" | -40 |
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| 2ft |
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|- |
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| war mattock |
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| style="text-align:right;" | -20 |
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| 2ft |
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|- |
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| quarterstaff |
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| style="text-align:right;" | -5 |
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| 2ft |
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|- |
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| Runestaff |
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| style="text-align:right;" | -10 |
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| 2ft |
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|- |
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| two-handed sword |
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| style="text-align:right;" | -30 |
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| 2ft |
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|- |
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| javelin |
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| style="text-align:right;" | -50 |
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| 2ft |
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|- |
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| lance |
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| style="text-align:right;" | -50 |
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| 3ft |
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|- |
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| spear |
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| style="text-align:right;" | -10 |
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| 2ft |
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|- |
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| spear (2h) |
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| style="text-align:right;" | -20 |
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| 3ft |
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|- |
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| military pick |
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| style="text-align:right;" | -25 |
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| 2ft |
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|- |
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| awl pike |
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| style="text-align:right;" | -55 |
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| 3ft |
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|- |
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| claidhmore |
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| style="text-align:right;" | -30 |
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| 2ft |
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|- |
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| backsword |
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| style="text-align:right;" | 0 |
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| 1ft |
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|- |
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| estoc |
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| style="text-align:right;" | 0 |
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| 1ft |
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|- |
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| bastard sword (1h) |
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| style="text-align:right;" | -15 |
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| 2ft |
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|- |
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| bastard sword (2h) |
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| style="text-align:right;" | -5 |
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| 2ft |
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|- |
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| crowbill |
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| style="text-align:right;" | 5 |
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| 1ft |
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|- |
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| flamberge |
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| style="text-align:right;" | -10 |
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| 2ft |
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|- |
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| hammer of kai |
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| style="text-align:right;" | -35 |
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| 3ft |
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|- |
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| jeddart-axe |
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| style="text-align:right;" | -35 |
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| 3ft |
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|- |
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| ball & chain |
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| style="text-align:right;" | -35 |
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| 2ft |
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|- |
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| pilum |
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| style="text-align:right;" | 0 |
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| 2ft |
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|- |
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| naginata |
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| style="text-align:right;" | -25 |
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| 3ft |
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|- |
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| cestus |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| paingrip |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| razorpaw |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| knuckle-duster |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| hook-knife |
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| style="text-align:right;" | 25 |
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| 0ft |
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|- |
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| blackjack |
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| style="text-align:right;" | 15 |
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| 0ft |
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|- |
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| knuckle-blade |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| yierka-spur |
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| style="text-align:right;" | 20 |
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| 0ft |
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|- |
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| troll-claw |
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| style="text-align:right;" | 5 |
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| 0ft |
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|- |
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| fist-scythe |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| jack-blade |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| katar |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| katana (1h) |
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| style="text-align:right;" | -10 |
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| 2ft |
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|- |
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| katana (2h) |
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| style="text-align:right;" | -5 |
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| 2ft |
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|- |
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| maul |
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| style="text-align:right;" | -20 |
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| 2ft |
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|- |
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| sai |
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| style="text-align:right;" | 10 |
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| 0ft |
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|- |
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| trident |
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| style="text-align:right;" | -10 |
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| 2ft |
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|- |
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| trident (2h) |
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| style="text-align:right;" | -20 |
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| 3ft |
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|- |
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| whip-blade |
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| style="text-align:right;" | 10 |
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| 1ft |
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|} |
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==Resources== |
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* https://www.play.net/gs4/info/combat_guide/tools.asp |
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* https://www.play.net/gs4/info/combat_guide/factors.asp |
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[[Category: Combat Mechanics]] |
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[[Category:Verbs]] |
Latest revision as of 20:43, 14 June 2023
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Help
Note: This will populate with AMBUSH HELP or HELP AMBUSH.
USAGE: AMBUSH [target] [location] [target] will default to your current TARGET, or a random creature if you have not set a target. [location] will default to your AIM preference if set. You may also specify CLEAR to force an unaimed attack.
See Also
- Ambush
- AIM
- ATTACK/KILL
- Research:Open ambushing
- Combat system
- Player System Manager - Phase 3 proposal documentation