Sighting: Difference between revisions

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=Sighting=
| {{Padding weighting table|type=Sighting}}
Sighting is the ranged version of critical weighting. It follows the same scale as crit and damage weighting (i.e. 10 points is “heavy” sighting). Unlike critical weighting, however, sighting helps you hit your targets rather than increasing the crit rank of a wound.
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'''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). Sighting helps hit targets more [[Aiming Success#Aiming Formula: Ranged | accurately]] rather than increasing the critical rank of a [[wound]], although sighting in excess of the aiming cap (100%) will contribute to critical weighting.


When the aiming cap is reached for the body part being targeted, any additional sighting over the cap will be converted to critical weighting instead. The amount of sighting converted is "services / 2" but it is unknown at this time if that is total services or services over what is needed for the aim cap.
Sighting follows other rules like weighting. If you have a sighted bow, it cannot be player enchanted. Additional merchant services on sighted bows will be more expensive, and it may add difficulty to ensorcelling. In fact, it is so similar to critical weighting, that upon being bard sung and placed in a player shop, the sighting will appear as "It is weighted to inflict more critical blows."


For the purpose of calculating converted critical weighting on unaimed attacks, attacks are considered to be aimed at the chest. This is not to say that your shot will hit the chest, but that the system will still allow conversion of sighting when attacks are unaimed.
Naturally sighted woods:

yew – somewhat
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.
ipantor - decent

sephwir – heavy
The details of the amount of sighting on an item can be determined via{{boldmono| [[ASSESS]] }}by a [[warrior]].

'''Naturally sighted woods:'''
*[[Yew]] - somewhat (5 pts)
*[[Ipantor]] - somewhat (5 pts)
*[[Sephwir]] - heavy (10 pts)
{{clear}}
{{WPS merchant service}}
==See Also==
* [[Padding/saved posts#Weighting, Padding, Sighting Revamp 2017|Saved posts]]
* [[Item supercharger]]
{{top}}
[[category: Weapon Enhancements]]
[[Category: Merchant Services]]

Latest revision as of 14:19, 22 November 2023

Sighting
Combat Effectiveness Rating Table
Rating Name
-16+ Substantially diminished
-15 to -11 Noticeably diminished
-10 to -6 Somewhat diminished
-5 to -1 Slightly diminished
No Sighting (baseline)
1 - 2 Lightly
3 - 4 Fairly
5 - 6 Somewhat
7 - 8 Decently
9 - 10 Heavily
11 - 13 Very heavily
14 - 15 Exceptionally
16 - 20 Masterfully
21 - 25 Superbly
26 - 30 Expertly
31 - 35 Phenomenally
36 - 40 Fantastically
41 - 45 Incredibly
46 - 50 Wondrously

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). Sighting helps hit targets more accurately rather than increasing the critical rank of a wound, although sighting in excess of the aiming cap (100%) will contribute to critical weighting.

When the aiming cap is reached for the body part being targeted, any additional sighting over the cap will be converted to critical weighting instead. The amount of sighting converted is "services / 2" but it is unknown at this time if that is total services or services over what is needed for the aim cap.

For the purpose of calculating converted critical weighting on unaimed attacks, attacks are considered to be aimed at the chest. This is not to say that your shot will hit the chest, but that the system will still allow conversion of sighting when attacks are unaimed.

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.

Naturally sighted woods:

Merchant Services

Main article: WPS smithy
Weighting/Padding/Sighting (W/P/S) Combat Effectiveness Rating (CER)
vs. Total Services
CER Services
1 10
2 20
3 30
4 40
5 50
6 70
7 90
8 110
9 130
10 150
CER Services
11 180
12 210
13 240
14 270
15 300
16 340
17 380
18 420
19 460
20 500
CER Services
21 600
22 700
23 800
24 900
25 1000
26 1100
27 1200
28 1300
29 1400
30 1500
CER Services
31 1600
32 1700
33 1800
34 1900
35 2000
36 2100
37 2200
38 2300
39 2400
40 2500
CER Services
41 2700
42 2900
43 3100
44 3300
45 3500
46 3800
47 4100
48 4400
49 4700
50 5000

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
Property Point Value
Enchant 1 per AS/DS
TD/Offensive Bonus (armor) 1 per TD/AS
Defender (weapon) .5 per DS
Flares 7 (Includes Grapple/Knockout)
Sanctified 3
Spikes 1
Permabless/Undead Bane 12(weapon), 7(armor)
Resistance 1 per 10% Combined Resistance
Ensorcell 3 * Tier
Enhancive Dependent on value (min 1, max 20)
Script (Combat) (see here for specifics) Dependent script impact (min 0, max 20)

Silvers price is then calculated for each gear point, with higher gear points costing more per point.

Price per Gear Point
Gear Value Price (silvers)
1 - 20 1750
21 - 35 3250
36 - 50 5000
51 - 60 6500
61- 70 8000
71+ 10000

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:
Bane Bonus Price (silvers)
Flares 15000
Weighting/Padding 5000 per point
AS/DS 5000 per AS
Evade/Block/Parry 5000 per % increase

Finally, The value is multiplied by the Service Count multiplier and any service type multiplier.

Service Count Multiplier
Service Count Price Multiplier
1-5 none
6-10 125%
11-15 300%
16-20 350%
21+ 500% + (300% for every service over 21)

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*


See Also

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