Standard maneuver roll: Difference between revisions

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== SMR v2 ==
== SMR v2 ==


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

=== SMRv2 Defense ===


The primary defense for the defender is calculated using:
The primary defense for the defender is calculated using:


=== Stats ===
==== Stats ====


#Primary: [[Agility]]
* Primary: [[Agility]]
#Secondary: [[Dexterity]] and [[Intuition]]
* Secondary: [[Dexterity]] and [[Intuition]]


=== Skills ===
==== Skills ====


All skills are weighted equally by the SMR.
The following skills are weighted equally:


*[[Dodging]]
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron's Blessing (1611)]] are taken into account.)
*[[Combat Maneuvers]]
*[[Perception]]
*[[Perception]]
*[[Physical Fitness]]
*[[Physical Fitness]]
*[[Shield Use]] is used in some cases, depending on the maneuver.
*[[Shield Use]] for maneuvers that can be blocked
*[[Survival]] is used in some bandit trap cases.
*[[Survival]] for some bandit trap cases


=== Defender Spells ===
==== Race ====

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

* [[Aelotoi]], [[Dark Elf]], [[Erithian]], [[Half-Elf]], [[Sylvankind]]: 30 ranks
* [[Elf]], [[Forest Gnome]], [[Halfling]]: 60 ranks
* [[Burghal Gnome]]: 80 ranks

==== Defensive Spells and Maneuvers ====

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


*[[Heroism (215)]]
*[[Heroism (215)]]
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*[[Cloak of Shadows (712)]]
*[[Cloak of Shadows (712)]]
*[[Melgorehn's Aura (913)]]
*[[Melgorehn's Aura (913)]]
*[[Song of Luck (1006)]] (randomly triggered)
*[[Song of Luck (1006)]] (no direct benefit, but randomly provides a reroll)
*[[Empathic Focus (1109)]]
*[[Empathic Focus (1109)]]
*[[Patron's Blessing (1611)]]
*[[Patron's Blessing (1611)]]
*[[Cunning Defense]] (provides bonus effective Dodging ranks)

====Maneuver Knowledge====

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


* Defender's [[stance]]
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[Armor#Action_Penalty|armor penalty]], [[Spirit#Low_Spirit_Penalties|low spirit]] and [[status|status condition]]s.
* [[Level]] difference
* [[wound|Injuries]]
* [[Encumbrance]]
* [[Armor#Action_Penalty|Armor penalty]]
* [[Spirit#Low_Spirit_Penalties|Low spirit]]
* [[status|Status condition]]s


Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster's stance or injuries.


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

Revision as of 16:42, 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.
    • Rank 1: +2%
    • Rank 2: +4%
    • Rank 3: +8%
    • Rank 4: +12%
    • Rank 5: +20%
    • 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.
    • 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.


Implementation

Konacon's 2019-09-24 SMRv2 Update

Konacon's 2020-01-07 SMRv2 Update

References