Disarm Weapon: Difference between revisions

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{{Player System Manager
{{combat maneuver
|mnemonic = disarm
| available=all
|verb = [[CMAN]]
| mnemonic=DISARM
|category = Warrior Guild
| cost=Base 12 (-2 Rank 3, -4 Rank 2, -6 Rank 1)
|type = Setup
| prereqs=None
|roundtime = 2s
| requirements=None
| sq1 = 2
|stamina = 7
|offensivegear = Right hand
| sq2 = 4
|requirements = A [[weapon]] to disarm with (Rank 5 masters may disarm bare-handed).
| sq3 = 6
|attributes =Hostile<br>Initiator Stance Penalty<br>Shield Defensive Bonus<br>
| sq4 = 8
|availableto = All
| sq5 = 10
| se1 = 3
| se2 = 6
| se3 = 9
| se4 = 12
| se5 = 15
| pu1 = 4
| pu2 = 8
| pu3 = 12
| pu4 = 16
| pu5 = 20
}}
}}
{{PSM3.0costs

|rank1 = 2
'''Disarm Weapon''' is a [[Combat Maneuver|combat maneuver]] available to all professions. [[Warrior]]s can also learn this maneuver through the [[Warrior Guild|warrior guild]], and are more potent at using it when they have mastered it in the guild compared to having rank 5 of it through CMAN training.
|rank2 = 4
|rank3 = 6
|rank4 = 8
|rank5 = 10
}}
{{TOC limit|2}}
{{PSMinfo
|description = Knock a target's [[weapon]] from their grasp.
|mechanics = Maneuver a target and attempt to disarm them. Applies [[Staggered]] for {{mono|(Success Margin / 4)}} seconds.
|additionalinfo = '''Disarm Weapon''' is a [[Combat Maneuver|combat maneuver]] available to all professions. [[Warrior]]s can also learn this maneuver through the [[Warrior Guild|warrior guild]], and are more potent at using it when they have mastered it in the guild compared to having rank 5 of it through {{boldmono|[[CMAN]]}} training. A weapon is generally required to perform this maneuver. However, [[Warrior Guild|warrior guild]] disarm masters, characters who have trained all 5 ranks of the combat maneuver, and [[Unarmed Specialist|unarmed specialists]] can attempt to disarm opponents bare-handed.


Using this maneuver will attempt to knock a target's weapon to the ground. It also provides defense against being disarmed, which is the main reason many professions choose to train in this skill.
Using this maneuver will attempt to knock a target's weapon to the ground. It also provides defense against being disarmed, which is the main reason many professions choose to train in this skill.


Using Disarm Weapon against a [[bard]]'s [[Sonic Weapon Song (1012)|Sonic Weapon]] will result in having an additional 3 seconds of [[roundtime]] added to the maneuver's base roundtime of 5. Sonic Weapons are immune to disarm.
==Creatures that use this maneuver==

In the event of an item being disarmed, the [[Loresinging|Loresong]] on an item will only show the name of the person disarmed if the item was [[REGISTER (verb)|registered]] prior to being disarmed. This aspect may not be as necessary with the release of {{boldmono|[[RECOVER (verb) | RECOVER]]}}.

===Creatures that use this maneuver===
*[[Deranged sentry]]
*[[Arachne acolyte]]
*[[Rock troll zombie]]
*[[Shan warrior]]
*[[Shan warrior]]
*[[Skeletal lord]]
*[[Skeletal lord]]
*[[Skeletal soldier]]
*[[Spectral warrior]]
*[[Spectral warrior]]
*[[Spectral lord]]
*[[Warrior shade]]
*[[Warrior shade]]
*[[Ithzir janissary]]
*[[Ithzir janissary]]
*[[Ithzir champion]]
*[[Minotaur warrior]]
*[[Minotaur warrior]]
*[[Spectral triton defender]]
*[[Spectral triton defender]]
*[[Triton combatant]]
*[[Triton combatant]]


===Success formula===
==Messaging==
Disarm success is calculated similarly to other CMANs, including level difference, encumbrance, attacker's and defender's disarm ranks and combat maneuvers training. For the defender, each rank in disarm is worth 15 points of defense (Confirmed only for rank 3 to rank 4).
<div {{log}}>

