Combat Mobility: Difference between revisions

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__NOTOC__
{{Player System Manager
{{Player System Manager
|mnemonic = mobility
|mnemonic = mobility
|type = Passive Buff
|verb = [[CMAN]]
|type = Passive
|stamina = Base 5. If currently in roundtime (RT), an additional penalty of 1 stamina point per second of RT remaining is applied. The stamina cost for this skill is capped at 25.
|requirements = Being attacked while in a non-standing position.
|availableto = [[Warrior]]s, [[Rogue]]s, [[Monk]]s
|availableto = [[Warrior]]s, [[Rogue]]s, [[Monk]]s
}}
}}
{{PSM3.0costs
{{PSMcosts
|sq1 = 5|se1 = -|pu1 = -
|rank1 = 10
|sq2 = 10
}}
}}
{{PSMinfo
{{PSMinfo
|description = Your quick reflexes allow you to quickly stand up when attacked.
|mechanics = The Combat Mobility maneuver works automatically when you are attacked. If you are not in a standing position, you will automatically attempt to stand up before your opponent can attack you. Combat Mobility will not activate if you are stunned, webbed, bound, or otherwise immobilized. However, it will activate if you are free of these hinderances, even if you are in roundtime. Once activated, you will be charged the stamina cost and you will attempt to stand up. At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.
|mechanics = The Combat Mobility maneuver works automatically when you are attacked. If you are not in a standing position, you will automatically attempt to stand up before your opponent can attack you. Combat Mobility will not activate if you are [[stunned]], [[webbed]], [[Bind (214)|bound]], or otherwise [[immobilized]]. However, it will activate if you are free of these hindrances, even if you are in [[roundtime]]. This maneuver costs no [[stamina]] to activate.
|additionalinfo = The [[stamina]] cost is charged once activated, resulting in an attempt to stand up. If the character is currently in roundtime, an additional penalty of 1 stamina point per second of RT remaining is applied in addition to the base 5 stamina. The stamina cost for this skill is capped at 25.
|additionalinfo = This maneuver only guarantees an attempt to stand up, not the actual standing result. Failure to stand could be due to injuries, encumbrance, armor (under)training, etc.


At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.
Combat Mobility can be toggled off and on by using {{boldmono|CMAN MOBILITY OFF/ON}}.
}}

==Messaging==
This maneuver only guarantees an attempt to stand up, not the actual standing result. Failure to stand could be due to injuries, encumbrance, armor (under)training, etc.

Combat Mobility can be toggled off and on by using CMAN MOBILITY OFF/ON.

===Messaging===
Successful stand:
Successful stand:
<pre{{log2}}>
<pre{{log2}}>
Line 34: Line 30:
<pre{{log2}}>>Sensing an impending attack, you try to leap to your feet but can't quite build up the necessary momentum!</pre>
<pre{{log2}}>>Sensing an impending attack, you try to leap to your feet but can't quite build up the necessary momentum!</pre>


== Resources ==
==Resources==
* [[/saved posts|Saved posts]]
*[[List of combat maneuvers by profession]]
* [[Player System Manager/saved posts|Player System Manager saved posts]]
}}
[[Category:Combat Maneuvers]]

Latest revision as of 13:55, 25 July 2021

Combat Mobility
Mnemonic [mobility]
Activating Verb CMAN
Type Passive
Available To Warriors, Rogues, Monks
Rank Cost/acquired at
1 10  
2
3
4
5 -

Description

Your quick reflexes allow you to quickly stand up when attacked.

Mechanics

The Combat Mobility maneuver works automatically when you are attacked. If you are not in a standing position, you will automatically attempt to stand up before your opponent can attack you. Combat Mobility will not activate if you are stunned, webbed, bound, or otherwise immobilized. However, it will activate if you are free of these hindrances, even if you are in roundtime. This maneuver costs no stamina to activate.

Additional Information

This maneuver only guarantees an attempt to stand up, not the actual standing result. Failure to stand could be due to injuries, encumbrance, armor (under)training, etc.

Combat Mobility can be toggled off and on by using CMAN MOBILITY OFF/ON.

Messaging

Successful stand:

PR>
A Grimswarm troll marauder's flesh wounds regenerate slowly.
Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!
A Grimswarm troll marauder swings a backsword at you!
  AS: +161 vs DS: +198 with AvD: +32 + d100 roll: +50 = +45
  A clean miss.

Activation, but failure to stand:

>Sensing an impending attack, you try to leap to your feet but can't quite build up the necessary momentum!

Resources