Duskruin/saved posts February 2020: Difference between revisions
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==General Information== |
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{{saved-post |
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| category = Paid Events: Adventures, Quests, and SimuCoins |
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| topic = Duskruin Arena |
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| messagenum = [http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/11303 11303] |
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| author = SIMU-WYROM |
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| date = 12/20/2019 |
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| subject = Duskruin in 2020 |
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}} |
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As 2020 approaches, we are looking at new improvements for the arena. I feel like the heist and sewers are in a much better place after last run's updates. |
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When Duskruin Arena was originally created, I tried to make it challenging and fun for all professions and levels. The original concept was not intended to always be victorious due to the random elements that could happen during the matches. Hazards, tougher boss, bad luck, etc. But as more and more runs went on, certain professions started to outshine the rest. Tweaks happened here and there to try to level the playing field. The biggest changes were how scoring happened. Originally, (the slow version, the first ever run) lasting a long time was called the "showman" bonus, which meant you wanted to last a long time to score the best. The second run (and subsequent runs), how much time you had left and how well you dodged hazards played a role in how much bloodscrip you earned. As of last run, these factors no longer directly play into your score and bloodscrip. So why do they still exist? |
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Starting in February, we're going to remove hazards and the timer. In its place, the difficulty is just going to ramp up the longer you take. This way slower builds aren't immediately at a huge disadvantage because they can't finish. We're going to bring back the "showman" bonus so people who do last a long time can get a small bump in bloodscrip. It won't be a lot (tentatively +1 to +25 depending on time factors), but you will be rewarded for having to go against a more difficult arena match up. Those who still zip through it will get the best overall rewards though. |
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I'll be going into more details about this in January, with examples, but I wanted to let you know about it before we get into next year. Overall, this change is aimed to get more people to accomplish the arena while not taking away from anything else. |
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'''Wyrom, PM''' |
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==[[Mechanical Cartridge Vambraces]]== |
==[[Mechanical Cartridge Vambraces]]== |
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{{#section:Mechanical Cartridge Vambraces/saved posts|savedpost}} |
{{#section:Mechanical Cartridge Vambraces/saved posts|savedpost}} |
Revision as of 09:33, 13 January 2022
General Information
Topic: Duskruin Arena
Message #: 11303
Author: SIMU-WYROM
Date: 12/20/2019
Subject: Duskruin in 2020
As 2020 approaches, we are looking at new improvements for the arena. I feel like the heist and sewers are in a much better place after last run's updates.
When Duskruin Arena was originally created, I tried to make it challenging and fun for all professions and levels. The original concept was not intended to always be victorious due to the random elements that could happen during the matches. Hazards, tougher boss, bad luck, etc. But as more and more runs went on, certain professions started to outshine the rest. Tweaks happened here and there to try to level the playing field. The biggest changes were how scoring happened. Originally, (the slow version, the first ever run) lasting a long time was called the "showman" bonus, which meant you wanted to last a long time to score the best. The second run (and subsequent runs), how much time you had left and how well you dodged hazards played a role in how much bloodscrip you earned. As of last run, these factors no longer directly play into your score and bloodscrip. So why do they still exist?
Starting in February, we're going to remove hazards and the timer. In its place, the difficulty is just going to ramp up the longer you take. This way slower builds aren't immediately at a huge disadvantage because they can't finish. We're going to bring back the "showman" bonus so people who do last a long time can get a small bump in bloodscrip. It won't be a lot (tentatively +1 to +25 depending on time factors), but you will be rewarded for having to go against a more difficult arena match up. Those who still zip through it will get the best overall rewards though.
I'll be going into more details about this in January, with examples, but I wanted to let you know about it before we get into next year. Overall, this change is aimed to get more people to accomplish the arena while not taking away from anything else.
Wyrom, PM
Mechanical Cartridge Vambraces
Topic: Duskruin Arena
Message #: 11282
Author: GS4-NAIJIN
Date: 12/11/2019
Subject: Some Mechanical Vambraces
Hey all,
I've been working on my first item release and they should be available for the next Duskruin Arena! These mechanical vambraces allow you to remain unarmed while making attacks and, once unlocked, will work with two-weapon combat as well as letting you parry attacks while unarmed.
>wear vambraces
You slide the mechanical vambraces over your arms and tighten the straps to ensure a proper fit.
R>glance
You glance down at your empty hands.
>jab troll
You make a precise attempt to jab a hunter troll!
You have decent positioning against a hunter troll.
UAF: 220 vs UDF: 150 = 1.466 * MM: 98 + d100: 35 = 178
... and hit for 11 points of damage!
Double jab to upper and lower back momentarily unbalances it.
Strike leaves foe vulnerable to a followup grapple attack!
Roundtime: 3 sec.
R>kill troll
You flick your hand downward forcing the steel spike from your mechanical vambraces.
You thrust with a serrated steel spike at a hunter troll!
AS: +232 vs DS: +85 with AvD: +19 + d100 roll: +97 = +263
... and hit for 21 points of damage!
Strike through the palm!
You raise your hand and the spike snaps back into place with a click.
Roundtime: 4 sec.
HR>amb troll left leg
You flick your hand downward forcing the steel spike from your mechanical vambraces.
You leap from hiding to attack!
You thrust with a serrated steel spike at a hunter troll!