[Roll result: 138 (open d100: 29) Penalties: 7]<br>
====Roundtime====
Choosing your opening, you attempt to disarm Target's blue runestaff with your empty hand and connect!<br>
On a successful disarm, the target receives roundtime based on the endroll. For every 4 points of success margin, the target gets one second of roundtime, with a minumum of 5 seconds and a maxiumum of 20 seconds.
Target's blue runestaff is knocked to the ground!<br>

===Messaging===
<pre{{log2}}>
[Roll result: 138 (open d100: 29) Penalties: 7]
Choosing your opening, you attempt to disarm Target's blue runestaff with your empty hand and connect!
Target's blue runestaff is knocked to the ground!
Roundtime: 5 sec.
Roundtime: 5 sec.
</div>
</pre>


Attempting to disarm a sonic weapon:
==External Sources==
<pre{{log2}}>
*[http://www.play.net/gs4/info/maneuvers/list.asp#disarmweapon Combat Maneuvers List:Disarm Weapon] on play.net
[Roll result: 115 (open d100: 38)]
An Ithzir janissary swings a heavy star-flanged mace at your sonic warlance and connects!
The sonic forces of your warlance cause the mace to bounce off!
</pre>
}}
==Resources==
* [[/saved posts|Saved posts]]
*[[Combat maneuvers (saved posts)#Unarmed_Specialist_Maneuver|Combat maneuvers saved posts]]
* [[Player System Manager/saved posts|Player System Manager saved posts]]
*[[RECOVER (verb)/saved posts]]
*[[RECOVER (verb)]]
*[[REGISTER (verb)]]
*[[List of creatures that can cause item loss]]


[[Category:Combat Maneuvers]]
[[Category:Combat Maneuvers]]
[[Category:Warrior Guild Skills]]

Latest revision as of 19:50, 10 August 2021

Disarm Weapon
Mnemonic [disarm]
Activating Verb CMAN
Category Warrior Guild
Type Setup
Roundtime 2s
Stamina Cost 7
Offensive Gear Right hand
Requirements A weapon to disarm with (Rank 5 masters may disarm bare-handed).
Attributes Hostile
Initiator Stance Penalty
Shield Defensive Bonus
Available To All
Rank Cost/acquired at
1 2  
2
3
4
5 10

Description

Knock a target's weapon from their grasp.

Mechanics

Maneuver a target and attempt to disarm them. Applies Staggered for (Success Margin / 4) seconds.

Additional Information

Disarm Weapon is a combat maneuver available to all professions. Warriors can also learn this maneuver through the warrior guild, and are more potent at using it when they have mastered it in the guild compared to having rank 5 of it through CMAN training. A weapon is generally required to perform this maneuver. However, warrior guild disarm masters, characters who have trained all 5 ranks of the combat maneuver, and unarmed specialists can attempt to disarm opponents bare-handed.

Using this maneuver will attempt to knock a target's weapon to the ground. It also provides defense against being disarmed, which is the main reason many professions choose to train in this skill.

Using Disarm Weapon against a bard's Sonic Weapon will result in having an additional 3 seconds of roundtime added to the maneuver's base roundtime of 5. Sonic Weapons are immune to disarm.

In the event of an item being disarmed, the Loresong on an item will only show the name of the person disarmed if the item was registered prior to being disarmed. This aspect may not be as necessary with the release of RECOVER.

Creatures that use this maneuver

Success formula

Disarm success is calculated similarly to other CMANs, including level difference, encumbrance, attacker's and defender's disarm ranks and combat maneuvers training. For the defender, each rank in disarm is worth 15 points of defense (Confirmed only for rank 3 to rank 4).

Roundtime

On a successful disarm, the target receives roundtime based on the endroll. For every 4 points of success margin, the target gets one second of roundtime, with a minumum of 5 seconds and a maxiumum of 20 seconds.

Messaging

[Roll result: 138 (open d100: 29) Penalties: 7]
Choosing your opening, you attempt to disarm Target's blue runestaff with your empty hand and connect!
Target's blue runestaff is knocked to the ground!
Roundtime: 5 sec.

Attempting to disarm a sonic weapon:

[Roll result: 115 (open d100: 38)]
An Ithzir janissary swings a heavy star-flanged mace at your sonic warlance and connects!
The sonic forces of your warlance cause the mace to bounce off!

Resources