Ambush: Difference between revisions

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Weapon Modifier = -50
Weapon Modifier = -50


Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = max(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140
Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140
140 > 100 = Success
140 > 100 = Success



Revision as of 14:11, 5 May 2021

Ambush is the ability to make a very precise attack, employing the element of surprise.

In a hidden ambush, the goal is to approach a target undetected and strike before the quarry can react to defend or strike back. To take advantage of this, one should use the HIDE command (which uses a skill check for Stalking and Hiding) or other means to become hidden, and then, while hidden, make an attack using one of the options detailed below. Ambush skill improves the chance of hitting a specific body part when aiming, and increases critical weighting (with AMBUSH) or damage weighting (with WAYLAY). In addition, the attacker's Ambush skill relative to the target's level will result in decreased defenses, lowering the target's stance for the ambushing attack, which effectively lowers their Defensive Strength (DS). When ambushing with range using FIRE or HURL, only the stance pushdown is applied, not the extra weighting.

In an open ambush, the goal is simply to aim the attack at one of the target's body parts. The chance of hitting the specific body part with melee or hurling is affected by both the Ambush and Combat Maneuvers skills (this is different from hidden ambushes where only Ambush skill is taken into account). For ranged weapons (bows and crossbows), Ambush and Perception are used to determine the chance when firing from hiding, but only Perception is used for open ambushes.

Ambush skill also increases Attack Strength (AS) for all attacks with bows and crossbows, regardless of whether they are aimed or hidden.


Aiming success chance

An initial d100 is made. If you roll <= 5, you auto fumble. If you do not auto fumble, a skill check made:

MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area modifier + Target Status + d100 = Result

Note: Level is not taken into account for aiming success chance. A comparison between Target size and attacker size is included in the area modifier.

Result

> 100: Success
<100 and >66: you miss the location but still find an opening to attack
<=66: You fail to find an opening

Skill

Aiming from hidden = Ambush Bonus

Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2)

Stats

Dex Bonus + TRUNC(Int Bonus + 1) / 2))

Weapon Modifier

Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus.

Table added at the bottom of the page

Area Modifier

Head: -10
Neck: -15
Arms: +10
Legs: +15
Hands: +5
Eyes: -25
Other: 0
  • Predator's Eye adds into the calculation as part of the location modifier.
  • The area modifier is also modified by attacker/target size. Attacking a target bigger than attacker is easier, a target smaller than attacker is more difficult.

Target Status

Sitting/Prone: +10 if head/neck/eyes, +25 otherwise.


Example

202 CM + Lance (-50 aim) aiming at the head,

 d100 = 84
 Skill = ((302 + 0 + 1) / 2) = 151
 Stats = (20 + (22 + 1) / 2) = 31
 Attacker modifier = 0 
 Weapon Modifier = -50
Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140
140 > 100 = Success

Ranks and Training Costs

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 2 2 2 1 1 2 1 1 - 1 1
Training Point Cost 2/1 3/4 3/2 4/4 4/5 3/3 12/12 15/15 - 15/14 15/10

Different Ways to Ambush

Entering stealth:

It is also possible to use Invisibility (916), but in practice most creatures will be able to detect invisible player characters.

Attacking from stealth:

In addition, many combat maneuvers have a bonus when initiated from stealth.

Weapon Modifier Table

Weapon Aim Modifier Reach (ft)
dagger 25 0ft
falchion -5 1ft
handaxe 0 1ft
main gauche 5 0ft
Scimitar 5 1ft
rapier 15 1ft
broadsword 0 1ft
short sword 10 0ft
longsword 0 1ft
fist 10 0ft
tiger claw 25 0ft
club 10 1ft
war hammer 10 1ft
mace 5 1ft
morning star -5 1ft
whip -25 2ft
battle axe -25 2ft
flail -40 2ft
war mattock -20 2ft
quarterstaff -5 2ft
Runestaff -10 2ft
two-handed sword -30 2ft
javelin -50 2ft
lance -50 3ft
spear -10 2ft
spear (2h) -20 3ft
military pick -25 2ft
awl pike -55 3ft
claidhmore -30 2ft
backsword 0 1ft
estoc 0 1ft
bastard sword (1h) -15 2ft
bastard sword (2h) -5 2ft
crowbill 5 1ft
flamberge -10 2ft
hammer of kai -35 3ft
jeddart-axe -35 3ft
ball & chain -35 2ft
pilum 0 2ft
naginata -25 3ft
cestus 10 0ft
paingrip 10 0ft
razorpaw 10 0ft
knuckle-duster 10 0ft
hook-knife 25 0ft
blackjack 15 0ft
knuckle-blade 10 0ft
yierka-spur 20 0ft
troll-claw 5 0ft
fist-scythe 10 0ft
jack-blade 10 0ft
katar 10 0ft
katana (1h) -10 2ft
katana (2h) -5 2ft
maul -20 2ft
sai 10 0ft
trident -10 2ft
trident (2h) -20 3ft
whip-blade 10 1ft

Resources