Ambush: Difference between revisions

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(added info about using perception/ambush training for defensive benefits - as per Naijin's post on Discord)
 
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'''Ambush''' is the ability to make a very precise attack, employing the element of surprise.
'''Ambush''' is the ability to make a very precise attack, employing the element of surprise.


In a '''hidden ambush''', the goal is to approach a target undetected and strike before the quarry can react to defend or strike back. To take advantage of this, one should use the {{boldmono|HIDE}} command (which uses a skill check for [[Stalking and Hiding]]) or other means to become hidden, and then, while hidden, make an attack using one of the options detailed [[#Different Ways to Ambush|below]]. Ambush skill improves the chance of hitting a specific body part when [[AIM|aiming]], and increases [[critical weighting]] (with {{boldmono|[[AMBUSH (verb)|AMBUSH]]}}) or [[damage weighting]] (with {{boldmono|[[WAYLAY (verb)|WAYLAY]]}}). In addition, the attacker's Ambush skill relative to the target's level will result in decreased defenses, lowering the target's [[stance]] for the ambushing attack, which effectively lowers their [[Defensive Strength]] (DS). When ambushing with range using {{boldmono|[[FIRE]]}} or {{boldmono|[[HURL]]}}, only the stance pushdown is applied, not the extra weighting.
In a '''hidden ambush''', the goal is to approach a target undetected and strike before the quarry can react to defend or strike back. To take advantage of this, one should use the {{boldmono|HIDE}} command (which uses a skill check for [[Stalking and Hiding]]) or other means to become hidden, and then, while hidden, make an attack using one of the options detailed [[#Different Ways to Ambush|below]]. Ambush skill improves the chance of hitting a specific body part when [[AIM|aiming]], and increases [[critical weighting]] (with {{boldmono|[[AMBUSH (verb)|AMBUSH]]}}) or [[damage weighting]] (with {{boldmono|[[WAYLAY (verb)|WAYLAY]]}}). In addition, the attacker's Ambush skill relative to the target's level will result in decreased defenses ([[:Combat system#Evade-Block-Parry|EBP]] of the target is reduced by '''50%''' when ambushing) and lowering the target's [[stance]] for the ambushing attack, which effectively lowers their [[Defensive Strength]] (DS). When ambushing with range using {{boldmono|[[FIRE]]}} or {{boldmono|[[HURL]]}}, only the stance pushdown is applied, not the extra weighting.


Defensively, the crit weighting from an ambushing enemy can be reduced by training in [[perception]] and ambush.
In an '''open ambush''', the goal is simply to aim the attack at one of the target's body parts. The chance of hitting the specific body part with melee or hurling is affected by both the Ambush and [[Combat Maneuvers]] skills (this is different from hidden ambushes where only Ambush skill is taken into account). For ranged weapons (bows and crossbows), Ambush and [[Perception]] are used to determine the chance when firing from hiding, but only [[Perception]] is used for open ambushes.

In an '''open aimed attack''', the goal is simply to aim the attack at one of the target's body parts. The chance of hitting the specific body part with melee or hurling is affected by both the Ambush and [[Combat Maneuvers]] skills (this is different from hidden ambushes where only Ambush skill is taken into account). For ranged weapons (bows and crossbows), Ambush and [[Perception]] are used to determine the chance when firing from hiding, but only [[Perception]] is used for open ambushes.


Ambush skill also increases [[Attack Strength]] (AS) for all attacks with bows and crossbows, regardless of whether they are aimed or hidden.
Ambush skill also increases [[Attack Strength]] (AS) for all attacks with bows and crossbows, regardless of whether they are aimed or hidden.
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== Aiming success chance ==
== Aiming success chance ==


found on the {{mono|[[Aiming Success]]}} page
An initial d100 is made. If you roll <= 5, you auto fumble. If you do not auto fumble, a skill check made:

MIN(95, ('''Skill''' + '''Stats''' + '''Weapon Modifier''')/2) + '''Area modifier''' + '''Target Status''' + d100 = '''Result'''

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.

