Weighting, Padding, Sighting: Difference between revisions

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{{Player System Manager
{{Player System Manager
|mnemonic = grit
|mnemonic = wps
|type = Passive
|type = Passive
|availableto = [[Warrior]]s
|availableto = [[Warrior]]s
Line 8: Line 8:
}}
}}
{{PSMinfo
{{PSMinfo
|mechanics = Warriors of at least level 20 can use FEAT GRIT to add critical/damage weighting, padding, or sighting (WPS) to weapons and armor. Warriors can add one service of WPS to a piece of gear at a time. Each service requires 25,000 grit for torsor armor and weapons, or 10,000 grit for armor accessories. Adding a service using grit does not increase the number of services in a service window for merchant, NPC blacksmiths, or using grit itself.
|mechanics = Warriors of at least level 20 can use {{boldmono|FEAT WPS}} to add critical/damage [[weighting]], [[padding]], or [[sighting]] ([[WPS smithy|WPS]]) to weapons and armor. Warriors can add one service of WPS to a piece of gear at a time. Each service requires 25,000 grit for torso armor and weapons, or 10,000 grit for armor accessories. Adding a service using grit does not increase the number of services in a service window for merchant, NPC blacksmiths, or using grit itself.

}}
}}
===Earning Grit===
{| cellpadding=5 style="float:right; margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"
|-
! colspan=5 | Weighting/Padding/Sighting (W/P/S) Combat Effectiveness Rating (CER)<br>vs. Total Services
|-
|
{| class="wikitable alternating" style="text-align:center; font-size:95%;"
|-
! CER !! Services
|-
| 1||10
|-
| 2||20
|-
| 3||30
|-
| 4||40
|-
| 5||50
|-
| 6||70
|-
| 7||90
|-
| 8||110
|-
| 9||130
|-
| 10||150
|}
|
{| class="wikitable alternating" style="text-align:center; font-size:95%;"
|-
! CER !! Services
|-
| 11||180
|-
| 12||210
|-
| 13||240
|-
| 14||270
|-
| 15||300
|-
| 16||340
|-
| 17||380
|-
| 18||420
|-
| 19||460
|-
| 20||500
|}
|
{| class="wikitable alternating" style="text-align:center; font-size:95%;"
|-
! CER !! Services
|-
| 21||600
|-
| 22||700
|-
| 23||800
|-
| 24||900
|-
| 25||1000
|-
| 26||1100
|-
| 27||1200
|-
| 28||1300
|-
| 29||1400
|-
| 30||1500
|}
|
{| class="wikitable alternating" style="text-align:center; font-size:95%;"
|-
! CER !! Services
|-
| 31||1600
|-
| 32||1700
|-
| 33||1800
|-
| 34||1900
|-
| 35||2000
|-
| 36||2100
|-
| 37||2200
|-
| 38||2300
|-
| 39||2400
|-
| 40||2500
|}
|
{| class="wikitable alternating" style="text-align:center; font-size:95%;"
|-
! CER !! Services
|-
| 41||2700
|-
| 42||2900
|-
| 43||3100
|-
| 44||3300
|-
| 45||3500
|-
| 46||3800
|-
| 47||4100
|-
| 48||4400
|-
| 49||4700
|-
| 50||5000
|}
|}
Grit is directly gained from experience and does count lumnis bonus experience as well. If you earned 50,000 experience in 1 week, you will have earned 50,000 Grit. Also ascension being turned on will not increase the amount of experience needed per week. Your week is the same as your [[Gift_of_Lumnis#LUMNIS_.28verb.29|Lumnis]] week and you can see it's new start date when typing [[Gift_of_Lumnis#LUMNIS_.28verb.29|{{boldmono|LUMNIS INFO}}]]. You can check your weekly grit progress, and your current grit total by typing [[RESOURCE_(verb)|{{boldmono|RESOURCE}}]].

For example.

A level 50 player, with 50% ascension active who gained 25,000 experience, and 25,000 Ascension experience will have earned the full 50,000 grit for the week.

