Combat Maneuvers: Difference between revisions
(Updated for December 2020 PSM3 release, mostly to remove major points of outdated information. This article has not been thoroughly reviewed for accuracy, so some outdated information may yet remain.) |
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Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill. |
Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill. |
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Combat Maneuvers is the primary skill for [[SMR|SMRv2]] offense with physical maneuvers, including [[Weapon Technique]]s, [[Shield Specializations]], [[guild skill]]s and the maneuvers below. 1x is the baseline expected training for effective maneuver use. Further training provides diminishing returns, with 2x providing a 15% increase in effectiveness. |
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Training in this skill also boosts effectiveness of various [[guild skill]]s and combat maneuvers from the list below. Training in the skill also helps defend from the skill, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon. One rank in a skill trained in via the CM list below counts as 10 ranks in the skill, for the purposes of guild skill training. Therefore, a character that masters a skill via the CMAN system is treated as if they have 50 ranks, while a character that mastered the skill via their guild will be treated as if they have 63 ranks in the skill. There are many more skills available on the list below than those that are available as guild skills, and many skills do not even follow a progression like that listed above (i.e., [[Precision]] or Specialization). |
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Combat Maneuvers also provides SMRv2 defense against all maneuvers. Training in a particular maneuver also helps defend against that maneuver, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon. |
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⚫ | The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a [[square]] to master a skill, but there are some exceptions. [[Enhancives]] do not provide CMAN points. As of August 2020, character level no longer limits how many points may be spent on a single skill. As of |
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⚫ | The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a [[square]] to master a skill, but there are some exceptions. [[Enhancives]] do not provide CMAN points. As of August 2020, character level no longer limits how many points may be spent on a single skill. As of the 2021 [[PSM3]] update, skills costs are the same regardless of [[profession]] choice and no longer increase for [[semi]]s and [[pure]]s.<section end=introduction /> |
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== Combat Maneuver Factors == |
== Combat Maneuver Factors == |
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* [[Cman charge testing (saved post)]]: Player testing circa 2008 |
* [[Cman charge testing (saved post)]]: Player testing circa 2008 |
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* [[Player System Manager/Saved posts|Player System Manager saved posts]] |
* [[Player System Manager/Saved posts|Player System Manager saved posts]] |
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* [[Player System Manager - Phase 3]] |
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* [http://forums.play.net/forums/19/327/3365/view Officials folder] |
* [http://forums.play.net/forums/19/327/3365/view Officials folder] |
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Latest revision as of 02:50, 20 June 2022
Combat Maneuvers are skills with multiple facets and applications, including attack, defense and utility. Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee attack strength and provides defense versus most maneuver-type attacks.
Type | Square | Semi | Pure | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Profession | Rogue | Warrior | Monk | Bard | Paladin | Ranger | Cleric | Empath | Savant | Sorcerer | Wizard |
Max Ranks Per Level | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 1 | - | 1 | 1 |
Training Point Cost | 4/4 | 4/3 | 5/3 | 8/4 | 5/4 | 6/4 | 10/8 | 12/8 | - | 12/8 | 12/8 |
Combat Maneuvers boosts physical attack strength (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the Spell Aiming skill.
Combat Maneuvers is the primary skill for SMRv2 offense with physical maneuvers, including Weapon Techniques, Shield Specializations, guild skills and the maneuvers below. 1x is the baseline expected training for effective maneuver use. Further training provides diminishing returns, with 2x providing a 15% increase in effectiveness.
Combat Maneuvers also provides SMRv2 defense against all maneuvers. Training in a particular maneuver also helps defend against that maneuver, which is why many pures will pick up Disarm Weapon to prevent them from losing their runestaves or other defensive weapon.
The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a square to master a skill, but there are some exceptions. Enhancives do not provide CMAN points. As of August 2020, character level no longer limits how many points may be spent on a single skill. As of the 2021 PSM3 update, skills costs are the same regardless of profession choice and no longer increase for semis and pures.
