Standard maneuver roll: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
(added 2020 update info to SMRv2 defense)
(added SMRv2 offense info)
Line 93: Line 93:
*[[Perception]]
*[[Perception]]
*[[Physical Fitness]]
*[[Physical Fitness]]
*[[Shield Use]] for maneuvers that can be blocked
*[[Shield Use]] for some maneuvers
*[[Survival]] for some bandit trap cases
*[[Survival]] for some bandit trap cases


Line 118: Line 118:
*[[Patron's Blessing (1611)]]
*[[Patron's Blessing (1611)]]
*[[Cunning Defense]] (provides bonus effective Dodging ranks)
*[[Cunning Defense]] (provides bonus effective Dodging ranks)
*[[Weapon Specialization]]
*[[Weapon Bonding]]
*[[Holy Weapon (1625)]]
*[[Shield Focus]] (only against [[Sunder Shield]])


====Maneuver Knowledge====
====Maneuver Knowledge====


* Training in a maneuver via the [[PSM]] or your [[guild]] provides up to a 25% defensive bonus against like level creatures.
Training in a maneuver via the [[PSM]] or your [[guild]] provides up to a 25% defensive bonus against like level creatures using that maneuver.
** Rank 1: +2%
* Rank 1: +2%
** Rank 2: +4%
* Rank 2: +4%
** Rank 3: +8%
* Rank 3: +8%
** Rank 4: +12%
* Rank 4: +12%
** Rank 5: +20%
* Rank 5: +20%
** Guild Master: +25%
* Guild Master: +25%

* Knowledge of the spell or sphere for a magical SMRv2 attack provides up to a 20% defensive bonus against like level creatures.
Knowledge of the spell or sphere of a magical SMRv2 attack provides up to a 20% defensive bonus against like level creatures using that magical attack.
** Access to the same sphere, but not the same spell circle: +2%
** Access to the spell circle: +8%
* Access to the same sphere, but not the same spell circle: +2%
** Knowledge of the spell, regardless of ability to cast: +20%
* Access to the spell circle: +8%
* Knowledge of the spell, regardless of ability to cast: +20%


==== Other Factors ====
==== Other Factors ====
Line 138: Line 143:


* Defender's [[stance]]
* Defender's [[stance]]
** SMR attacks from hiding can [[Ambush|pushdown]] the target's stance
* [[Multi_Opponent_Combat#Force_on_Force|Force On Force]]
* [[Level]] difference
* [[Level]] difference
* [[wound|Injuries]]
* [[wound|Injuries]]
Line 144: Line 151:
* [[Spirit#Low_Spirit_Penalties|Low spirit]]
* [[Spirit#Low_Spirit_Penalties|Low spirit]]
* [[status|Status condition]]s
* [[status|Status condition]]s
* Holding a shield


=== SMRv2 Offense ===

====Skills====

SMRv2 offensive power is primarily based on skill training per character level.

* 1x training per level is considered baseline. Diminishing returns apply over 1x, with 2x training being 15% more effective than 1x training.
* [[Combat Maneuvers]] is the primary skill for physical maneuvers, including Weapon Techniques and Shield Specializations. Secondary skills may be averaged in to find the total skill value.
* [[Spell Research|Spells known]] in the spell circle is the primary skill for magical maneuvers produced with spells. Many SMR spells use [[Spell Aiming]] as a secondary skill.

====Racial Size====

Some races have a bonus or penalty to effective endroll margin on physical maneuvers, based on their size.

* [[Giantman]], [[Half-Krolvin]]: +10
* [[Dwarf]], [[Human]]: +5
* [[Aelotoi]], [[Elf]]: -5
* [[Forest Gnome]]: -10
* [[Halfling]]: -15
* [[Burghal Gnome]]: -20

====Shield Size====

Shield size affects both your chance to hit and effective endroll with shield-based maneuvers.

* Small: +10% to hit, -10% endroll
* Medium: no modifiers
* Large: -5% to hit, +5% endroll
* Tower: -10% to hit, +10% endroll

====Offensive Maneuvers====

Weapon Specialization, Weapon Bonding, Holy Weapon and Shield Focus all provide a 2% per rank bonus for maneuvers using the appropriate weapon or shield.

====Maneuver Knowledge====
Training in a maneuver via the [[PSM]] or your [[guild]] provides up to a 25% offensive bonus against like level creatures with that maneuver.
* Rank 1: +2%
* Rank 2: +4%
* Rank 3: +8%
* Rank 4: +12%
* Rank 5: +20%
* Guild Master: +25%

==== Other Factors ====

Not all of these factors are taken into account by all maneuvers.