<pre{{log2}}>
>resource
Health: 222/222 Mana: 3/4 Stamina: 92/92 Spirit: 7/7
Grit: 31,812/50,000 (Weekly) 159,204/200,000 (Total)</pre>


===Success Factors ===
===Success Factors ===
Primary:
;Primary:
*[[Level]]: +1 per level
*[[Level]]: +1 per level
*[[Primary Skill]]: +2 per primary skill to level, +1 over that
*Primary Skill (Weapons): +2 per weapon skill rank to level, +1 over that. Uses weapon skill with the highest number of ranks.
*Primary Skill (Armor): +2 per Armor Use rank to level, +1 over that
*[[Strength]]: +1 per stat bonus
*[[Strength]]: +1 per stat bonus
*[[Discipline]] +1 per stat bonus
*[[Discipline]] +1 per stat bonus


Secondary:
;Secondary:
*[[Physical Fitness]]: +1 per 10 ranks
*[[Physical Fitness]]: +1 per 10 ranks
*[[Secondary Ranks]]: +1 per 10 ranks
*Secondary Skill (Weapons): +1 per 2 ranks in your next two highest weapon skills.
*Secondary Skill (Armor): +1 per 3 ranks of [[Shield Use]]


Other:
;Other:
*[[Magical workshop]]: +20 bonus
*[[Warrior Guild|Warrior Guild Workshop]]: +20 bonus
*[[Wound]]s (hinders)
*[[Wound]]s (hinders)
*[[Spirit]] (having less then full spirit hinders)
*[[Spirit]] (having less then full spirit hinders)
*Applicable skill and stat [[enhancive]]s (helps)
*Applicable skill and stat [[enhancive]]s (helps)
*[[Gift of Eonak]] (helps)
*[[Gift of Eonak]] (helps)
*[[Suffusion]]


===Gear Difficulty Modifiers===
===Gear Difficulty Modifiers===
Line 34: Line 179:
{{Script_Gear_Difficulty_Modifier}}
{{Script_Gear_Difficulty_Modifier}}
{{Other_Gear_Difficulty_Modifier}}
{{Other_Gear_Difficulty_Modifier}}

==== Weighting/Padding Difficulty ====
The difficulty added by WPS is the difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty. Mixed types are the sum of each type's square - i.e. [crit trunc(CER²)] + [dmg trunc(CER²)].

Examples:

* To get the partial CER take the number of services above the last full CER level, and divide by the total number of services between levels. For CER 4 with 43 services, this would be 3 / 10 = .3. For CER 6 with 75 services this would be:
** Services: 75
** Services for CER 6: 70
** Services for CER 7: 90
** Distance between them: 20
** Calculation: (75 - 70) / (90-70) = 5 / 20 = .25
** A CER 6 with 75 services will have an effective 25% chance to act as a CER 7. This is the same partial calculation used for the difficulty penalty.
* 48 services would result in an overall CER of 4.8: 4 full levels of CER plus an 80% chance to act as a CER 6 in combat. This would be a TRUNC(4.8^2) difficulty modifier. 4.8^2 = 23.04. TRUNC(23.04) = a difficulty modifier of 23.
* 51 services would result in an overall CER of 5.05. 5 full levels of CER plus a 5% chance of acting as a CER 6 in combat. This would be a difficulty penalty of TRUNC(5.05^2) = TRUNC(25.5025) = a difficulty modifier of 25.

