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__NOTOC__
There are six main '''stances''' in which a [[character]] can exist: offensive, advance, forward, neutral, guarded, and defensive. In offensive, a character is devoting all of his or her efforts toward attacking. When in stance defensive, that character is dedicating all energy toward defending. Neutral stands in between the two, and forward and guarded allow further incrementing. Characters who are in stance defensive will generally take less damage from physical attacks, including bolt spells, than those in stance offensive.
'''Stance''' determines how much a character is focused on defending vs. attacking. It is controlled by the {{boldmono|STANCE}} verb.

There are six main stances in which a character can exist: offensive, advance, forward, neutral, guarded, and defensive. In offensive, a character is devoting all of his or her efforts toward attacking. When in stance defensive, that character is dedicating all energy toward defending. Neutral stands in between the two, and forward and guarded allow further incrementing. Characters who are in stance defensive will generally take less damage from physical attacks, including bolt spells, than those in stance offensive.


In stance offensive, 100% of a character's weapon skill is applied to AS, and the character has a far reduced chance to evade, block or parry.
In stance offensive, 100% of a character's weapon skill is applied to AS, and the character has a far reduced chance to evade, block or parry.


In stance defensive, only 50% of a character's weapon skill is applied to AS, and the character has the highest chance to evade, block or parry.
In stance defensive, only 50% of a character's weapon skill is applied to AS, and the character has the highest chance to evade, block or parry.
{{TOC limit|3}}
== STANCE (verb) ==
The STANCE verb can be used to change a character's combat stance.


== Numerical Equivalents ==
<pre{{log2}}>
Usage:
STANCE (stance type)


Stance is often represented in formulas as a numerical percentage value from 0 to 100. These numbers are an abstract representation of a character's "defensiveness". Some situations allow for finer gradation than the six stances ([[#Finer Stance Adjustments|see below]]).
Where {stance type} is one of the following:
OFFENSIVE (all offensive, no regard to defense!)
ADVANCE (mostly offensive, little defense.)
FORWARD (more offensive, moderate defense.)
NEUTRAL (more defense, moderate offense.)
GUARDED (mostly defensive, little offense.)
DEFENSIVE (all defensive, no offensive.)

Use STANCE VERBOSE to show your stance changes to others in the room.
</pre>

The [[POSTURE (verb)|POSTURE]] verb can also be used to set stance, but will always display changes to others in the room as if in STANCE VERBOSE mode.

== Numerical Equivalent ==

The six main stances represent a character's attention to guarding themselves, in 20% increments. Just like the stances themselves, these numbers are an abstract representation of a character's "defensiveness", but allow for finer gradation than the six stances.


{| {{prettytable|text-align:center;}}
{| {{prettytable|text-align:center;}}
Line 47: Line 30:
|100%
|100%
|}
|}
=== Finer Stance Adjustment ===


== STANCE (verb) ==
There are times when a character can end up between the six main stances.
The STANCE verb can be used to change a character's combat stance.


<pre{{log2}}>
*Offensive combat abilities such as [[Feint]] and [[Call Wind (912)]] can force a target to change their stance, and these adjustments generally do not come in increments of 20%. For example, an endroll of +137 on a feint would move the target 37 percentage points closer to offensive: if they were in guarded stance (80%), they would be in a 63% stance, just barely more defended than neutral (60%).
Usage:
STANCE (stance type)


Where {stance type} is one of the following:
*Wizards with the [[Mage Armor (520)#Fire Aspect|Fire aspect]] of [[Mage Armor (520)|Mage Armor]] active [[CHANNEL (verb)|{{boldmono|CHANNEL}}]] their spells in a more offensive stance than they are actually in, with the number of "bonus stance points" based on their [[Elemental Lore, Fire|Fire Lore]].
OFFENSIVE (all offensive, no regard to defense!)
ADVANCE (mostly offensive, little defense.)
FORWARD (more offensive, moderate defense.)
NEUTRAL (more defense, moderate offense.)
GUARDED (mostly defensive, little offense.)
DEFENSIVE (all defensive, no offensive.)


Use STANCE VERBOSE to show your stance changes to others in the room.
*[[Combat Mastery]], a [[Combat Maneuvers|combat maneuver]], and [[Warrior_Tricks#Stance_Perfection|Stance Perfection]], the corresponding [[Warrior Tricks|Warrior Trick]], allow a character to refine their stance further. Both skills initially allow the character to change their stance in 10% increments. As the associated skill is further trained, 5% increments become available.
</pre>


The [[POSTURE (verb)|POSTURE]] verb can also be used to set stance, but will always display changes to others in the room as if in STANCE VERBOSE mode.
== Attack Modifiers ==


Verbose messaging:
[[Attack strength]] ranges from 100% effectiveness of weapon skills in offensive stance to 50% in defensive stance.