Combat Maneuver Factors
- The biggest factor is the attacker's and defender's bonus in Combat Maneuvers.
- Level difference plays a factor, and a difference of more than 10 levels has a major effect on the outcome.
- Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.
- Encumbrance provides a penalty to any combat maneuver attempt.
- Almost every maneuver takes the attacker's stance into account, and most also take the defender's stance into account.
- Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.
- Each rank of a given maneuver gives a character up to +15 to defend against that maneuver.
- A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.
Encumbrance Penalty Formula
There is a one point penalty per one percent encumbered body weight.
Example
Character body weight = 200 lbs
Encumbrance weight = 23 lbs
Penalty: round up (23 ÷ 200) × 100 = 12
Armor Penalty
Heavier armor will negatively impact your ability to perform and dodge CMANs. The effects are highlighted in the following table based on Armor Sub Group (ASG)
ASG | 1 | 2 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
CMAN Penalty | 0 | 0 | 0 | 0 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 7 | 8 | 10 |
Additionally, There is also an additional penalty of 20 for each second of untrained RT Adder which stacks with the AP penalty. With 0 armor ranks the full plate RT Adder penalty is 240 (12 sec untrained RT) plus the action penalty of 10 for a total penalty of 250.
List of available Combat Maneuvers
- Professions in this table are abbreviated to conserve space. Wa = Warrior, Ra = Ranger, etc.
- Maneuvers marked 'Available to All Professions' are available to all Pure professions as well: Wizard, Sorcerer, Cleric, and Empath
Name | Type | Category | Wa | Ro | Mo | Pa | Ra | Ba | Description |
---|---|---|---|---|---|---|---|---|---|
Acrobat's Leap [acrobatsleap] | Passive | X | X | X | X | Your acrobatics training taught you to make minor leaps in combat to increase your reach. | |||
Bearhug [bearhug] | Concentration | X | X | Attempt to grab your foe and squeeze them to death. | |||||
Berserk [berserk] | Attack | Warrior Guild | X | Attempt to go into a blind berserker rage. | |||||
Block Specialization [blockspec] | Passive | X | X | X | You specialize in blocking attacks with a shield. | ||||
Bull Rush [bullrush] | Area of Effect | X | X | X | Attempt to rush your opponent and send them careening into one another, knocking them down and sowing havoc on the battlefield. | ||||
Burst of Swiftness [burst] | Buff | X | Dig deep for a Burst of Swiftness. | ||||||
Cheapshots [cheapshots] | Setup | Rogue Guild | X | X | X | Various quick and dirty maneuvers. | |||
Combat Focus [focus] | Passive | X | X | X | X | X | X | Your training has improved your ability to defend against spells. | |
Combat Mobility [mobility] | Passive | X | X | X | Your quick reflexes allow you to quickly stand up when attacked. | ||||
Combat Movement [cmovement] | Passive | Available to All Professions | Your training has improved your ability to defend against attacks. | ||||||
Combat Toughness [toughness] | Passive | X | X | X | X | X | Combat has made you more resilient. | ||
Coup de Grace [coupdegrace] | Attack | X | X | X | Attempt to finish off a weakened enemy. | ||||
Crowd Press [cpress] | Setup | X | X | X | Maneuver in close to an enemy to gain an advantage with small weapons. | ||||
Cunning Defense [cdefense] | Passive | Available to All Professions | Your training has improved your ability to defend against maneuvers. | ||||||
Cutthroat [cutthroat] | Setup | X | Spring from hiding and attempt to slit your target's throat. | ||||||
Dirtkick [dirtkick] | Setup | Available to All Professions | Attempt to kick dirt into the face of an opponent. | ||||||