===Step-By-Step Guide===
*(Recommended) Heal all wounds/spirit loss, and equip any desired enhancives (Ex: Str/Dis).
*Proceed to a Warrior Guild workshop. (Example: the Wehnimer's Landing workshop is Lich room #16995.)
*(Recommended) Enter {{boldmono|SUFFUSE ESTIMATE}} with the item in your right hand. If you see a "You will need at least ## suffused energy..." message, this represents essentially your % chance of failure; you will need to either use your suffused grit to overcome the item's difficulty, or accept the risk of failure, if you continue.
*Enter {{boldmono|BUY SERVICE PACK}}, then {{boldmono|BUY CONFIRM}}. Service packs cost 25,000 silvers each; the shop master will accept notes. You can buy and store multiple packs for multiple attempts.
*With the item in your right hand and a service supply pack in your left hand, enter {{boldmono|FEAT WPS ASSESS (DAMAGE or CRITICAL or SIGHTING) (ITEM)}}. Ideally you will see this message: "...you can only fail if you are horribly unlucky." This indicates that you will only fail on a fumble roll (d100=1 thru 3). If you see any other message, refer to point #3 above. (A full chart of all the messages can be found [[Enchant_(925)#Difficulty_Detection|here]].)
*If needed, enter {{boldmono|SUFFUSE APPLY ##}} to use suffused grit to boost your success chance.
*Click {{boldmono|APPLY}} or type {{boldmono|FEAT WPS APPLY}} to make your attempt. Success will cost 25,000 grit for weapons and torso armor, or 10,000 grit for armor accessories. Failure will cost 10% of the success cost.
*(Recommended) If it's your item, [[REGISTER_(verb)|{{boldmono|REGISTER}}]] the item when you're done gritting to preserve changes in case a GM needs to restore a lost item. If it's someone else's item, remind the owner to register it.

==Additional Information==
* [[WPS smithy]]
* [[Suffusion]]

[[Category:Profession services]]

Latest revision as of 08:41, 19 November 2024

Weighting, Padding, Sighting
Mnemonic [wps]
Type Passive
Available To Warriors
Rank Cost/acquired at
1 Free  
2
3
4
5 -

Mechanics

Warriors of at least level 20 can use FEAT WPS to add critical/damage weighting, padding, or sighting (WPS) to weapons and armor. Warriors can add one service of WPS to a piece of gear at a time. Each service requires 25,000 grit for torso armor and weapons, or 10,000 grit for armor accessories. Adding a service using grit does not increase the number of services in a service window for merchant, NPC blacksmiths, or using grit itself.

Earning Grit

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

Grit is directly gained from experience and does count lumnis bonus experience as well. If you earned 50,000 experience in 1 week, you will have earned 50,000 Grit. Also ascension being turned on will not increase the amount of experience needed per week. Your week is the same as your Lumnis week and you can see it's new start date when typing LUMNIS INFO. You can check your weekly grit progress, and your current grit total by typing RESOURCE.

For example.

A level 50 player, with 50% ascension active who gained 25,000 experience, and 25,000 Ascension experience will have earned the full 50,000 grit for the week.

>resource
Health: 222/222     Mana: 3/4     Stamina: 92/92     Spirit: 7/7
Grit: 31,812/50,000 (Weekly)     159,204/200,000 (Total)

Success Factors

Primary
  • Level: +1 per level
  • Primary Skill (Weapons): +2 per weapon skill rank to level, +1 over that. Uses weapon skill with the highest number of ranks.
  • Primary Skill (Armor): +2 per Armor Use rank to level, +1 over that
  • Strength: +1 per stat bonus
  • Discipline +1 per stat bonus
Secondary
  • Physical Fitness: +1 per 10 ranks
  • Secondary Skill (Weapons): +1 per 2 ranks in your next two highest weapon skills.
  • Secondary Skill (Armor): +1 per 3 ranks of Shield Use
Other

Gear Difficulty Modifiers

Material Gear Difficulty Modifier
Material Modifiers for Adamantine to Ghezyte
Material Name Modifier
adamantine -150
aganjira (lesser) -60
aganjira (greater) -150
alexandrite -500
black alloy 0
bone -250
bronze -50
carmiln 10
cloth 0
copper -50
coraesine -200
deringo -20
drakar -50
drake 0
eahnor 15
eonake 0
faenor 15
faewood 0
feras 0
fireleaf 15
firewheel -35
ghezyte -50
Material Modifiers for Glaes to Low Steel
Material Name Modifier
glaes -10
glass 0
glowbark -10
golvern -10
gornar -50
high steel 0
hoarbeam 5
illthorn 0
imflass -30
invar 0
ipantor -40
iron -30
ironwood 0
kakore 0
kelyn 0
krodera2 -100
kroderine2 -100
leather -10
lor -25
low steel 0
Material Modifiers for Mein to Shadarl
Material Name Modifier
mein -10
metal1 -500
mesille 0
mithglin 15
mithril 20
modwir 0
mossbark 0
obsidian -500
ora 0
ora, black -75
ora, white 0
orase 0
razern -20
rhimar -50
rolaren -40
rowan 20
ruby -500
ruic -60
sephwir -25
shadarl -100
Material Modifiers for Silver to Zorchar
Material Name Modifier
silver -500
somnis -150
steel -10
stone -500
surita (lesser) -100
surita (greater) -250
urglaes -999
urnon -999
vaalorn 10
veil iron2 -50
vethinye -150
villswood 0
vultite 0
white alloy 0
witchwood -75
wood -10 / -1003
wyrwood -60
yew -20
zelnorn -250
zorchar -50