* Attacker's [[stance]]
* [[Level]] difference
* [[wound|Injuries]]
* [[Encumbrance]]
* [[Armor#Action_Penalty|Armor penalty]]
* [[Spirit#Low_Spirit_Penalties|Low spirit]]
* [[status|Status condition]]s


=== Implementation ===
=== Implementation ===

Revision as of 19:40, 18 June 2022

CML and SMR underwent a revamp in December 2020. Until this article is updated, be sure to read the saved posts


The standard maneuver roll system is used to determine the success of most physical actions that do not fall within the attack roll or CMAN systems. These include special attacks performed by creatures such as the tail sweep of the cave lizard, three-toed tegu, and the snow madrinol; a soul golem's steam push; an Illoke's ground stomp; an Ithzir adept's lightning mote; and a war griffin's ride of doom.

SMR is an d100 open roll with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.

SMR v1

The original SMR system is currently used by the vast majority of creature attacks.

Statistics

Race

Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus. Races not listed on the following table are considered to have an average ability to dodge maneuvers.

Best: Burghal Gnomes
Excellent: Halflings, Forest Gnomes, and Elves
Good: Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi

Training

Sidebox: Armor Penalty

"The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using Armored Evasion can reduce the maneuver penalty by a fairly significant amount, however."

- GM Coase

  • Physical Fitness - Physical Fitness is the primary skill for defense against standard creature maneuvers.
  • Combat Maneuvers - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.
  • Perception
  • Shield Use - Shield Use factors into creature maneuvers that can be blocked by a shield.

Additionally, Armor Use can provide a bonus by reducing the action penalty.

Spells

The following spells provide bonuses to evading maneuvers:

The following spells provide bonuses to blocking maneuvers:

Stance

Defensive stance is best.

Condition

A character's present condition also has an effect on their defenses. Low spirit will penalize the target, as well as certain types of injuries and scars.

SMR v2

SMRv2 was released in December 2016 and shows a visible roll.

SMRv2 Defense

The primary defense for the defender is calculated using:

Stats

Skills

The following skills are weighted equally:

Race

Some races receive bonus effective Dodging ranks for the purpose of SMR v2 defense:

Defensive Spells and Maneuvers

The following spells and maneuvers provide a bonus to SMRv2 defense:

Maneuver Knowledge

Training in a maneuver via the PSM or your guild provides up to a 25% defensive bonus against like level creatures using that maneuver.

  • Rank 1: +2%
  • Rank 2: +4%
  • Rank 3: +8%
  • Rank 4: +12%
  • Rank 5: +20%
  • Guild Master: +25%

Knowledge of the spell or sphere of a magical SMRv2 attack provides up to a 20% defensive bonus against like level creatures using that magical attack.

  • Access to the same sphere, but not the same spell circle: +2%
  • Access to the spell circle: +8%
  • Knowledge of the spell, regardless of ability to cast: +20%

Other Factors

Not all of these factors are taken into account by all maneuvers.

SMRv2 Offense

Skills

SMRv2 offensive power is primarily based on skill training per character level.

  • 1x training per level is considered baseline. Diminishing returns apply over 1x, with 2x training being 15% more effective than 1x training.
  • Combat Maneuvers is the primary skill for physical maneuvers, including Weapon Techniques and Shield Specializations. Secondary skills may be averaged in to find the total skill value.
  • Spells known in the spell circle is the primary skill for magical maneuvers produced with spells. Many SMR spells use Spell Aiming as a secondary skill.

Racial Size

Some races have a bonus or penalty to effective endroll margin on physical maneuvers, based on their size.

Shield Size

Shield size affects both your chance to hit and effective endroll with shield-based maneuvers.

  • Small: +10% to hit, -10% endroll
  • Medium: no modifiers
  • Large: -5% to hit, +5% endroll
  • Tower: -10% to hit, +10% endroll

Offensive Maneuvers

Weapon Specialization, Weapon Bonding, Holy Weapon and Shield Focus all provide a 2% per rank bonus for maneuvers using the appropriate weapon or shield.

Maneuver Knowledge

Training in a maneuver via the PSM or your guild provides up to a 25% offensive bonus against like level creatures with that maneuver.

  • Rank 1: +2%
  • Rank 2: +4%
  • Rank 3: +8%
  • Rank 4: +12%
  • Rank 5: +20%
  • Guild Master: +25%

Other Factors

Not all of these factors are taken into account by all maneuvers.

Implementation

Konacon's 2019-09-24 SMRv2 Update

Konacon's 2020-01-07 SMRv2 Update

References