Weighting, Padding, Sighting: Difference between revisions
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===Earning Grit=== |
===Earning Grit=== |
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;Primary: |
;Primary: |
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*[[Level]]: +1 per level |
*[[Level]]: +1 per level |
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*Primary Skill (Weapons): +2 per weapon skill rank 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. |
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*Primary Skill (Armor): +2 per Armor Use rank to level, +1 over that |
*Primary Skill (Armor): +2 per Armor Use rank to level, +1 over that |
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*[[Strength]]: +1 per stat bonus |
*[[Strength]]: +1 per stat bonus |
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;Secondary: |
;Secondary: |
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*[[Physical Fitness]]: +1 per 10 ranks |
*[[Physical Fitness]]: +1 per 10 ranks |
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*Secondary Skill (Weapons): +1 per 2 ranks |
*Secondary Skill (Weapons): +1 per 2 ranks in your next two highest weapon skills. |
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*Secondary Skill (Armor): +1 per 3 ranks of [[Shield Use]] |
*Secondary Skill (Armor): +1 per 3 ranks of [[Shield Use]] |
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{{Script_Gear_Difficulty_Modifier}} |
{{Script_Gear_Difficulty_Modifier}} |
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{{Other_Gear_Difficulty_Modifier}} |
{{Other_Gear_Difficulty_Modifier}} |
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==== Weighting/Padding Difficulty ==== |
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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)]. |
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Examples: |
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* 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: |
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** Services: 75 |
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** Services for CER 6: 70 |
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** Services for CER 7: 90 |
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** Distance between them: 20 |
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** Calculation: (75 - 70) / (90-70) = 5 / 20 = .25 |
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** 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. |
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* 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. |
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* 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. |
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===Step-By-Step Guide=== |
===Step-By-Step Guide=== |
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*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. |
*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. |
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*(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. |
*(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. |
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==Additional Information== |
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* [[WPS smithy]] |
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* [[Suffusion]] |
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[[Category:Profession services]] |
Latest revision as of 08:41, 19 November 2024
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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
- Warrior Guild Workshop: +20 bonus
- Wounds (hinders)
- Spirit (having less then full spirit hinders)
- Applicable skill and stat enhancives (helps)
- Gift of Eonak (helps)
- Suffusion
Gear Difficulty Modifiers
Material Gear Difficulty Modifier | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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*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 | ||||||||||||||||||||||||||||||
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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.