Dexterity: Difference between revisions

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(Added newly revealed dex weighting formula, it's kind of messy to add without it getting too funky)
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*Defense against [[Grasp of the Grave (709)]]
*Defense against [[Grasp of the Grave (709)]]
*Defense against [[Call Wind (912)]]
*Defense against [[Call Wind (912)]]
*[[Tattoo (verb)|Mystic Tattoo]] success for [[Monks]]
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Revision as of 13:53, 22 June 2020

Dexterity
Type Physical
Prime Requisite Rogue, Ranger
Modifiers by Race
Aelotoi +5
Dwarf -
Elf +5
Elf, Dark +10
Elf, Half +5
Elf, Sylvan +10
Erithian -
Gnome, Burghal +10
Gnome, Forest +5
Giantman -5
Halfling +15
Human -
Krolvin, Half -

Dexterity measures a character's hand-eye coordination, balance, and aim. A character's dexterity bonus adds directly to their ranged weapon attack strength, including bolt spells, and is a factor in determining melee roundtime reduction and critical weighting.

The amount of critical weighting added to melee attacks is:

Weighting: (DEX BONUS + (STR BONUS - (WEAPON SIZE FACTOR)) / 4
Weapon Size Factor: Summation((Weapon Base Speed + 1) - 3 if open handed) * 2

The weapon penalty offset from strength cannot go ABOVE 0
Weighting added cannot go BELOW 0
the "open hand" from using a two-handed weapon / polearm DOES apply in the above weapon factor formula


1. Example for a halfling with max stats using a spear gripped 2-handed (6 second weapon):

DEX Bonus: 40
STR Bonus: 10
Weapon Size Factor:
Summation((6 + 1 - 3)) * 2
Summation(4) * 2
(4 + 3 + 2 + 1) * 2 = 20
Weighting: (40 + (10 - 20)) / 4
(40 + (-10)) / 4 = 30 / 4 = 7 CER

Dexterity is a prime requisite of the rogue and ranger profession.

Systems and Skills Affected By Dexterity

Resources

Statistics - edit
Physical: Strength | Constitution | Dexterity | Agility
Hybrid: Aura | Discipline
Mental: Logic | Intuition | Wisdom | Influence
Statistic growth rate