*{Character} drops all defense as he moves into a battle-ready stance.
{| {{prettytable|text-align:center;}}
*{Character} moves into an aggressive stance, clearly preparing for an attack.
|-style = "background:#DDD; color: blue"
*{Character} switches to a slightly aggressive stance.
!STANCE
*{Character} falls back into a relaxed, neutral stance.
!OFF
*{Character} moves into a defensive stance, clearly guarding himself.
!ADV
*{Character} moves into a defensive stance, ready to fend off an attack.
!FOR
!NEU
!GUA
!DEF
|-
!MODIFIER
|1.00
|0.90
|0.80
|0.70
|0.60
|0.50
|}


== Defense Modifiers ==
== Finer Stance Adjustments ==


There are times when a character can end up between the six main stances.
Each component of [[Defensive strength]] (DS) is affected by stance.


*Offensive combat abilities such as [[Feint]] and [[Call Wind (912)]] can force a target to change their stance, and these adjustments generally do not come in increments of 20%. For example, an endroll of +137 on a feint would move the target 37 percentage points closer to offensive: if they were in guarded stance (80%), they would be in a 43% stance, just barely more defended than forward (40%).
=== Evade ===


*Wizards with the [[Mage Armor (520)#Fire Aspect|Fire aspect]] of [[Mage Armor (520)|Mage Armor]] active [[CHANNEL (verb)|{{boldmono|CHANNEL}}]] their spells in a more offensive stance than they are actually in, with the number of "bonus stance points" based on their [[Elemental Lore, Fire|Fire Lore]].
[[Evade]] (or Dodge) DS retains up to 75% of full effectiveness while in offensive stance.


*[[Combat Mastery]], a [[Combat Maneuvers|combat maneuver]], and [[Warrior_Tricks#Stance_Perfection|Stance Perfection]], the corresponding [[Warrior Tricks|Warrior Trick]], allow a character to refine their stance further. Both skills initially allow the character to change their stance in 10% increments. As the associated skill is further trained, 5% increments become available.
{| {{prettytable|text-align:center;}}
|-style = "background:#DDD; color: blue"
!STANCE
!OFF
!ADV
!FOR
!NEU
!GUA
!DEF
|-
!MODIFIER
|0.75
|0.80
|0.85
|0.90
|0.95
|1.00
|}

=== Block ===

[[Block]] DS retains up to 50% of full effectiveness while in offensive stance. The natural +20 DS from holding a shield and any enchantment on the shield itself are exempt from stance effects.

{| {{prettytable|text-align:center;}}
|-style = "background:#DDD; color: blue"
!STANCE
!OFF
!ADV
!FOR
!NEU
!GUA
!DEF
|-
!MODIFIER
|0.50
|0.60
|0.70
|0.80
|0.90
|1.00
|}

=== Parry ===

Before any weapon skills are taken into account, there is a flat bonus of up to +50 [[Parry]] DS based on stance.

{| {{prettytable|text-align:center;}}
|-style = "background:#DDD; color: blue"
!STANCE
!OFF
!ADV
!FOR
!NEU
!GUA
!DEF
|-
!DS Bonus
|0
|10
|20
|30
|40
|50
|}

====One-Handed Weapons====
For one-handed weapons (including one-handed polearms), the amount of Parry DS derived from weapon skill ranges from 20% effectiveness in offensive stance to 70% effectiveness in defensive stance.

{| {{prettytable|text-align:center;}}
|-style = "background:#DDD; color: blue"
!STANCE
!OFF
!ADV
!FOR
!NEU
!GUA
!DEF
|-
!MODIFIER
|0.20
|0.30
|0.40
|0.50
|0.60
|0.70
|}

====Two-Handed Weapons====
For two-handed weapons, effectiveness ranges from 30% in offensive stance to 105% in defensive stance.

{| {{prettytable|text-align:center;}}
|-style = "background:#DDD; color: blue"
!STANCE
!OFF
!ADV
!FOR
!NEU
!GUA
!DEF
|-
!MODIFIER
|0.30
|0.45
|0.60
|0.75
|0.90
|1.05
|}

====Two-Handed Polearms====
For two-handed [[polearm]]s, effectiveness ranges from 27% to 94%, and there is an additional flat DS bonus based on stance:

{| {{prettytable|text-align:center;}}
|-style = "background:#DDD; color: blue"
!STANCE
!OFF
!ADV
!FOR
!NEU
!GUA
!DEF
|-
!MODIFIER
|0.27
|0.41
|0.54
|0.68
|0.81
|0.94
|-
!DS Bonus
|15
|18
|21
|24
|27
|30
|}

====Bows====
For bows ([[short bow]]s, [[composite bow]]s, [[longbow]]s), effectiveness ranges from 15% to 45%. The enchantment bonus on a bow contributes directly to DS and is exempt from stance effects.