1 If the item inspects as "metal" (rather than a specific type of metal) something is wrong. ASSIST to get it fixed.

2 Materials with anti-magical properties cannot be improved via magical player services, such as Enchant (925) and Ensorcell (735)

3 'Wood' has a different difficulty for shield/bow/runestaff (-10) vs melee weapon/armor (-100).


Script Gear Difficulty Modifier
Script Modifiers for Animalistic Spirit to Ethereal Tattoo Weapon
Script Name Modifier
Animalistic Spirit Weapon/Shield/Armor -200
Banshee Flares -200
Blink Weapon -200
Bloodtooth Bracers -100
Briar Flares (T1/T2/T3) -70/-100/-200
Bubble Flares -200
Chainspear -150
Chronomage Flares -200
Combat Flourish: Flare Affinity -200
Combat Flourish: Lore Flares -200
Combat Flourish: Rage Armor -200
Cursed Armor -200
Daybringer -200
Elemental Gloves -70
Elven Armor (T1/T2/T3/T4) -70/-140/-200/-200
10/20/30/40*
Energy Runestaff -200
Ethereal Armor varies with unlocks, caps at -140
Ethereal String -200
Ethereal Tattoo Weapon -100
Script Modifiers for Fighting Knife to Pure White Ora Weapon (Iasha)
Script Name Modifier
Fighting Knife -10/-60/-140/-??
Forest Armor -70
Fusion Arms (1/2/3/4/5/6 slots) -25/-75/-140/-225/-325/-450
Globus Elanthias (T1/T2/T3/T4) -40/-40/-40/-100
Greater Elemental Flares -150
Grobey shield -70
Hinged Armor -10
Ithzir Armor -200
Karma Armor -200
Knockout Flares -150
Mana-infused Armor (T0/T1/T2/T3/T4/T5) -70/-70/-140/-200/-200/-200
Mechanical Crossbow (T1/T2) -70/-140
Morphing Armor -100
Nerve Staff -150
Parasite Armor -200
Parasite Weapon -200 (including penalty from bone material)
Poison Weapon -70
Polearm Flares -100
Pure Black Ora Weapon (Iasha) -70
Pure White Ora Weapon (Iasha) -70
Script Modifiers for Realm Weapon to Wand Bow
Script Name Modifier
Realm Weapon -100 (-200 including flare)
Returning (Disarm) Weapon -70
Returning (Hurl) Weapon -200
Self-mana Armor -40
Shell Armor -40
Shock Lance varies with unlocks, caps at -140
Sigil Staff (T1/T2/T3/T4/T5) 0/-40/-70/-140/-200
Snake Flares -100
Solar/Nebular Weapon (T1/T2+) -40/-80
Splitter Weapon -200
Sprite Weapon/Armor -200
Terror flare -100
Twin Weapons (T1/T2/T3) -50/-100/-150
Twisted armor (T2+) -150
Twisted shield (T2/T3) -100/-150
Twisted weapon (T3) -150
Vial Flares -70
Voln Armor** (T1/T2/T3+) -70/-140/-200
Wand Bow -150

*Elven Armor Note: Per GM Oscuro, "The way the gear difficulty for item scripts system works is there's an overall difficulty set, then each spell can overwrite that as needed. Loresong doesn't report the per-spell value, just the global difficulty setting." Elven Armor has an overall difficulty of -70/-140/-200/-200 which would be used as the difficulty for non-magical enhancement. Under magical enhancement (such as 620/735/925) this difficulty setting is overridden to the listed 10/20/30/40.
**Voln Armor Note: Sanctify and Ensorcell have an additional modifier on top of the base script difficulty. Ensorcell has an additional -100 to the modifier whereas Sanctify has an additional +50 to the modifier.
† Combat Flourish and Subscript penalties stack with all other modifiers.