Disarm Weapon [disarm] | Setup | Warrior Guild | Available to All Professions | Knock a target's weapon from their grasp. | |||||
Dislodge [dislodge] | Setup | X | X | X | X | X | X | Attempt to violently retrieve ranged ammo or a hurled weapon that has been lodged in your target. | |
Divert [divert] | Setup | Rogue Guild | X | From hiding, you attempt to divert your foe's attention, luring them to an adjacent room. | |||||
Duck and Weave [duckandweave] | Martial Stance | X | X | Redirect your enemies' attacks to each other as you weave between them. | |||||
Dust Shroud [shroud] | Buff | X | Kick up some dust to distract your opponents while you attempt to slip into hiding. | ||||||
Evade Specialization [evadespec] | Passive | X | X | X | You specialize in evading attacks before they can land. | ||||
Eviscerate [eviscerate] | Area of Effect | X | Spring from hiding to surprise and terrify enemies. | ||||||
Executioner's Stance [executioner] | Martial Stance | X | Carry through the momentum of your killing blow to strike another target. | ||||||
Exsanguinate [exsanguinate] | Attack | X | X | X | X | X | X | Exploit your foe's existing wounds to bleed them dry. | |
Eyepoke [eyepoke] | Setup | Rogue Guild | X | X | X | Attempt to temporarily blind an opponent. | |||
Feint [feint] | Setup | Warrior Guild | Available to All Professions | Attempt to distract an opponent into dropping their stance. | |||||
Flurry of Blows [flurry] | Martial Stance | X | Find opportunities to follow up your jab attacks with additional jabs at other adjacent foes. | ||||||
Footstomp [footstomp] | Setup | Rogue Guild | X | X | X | Stomp on an opponent's foot to delay their attacks. | |||
Garrote [garrote] | Concentration | X | X | X | X | Garrote is used to strangle an opponent. | |||
Grapple Specialization [grapplespec] | Passive | X | X | X | You specialize in grappling during unarmed combat. | ||||
Griffin's Voice [griffin] | Martial Stance | X | Gain greater control over your warcries, reducing vocal stress and affecting the undead. | ||||||
Groin Kick [gkick] | Setup | Available to All Professions | Attempts to land a kick to the opponent's groin, doing minor damage and possibly forcing the target to lose its concentration. | ||||||
Hamstring [hamstring] | Setup | X | X | X | X | X | Attempt to slice a target's hamstring muscle and knock them to the ground. | ||
Haymaker [haymaker] | Setup | X | X | Attempt to daze your opponent with a roundhouse punch to the head. | |||||
Headbutt [headbutt] | Setup | X | X | X | X | Slam your head into your opponent's head. | |||
Inner Harmony [iharmony] | Martial Stance | X | |||||||
Internal Power [ipower] | Buff | X | Restore your inner well-being and heal yourself. | ||||||
Ki Focus [kifocus] | Buff | X | Center yourself and focus on your inner ki to enhance your next unarmed strike. | ||||||
Kick Specialization [kickspec] | Passive | X | X | X | You specialize in kicking during unarmed combat. | ||||
Kneebash [kneebash] | Setup | Rogue Guild | X | X | X | Thwap an opponent's kneecap to knock them to their knees. | |||
Leap Attack [leapattack] | Attack | X | X | X | X | Leap into the air to attack a flying target. | |||
Mighty Blow [mblow] | Attack | X | Attempt to smash your opponent with a powerful swing. | ||||||
Mug [mug] | Attack | X | Plunder your target's pockets as you distract them with an attack. | ||||||
Nosetweak [nosetweak] | Setup | Rogue Guild | X | X | X | Tweak an opponent's nose to distract them from attacking. | |||
Parry Specialization [parryspec] | Passive | X | X | X | You specialize in parrying attacks with a weapon. | ||||
Precision [precision] | Passive | Available to All Professions | Wield your weapons with precision, applying only the type of damage you choose. | ||||||
Predator's Eye [predator] | Martial Stance | X | You have deadly aim when ambushing with light weapons. | ||||||