{| {{prettytable|text-align:center;}}
|-style = "background:#DDD; color: blue"
!STANCE
!OFF
!ADV
!FOR
!NEU
!GUA
!DEF
|-
!MODIFIER
|0.15
|0.21
|0.27
|0.33
|0.39
|0.45
|}

====Crossbows====
For crossbows, effectiveness ranges from 12% to 37%. The enchantment bonus on a crossbow contributes directly to DS and is exempt from stance effects.

{| {{prettytable|text-align:center;}}
|-style = "background:#DDD; color: blue"
!STANCE
!OFF
!ADV
!FOR
!NEU
!GUA
!DEF
|-
!MODIFIER
|0.12
|0.17
|0.22
|0.27
|0.32
|0.37
|}

====Runestaves====
For [[runestaves]], the amount of Parry DS derived from magical skills ranges from 20% effectiveness in offensive stance to 70% effectiveness in defensive stance. The enchantment bonus on a runestaff contributes directly to DS and is exempt from stance effects.

{| {{prettytable|text-align:center;}}
|-style = "background:#DDD; color: blue"
!STANCE
!OFF
!ADV
!FOR
!NEU
!GUA
!DEF
|-
!MODIFIER
|0.20
|0.30
|0.40
|0.50
|0.60
|0.70
|}


[[Category:Combat Mechanics]]
[[Category:Combat Mechanics]]

Latest revision as of 10:57, 5 January 2018

Stance determines how much a character is focused on defending vs. attacking. It is controlled by the STANCE verb.

There are six main stances in which a character can exist: offensive, advance, forward, neutral, guarded, and defensive. In offensive, a character is devoting all of his or her efforts toward attacking. When in stance defensive, that character is dedicating all energy toward defending. Neutral stands in between the two, and forward and guarded allow further incrementing. Characters who are in stance defensive will generally take less damage from physical attacks, including bolt spells, than those in stance offensive.

In stance offensive, 100% of a character's weapon skill is applied to AS, and the character has a far reduced chance to evade, block or parry.

In stance defensive, only 50% of a character's weapon skill is applied to AS, and the character has the highest chance to evade, block or parry.

Numerical Equivalents

Stance is often represented in formulas as a numerical percentage value from 0 to 100. These numbers are an abstract representation of a character's "defensiveness". Some situations allow for finer gradation than the six stances (see below).

STANCE OFF ADV FOR NEU GUA DEF
PERCENT 0% 20% 40% 60% 80% 100%

STANCE (verb)

The STANCE verb can be used to change a character's combat stance.

Usage:
    STANCE (stance type)

Where {stance type} is one of the following:
    OFFENSIVE  (all offensive, no regard to defense!)
    ADVANCE    (mostly offensive, little defense.)
    FORWARD    (more offensive, moderate defense.)
    NEUTRAL    (more defense, moderate offense.)
    GUARDED    (mostly defensive, little offense.)
    DEFENSIVE  (all defensive, no offensive.)

Use STANCE VERBOSE to show your stance changes to others in the room.

The POSTURE verb can also be used to set stance, but will always display changes to others in the room as if in STANCE VERBOSE mode.

Verbose messaging:

  • {Character} drops all defense as he moves into a battle-ready stance.
  • {Character} moves into an aggressive stance, clearly preparing for an attack.
  • {Character} switches to a slightly aggressive stance.
  • {Character} falls back into a relaxed, neutral stance.
  • {Character} moves into a defensive stance, clearly guarding himself.
  • {Character} moves into a defensive stance, ready to fend off an attack.

Finer Stance Adjustments

There are times when a character can end up between the six main stances.

  • Offensive combat abilities such as Feint and Call Wind (912) can force a target to change their stance, and these adjustments generally do not come in increments of 20%. For example, an endroll of +137 on a feint would move the target 37 percentage points closer to offensive: if they were in guarded stance (80%), they would be in a 43% stance, just barely more defended than forward (40%).
  • Wizards with the Fire aspect of Mage Armor active CHANNEL their spells in a more offensive stance than they are actually in, with the number of "bonus stance points" based on their Fire Lore.
  • Combat Mastery, a combat maneuver, and Stance Perfection, the corresponding Warrior Trick, allow a character to refine their stance further. Both skills initially allow the character to change their stance in 10% increments. As the associated skill is further trained, 5% increments become available.