Other Gear Difficulty Modifiers
Property Modifier
Enchant -ROUND(((Bonus - 2)^2) / 9)
Ensorcell (735) -50 per tier
Sanctify (330) -20 per tier, -50 for Holy Fire
Damage Type Resistance - (Total / 2)
Creature Bane -100
Defender (DS) -Bonus^2
Offensive Bonus (AS) -Bonus^2
Target Defense (TD) -Bonus^2
Category B Flares (except otherwise noted) -100
Acuity Flares -15 per tier
Dispel Flares -50 + -50*dispel attempts
Mana Flares -20 per tier
WPS -CER^2 (separately for each type)
Enhancive varies

Weighting/Padding Difficulty

The difficulty added by WPS is the difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty. Mixed types are the sum of each type's square - i.e. [crit trunc(CER²)] + [dmg trunc(CER²)].

Examples:

  • To get the partial CER take the number of services above the last full CER level, and divide by the total number of services between levels. For CER 4 with 43 services, this would be 3 / 10 = .3. For CER 6 with 75 services this would be:
    • Services: 75
    • Services for CER 6: 70
    • Services for CER 7: 90
    • Distance between them: 20
    • Calculation: (75 - 70) / (90-70) = 5 / 20 = .25
    • A CER 6 with 75 services will have an effective 25% chance to act as a CER 7. This is the same partial calculation used for the difficulty penalty.
  • 48 services would result in an overall CER of 4.8: 4 full levels of CER plus an 80% chance to act as a CER 6 in combat. This would be a TRUNC(4.8^2) difficulty modifier. 4.8^2 = 23.04. TRUNC(23.04) = a difficulty modifier of 23.
  • 51 services would result in an overall CER of 5.05. 5 full levels of CER plus a 5% chance of acting as a CER 6 in combat. This would be a difficulty penalty of TRUNC(5.05^2) = TRUNC(25.5025) = a difficulty modifier of 25.

Step-By-Step Guide

  • (Recommended) Heal all wounds/spirit loss, and equip any desired enhancives (Ex: Str/Dis).
  • Proceed to a Warrior Guild workshop. (Example: the Wehnimer's Landing workshop is Lich room #16995.)
  • (Recommended) Enter SUFFUSE ESTIMATE with the item in your right hand. If you see a "You will need at least ## suffused energy..." message, this represents essentially your % chance of failure; you will need to either use your suffused grit to overcome the item's difficulty, or accept the risk of failure, if you continue.
  • Enter BUY SERVICE PACK, then BUY CONFIRM. Service packs cost 25,000 silvers each; the shop master will accept notes. You can buy and store multiple packs for multiple attempts.
  • With the item in your right hand and a service supply pack in your left hand, enter FEAT WPS ASSESS (DAMAGE or CRITICAL or SIGHTING) (ITEM). Ideally you will see this message: "...you can only fail if you are horribly unlucky." This indicates that you will only fail on a fumble roll (d100=1 thru 3). If you see any other message, refer to point #3 above. (A full chart of all the messages can be found here.)
  • If needed, enter SUFFUSE APPLY ## to use suffused grit to boost your success chance.
  • Click APPLY or type FEAT WPS APPLY to make your attempt. Success will cost 25,000 grit for weapons and torso armor, or 10,000 grit for armor accessories. Failure will cost 10% of the success cost.
  • (Recommended) If it's your item, REGISTER the item when you're done gritting to preserve changes in case a GM needs to restore a lost item. If it's someone else's item, remind the owner to register it.

Additional Information