Punch Specialization [punchspec] | Passive | X | X | X | You specialize in punching during unarmed combat. | ||||
Retreat [retreat] | Buff | Available to All Professions | Tactically retreat from close quarter combat. | ||||||
Rolling Krynch Stance [krynch] | Martial Stance | X | Use your positioning and momentum to turn your advantage against one foe to another. | ||||||
Shield Bash [sbash] | Setup | X | X | Attempt to wallop your foe with your shield. | |||||
Side by Side [sidebyside] | Passive | Available to All Professions | You and your allies are stronger together. | ||||||
Slippery Mind [slipperymind] | Martial Stance | X | X | Blank your mind to avoid warding spells. | |||||
Spell Cleave [scleave] | Setup | X | X | X | Attempt to use the unnatural energy of your weapon to cleave away a spell from your target. | ||||
Spell Parry [sparry] | Passive | X | X | X | Your training allows you to parry magical bolts. | ||||
Spell Thieve [sthieve] | Setup | X | X | X | Attempt to use the unnatural energy of your weapon to sever a spell away from your target. | ||||
Spike Focus [spikefocus] | Passive | X | X | X | X | X | X | Spiked armor no longer hinders you. | |
Spin Attack [sattack] | Attack | Warrior Guild | X | X | X | X | X | X | Make a flashy, spinning attack against your target. |
Staggering Blow [sblow] | Attack | X | X | Swing at your opponent and attempt to knock them off balance. | |||||
Stance Perfection [stance] | Passive | Warrior Guild | Available to All Professions | Your training has improved your ability to refine your stance. | |||||
Stance of the Mongoose [mongoose] | Martial Stance | X | X | X | |||||
Striking Asp Stance [asp] | Martial Stance | X | X | X | Strike quickly and with less effort. | ||||
Stun Maneuvers [stunman] | Buff | Rogue Guild | X | X | X | Attempt to perform various actions while stunned. | |||
Subdue [subdue] | Setup | Rogue Guild | X | Spring from hiding and attempt to disable your foe. | |||||
Sucker Punch [spunch] | Setup | X | X | A quick punch to the target's kidneys. | |||||
Sunder Shield [sunder] | Setup | X | Attempt to break or disarm a target's shield. | ||||||
Surge of Strength [surge] | Buff | X | X | X | X | Dig deep for a Burst of Strength. | |||
Sweep [sweep] | Setup | Rogue Guild | X | X | X | X | Attempt to knock a foe to the ground by sweeping their legs out from under them. | ||
Swiftkick [swiftkick] | Setup | Rogue Guild | X | X | X | Embarrass your opponent into a blind rage. | |||
Tackle [tackle] | Setup | Warrior Guild | X | Hurl yourself at a target and attempt to knock them down. | |||||
Tainted Bond [tainted] | Passive | X | X | The energizing effect of the necrotic energy suffusing your bonded weapon lingers for a second attack. | |||||
Templeshot [templeshot] | Setup | Rogue Guild | X | X | X | Smack an opponent in the head to increase their reaction time. | |||
Throatchop [throatchop] | Setup | Rogue Guild | X | X | X | Attempt to temporarily silence your opponent. | |||
Trip [trip] | Setup | Available to All Professions | Attempt to trip your opponent with a polearm or staff. | ||||||
True Strike [truestrike] | Attack | X | X | X | X | X | X | Attack a target with a true strike. | |
Unarmed Specialist [unarmedspec] | Passive | Available to All Professions** | Your hands are your weapons; you can perform certain maneuvers bare-handed. | ||||||
Vault Kick [vaultkick] | Setup | X | X | X | X | X | X | Use your polearm or quarterstaff to vault forward and kick an opponent. | |
Weapon Specialization [wspec] | Passive | X | X | X | You have specialized in a weapon type through extensive training. | ||||
Whirling Dervish [dervish] | Martial Stance | X | X | Switch between targets with relative ease when making multiple melee attacks. |
- ** Unarmed Specialist is innately known by Monks without training.