==== Result ====
> 100: Success
<100 and >66: you miss the location but still find an opening to attack
<=66: You fail to find an opening

==== Skill ====
Aiming from hidden = Ambush Bonus

Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2)

==== Stats ====
Dex Bonus + TRUNC(Int Bonus + 1) / 2))

==== Weapon Modifier ====
Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus.

Weapon modifier table has been added to the bottom of this page.

==== Area Modifier ====
Head: -10
Neck: -15
Arms: +10
Legs: +15
Hands: +5
Eyes: -25
Other: 0

*[[Predator's Eye]] adds into the calculation as part of the location modifier.
*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.

==== Target Status ====
Sitting/Prone: +10 if head/neck/eyes, +25 otherwise.



===== Example =====
202 CM + Lance (-50 aim) aiming at the head,

d100 = 84
Skill = ((302 + 0 + 1) / 2) = 151
Stats = (20 + (22 + 1) / 2) = 31
Attacker modifier = 0
Weapon Modifier = -50

Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140
140 > 100 = Success


== Ranks and Training Costs ==
== Ranks and Training Costs ==
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Attacking from stealth:
Attacking from stealth:
*{{mono|[[ATTACK]]}} - defaults to AMBUSH mechanics when character is hiding
*{{mono|[[ATTACK]]}} - defaults to AMBUSH mechanics when character is hiding
*{{mono|[[AMBUSH]]}} - can be used in the open, without the critical weighting bonus
*{{mono|[[AMBUSH]]}} - can no longer be used in the open
*{{mono|[[WAYLAY]]}}
*{{mono|[[WAYLAY]]}}
*{{mono|[[FIRE]]}} - can be used in the open
*{{mono|[[FIRE]]}} - can be used in the open
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In addition, many [[combat maneuvers]] have a bonus when initiated from stealth.
In addition, many [[combat maneuvers]] have a bonus when initiated from stealth.


== Weapon Modifier Table ==

{| class="wikitable" style="vertical-align:bottom;"
|-
! style="text-align:left;" | Weapon
! style="text-align:right;" | Aim Modifier
! Reach (ft)
|-
| dagger
| style="text-align:right;" | 25
| 0ft
|-
| falchion
| style="text-align:right;" | -5
| 1ft
|-
| handaxe
| style="text-align:right;" | 0
| 1ft
|-
| main gauche
| style="text-align:right;" | 5
| 0ft
|-
| Scimitar
| style="text-align:right;" | 5
| 1ft
|-
| rapier
| style="text-align:right;" | 15
| 1ft
|-
| broadsword
| style="text-align:right;" | 0
| 1ft
|-
| short sword
| style="text-align:right;" | 10
| 0ft
|-
| longsword
| style="text-align:right;" | 0
| 1ft
|-
| fist
| style="text-align:right;" | 10
| 0ft
|-
| tiger claw
| style="text-align:right;" | 25
| 0ft
|-
| club
| style="text-align:right;" | 10
| 1ft
|-
| war hammer
| style="text-align:right;" | 10
| 1ft
|-
| mace
| style="text-align:right;" | 5
| 1ft
|-
| morning star
| style="text-align:right;" | -5
| 1ft
|-
| whip
| style="text-align:right;" | -25
| 2ft
|-
| battle axe
| style="text-align:right;" | -25
| 2ft
|-
| flail
| style="text-align:right;" | -40
| 2ft
|-
| war mattock
| style="text-align:right;" | -20
| 2ft
|-
| quarterstaff
| style="text-align:right;" | -5
| 2ft
|-
| Runestaff
| style="text-align:right;" | -10
| 2ft
|-
| two-handed sword
| style="text-align:right;" | -30
| 2ft
|-
| javelin
| style="text-align:right;" | -50
| 2ft
|-
| lance
| style="text-align:right;" | -50
| 3ft
|-
| spear
| style="text-align:right;" | -10
| 2ft
|-
| spear (2h)
| style="text-align:right;" | -20
| 3ft
|-
| military pick
| style="text-align:right;" | -25
| 2ft
|-
| awl pike
| style="text-align:right;" | -55
| 3ft
|-
| claidhmore
| style="text-align:right;" | -30
| 2ft
|-
| backsword
| style="text-align:right;" | 0
| 1ft
|-
| estoc
| style="text-align:right;" | 0
| 1ft
|-
| bastard sword (1h)
| style="text-align:right;" | -15
| 2ft
|-
| bastard sword (2h)
| style="text-align:right;" | -5
| 2ft
|-
| crowbill
| style="text-align:right;" | 5
| 1ft
|-
| flamberge
| style="text-align:right;" | -10
| 2ft
|-
| hammer of kai
| style="text-align:right;" | -35
| 3ft
|-
| jeddart-axe
| style="text-align:right;" | -35
| 3ft
|-
| ball & chain
| style="text-align:right;" | -35
| 2ft
|-
| pilum
| style="text-align:right;" | 0
| 2ft
|-
| naginata
| style="text-align:right;" | -25
| 3ft
|-
| cestus
| style="text-align:right;" | 10
| 0ft
|-
| paingrip
| style="text-align:right;" | 10
| 0ft
|-
| razorpaw
| style="text-align:right;" | 10
| 0ft
|-
| knuckle-duster
| style="text-align:right;" | 10
| 0ft
|-
| hook-knife
| style="text-align:right;" | 25
| 0ft
|-
| blackjack
| style="text-align:right;" | 15
| 0ft
|-
| knuckle-blade
| style="text-align:right;" | 10
| 0ft
|-
| yierka-spur
| style="text-align:right;" | 20
| 0ft
|-
| troll-claw
| style="text-align:right;" | 5
| 0ft
|-
| fist-scythe
| style="text-align:right;" | 10
| 0ft
|-
| jack-blade
| style="text-align:right;" | 10
| 0ft
|-
| katar
| style="text-align:right;" | 10
| 0ft
|-
| katana (1h)
| style="text-align:right;" | -10
| 2ft
|-
| katana (2h)
| style="text-align:right;" | -5
| 2ft
|-
| maul
| style="text-align:right;" | -20
| 2ft
|-
| sai
| style="text-align:right;" | 10
| 0ft
|-
| trident
| style="text-align:right;" | -10
| 2ft
|-
| trident (2h)
| style="text-align:right;" | -20
| 3ft
|-
| whip-blade
| style="text-align:right;" | 10
| 1ft
|}
== Resources ==
== Resources ==
* [[/saved posts|Saved posts]]
* [[/saved posts|Saved posts]]