AS: +232 vs DS: +85 with AvD: +19 + d100 roll: +83 = +249
... and hit for 69 points of damage!
Minor puncture to the left leg.
You raise your hand and the spike snaps back into place with a click.
Roundtime: 5 sec.
>pull vambraces
You free the steel spike and remove it from your mechanical vambraces.
Roundtime: 2 sec.
>raise spike
You raise your steel spike in triumph!
>push spike
You slide the steel spike into your mechanical vambraces and it clicks into place.
Roundtime: 2 sec.
The spike inside is an actual weapon limited to certain bases and can accept all manners of improvement. Finally, auction quality unlocks will be available to allow you to parry while remaining unarmed.
A hunter troll claws at you!
You skillfully interpose your vambraces between yourself and the incoming strike, deflecting it harmlessly to the side!
Topic: Duskruin Arena
Message #: 11284
Author: GS4-NAIJIN
Date: 12/11/2019
Subject: Some Mechanical Vambraces
> Are the vambraces themselves considered UAC gear?
No, they are a functional armor accessory worn on the arms.
> Arm greaves?
Yes.
> Do upgrades to the spike (Enchant, flare, weighting) happen to the vambraces & vice versa?
Yes.
> Do you have to 'pull vambrace' twice in order to get one for each hand in Two-Weapon Combat?
No, only one weapon can be removed. Removing the weapon is intended to show it off or to have alters done. You hand the weapon directly to the merchant working on them. In combat situations you should leave the weapon in the vambraces.
> Or do you need two different vambraces, one left-side & one right-side?
No, one pair of vambraces is worn. The noun itself cannot be altered and must always remain vambraces.
Topic: Duskruin Arena
Message #: 11292
Author: GS4-NAIJIN
Date: 12/11/2019
Subject: Some Mechanical Vambraces
> So the item knows--based on trained skill?--whether or not to trigger the left-hand attack (with the same spike properties both times)?
TWC has to be unlocked and won't be used without a certificate unlock. At that point it will always use TWC. If it ends up being an issue I could add a skill check in there before activation as well.
> Does it take into account the "only train a single rank" to get the free +5DS that many Monk guides advocate?
In combat they function identical to any other weapon so, presumably, yes though I did not test it explicitly.
> What weapon type is the spike considered? (Probably 'dagger'?)
Right now they can be a sai, dagger, or short sword. After some discussion on Discord I'm considering crowbill, katar, and possibly a few others.
> Given that it's a worn item even when you attack with the spike, is it subject to Disarm-style (hitting adamantine, or bouncing on Brace/1214, or an actual 'CMan Disarm') results?
It's immune to disarm attempts via DISARM but still susceptible to other forms from contact (hard-skin, adamantine, etc). If disarmed you'll need to RECOVER the weapon and return it to the vambraces for it to be functional again.
> Given that it's worn/not-carried, is it vulnerable to Weapon Fire/915?
They're immune to weapon fire since you're not actually holding a weapon.
Topic: Duskruin Arena
Message #: 11297
Author: GS4-NAIJIN
Date: 12/16/2019
Subject: Some Mechanical Vambraces
> These look amazing. I needed some top end vambraces too and this looks like my next project. Can we alter the noun of the weapon in the vambraces?
No, the noun is fixed based on weapon type.
> Will these work with Mstrike?
Yes.
> Also, any update on whether or not the weapon inside the vambraces can be a katar?
Current list is: sai, dagger, main gauche, short sword, katar.
> Can you make them work with a hook knife, it would basically look just like shredder from tennage mutant ninja turtles
It would still look like a "blade" just like every other bladed object. Currently, sai is the only weapon type allowed to be a spike.
Topic: Duskruin Arena
Message #: 11451
Author: GS4-NAIJIN
Date: 1/29/2019
Subject: Some Mechanical Vambraces
I've got a bit more information now that I've updated them in preparation for Duskruin:
- I've actually updated the script to be a pair of vambraces that accept cartridges that change how the vambraces work. If you're thinking in modern gaming terms I call them mods. This first release is a weapon mod. All unlocks (if the mod has any) will be done to the modification itself so you are free to buff the vambraces however you see fit and they will gladly accept any current and future modification. You can almost think of mods as fusion orbs in that any pair of vambraces will accept them so you can trade them to your hearts desire. Some ideas I have for future mods include a mounted crossbow, grappling hooks to assist with climbing, mechanical fins to assist with swimming, etc. None of these have been started at all but are just a few examples of something that could happen. I'm also open to ideas.
- The TWC unlock has been postponed for a later date. If these vambraces are popular enough I fully intend on adding it for the next Duskruin.
- They will not work with UCS gloves because the weapon is physically in your hand while attacking even though you as a player don't notice it. The only requirement is that your right hand be empty otherwise the weapon will not function.
- A new shop for these is being created. The vambraces will be unlimited and cost 1K BS, the weapon mod will be limited to 30 total and cost 5K BS, the auction quality parry unlock is limited to 2 and will cost 200K BS. The parry unlock is particularly strong giving you, effectively, partial benefit of 1214 without having to know the spell. Also, please realize that I'm breaking the foundations of combat (attacking without a weapon in hand) and the limit is in place to ensure everything goes smoothly.
- They won't accept scripted upgrades but I could probably get that working with enough begging and love.
- Naijin