Latest revision as of 15:20, 28 October 2024

Ambush is the ability to make a very precise attack, employing the element of surprise.

In a hidden ambush, the goal is to approach a target undetected and strike before the quarry can react to defend or strike back. To take advantage of this, one should use the HIDE command (which uses a skill check for Stalking and Hiding) or other means to become hidden, and then, while hidden, make an attack using one of the options detailed below. Ambush skill improves the chance of hitting a specific body part when aiming, and increases critical weighting (with AMBUSH) or damage weighting (with WAYLAY). In addition, the attacker's Ambush skill relative to the target's level will result in decreased defenses (EBP of the target is reduced by 50% when ambushing) and lowering the target's stance for the ambushing attack, which effectively lowers their Defensive Strength (DS). When ambushing with range using FIRE or HURL, only the stance pushdown is applied, not the extra weighting.

Defensively, the crit weighting from an ambushing enemy can be reduced by training in perception and ambush.

In an open aimed attack, the goal is simply to aim the attack at one of the target's body parts. The chance of hitting the specific body part with melee or hurling is affected by both the Ambush and Combat Maneuvers skills (this is different from hidden ambushes where only Ambush skill is taken into account). For ranged weapons (bows and crossbows), Ambush and Perception are used to determine the chance when firing from hiding, but only Perception is used for open ambushes.

Ambush skill also increases Attack Strength (AS) for all attacks with bows and crossbows, regardless of whether they are aimed or hidden.


Aiming success chance

found on the Aiming Success page

Ranks and Training Costs

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 2 2 2 1 1 2 1 1 - 1 1
Training Point Cost 2/1 3/4 3/2 4/4 4/5 3/3 12/12 15/15 - 15/14 15/10

Different Ways to Ambush

Entering stealth:

It is also possible to use Invisibility (916), but in practice most creatures will be able to detect invisible player characters.

Attacking from stealth:

In addition, many combat maneuvers have a bonus when initiated from stealth.

Resources