Verb:QSTRIKE: Difference between revisions

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Valid combat actions are:
Valid combat actions are:
AMBUSH HURL STUNMAN (ATTACK)
[[AMBUSH]] [[HURL]] [[STUNMAN]] (ATTACK)
ATTACK JAB SUBDUE
[[ATTACK]] [[JAB]] [[subdue|SUBDUE]]
CHEAPSHOT KILL SWEEP
[[cheapshot|CHEAPSHOT]] [[KILL]] [[sweep|SWEEP]]
CMAN (various) KICK TACKLE
[[CMAN]] (various) [[KICK]] [[tackle|TACKLE]]
COCK MSTRIKE TRIP
[[COCK]] [[MSTRIKE]] [[trip|TRIP]]
DISARM (weapons) PUNCH WTRICKS (FEINT, SATTACK)
[[DISARM]] (weapons) [[PUNCH]] [[Warrior Tricks|WTRICKS]] (FEINT, SATTACK)
FIRE SHIELD (various)
[[FIRE]] [[SHIELD]] (various)
GRAPPLE SMITE
[[GRAPPLE]] [[Kai's Smite|SMITE]]


Examples:
Examples:

Revision as of 10:12, 22 April 2016

The Quickstrike ability allows physical combat actions to be performed at a reduced roundtime (RT) for a stamina cost proportional to the amount of reduction and to the equipment involved, to a minimum of 1 second. Such reduction may be specified as either a modifier to the base RT of an action or as a desired absolute RT, and can be invoked as part of a combat command or as a separate command that applies to the next combat action.

The stamina cost increases per second of RT reduction. Two-handed weapons have a 1.5x speed multiplier and ranged weapons have a 2.5x speed multiplier in this calculation. If insufficient stamina is available for the specified reduction, a lesser reduction at lesser cost may take place based on what stamina is available. Equipment speeds can be found on the weapon speeds list.

Equipment Speed = Weapon Speed * Speed Modifier (as outlined above)

Stamina cost = (10 + (primary equipment speed + (secondary equipment speed / 2))) * Roundtime Modifier

Quickstrike on its own will not a character into negative stamina, but Quickstrike plus a combat maneuver (or a stamina-costing mstrike, etc.) may take one into negative stamina.

Usage

Note: There is currently a bug where "QSTRIKE {#} FIRE" does not properly use the AIM location. Archers should use a macro to send two commands: "QSTRIKE {#}" and then "FIRE" separately.

Usage:
  QUICKSTRIKE {modifier} {action...}    - Perform the specified action with the specified roundtime modifier
  QUICKSTRIKE {modifier}                - Use the specified roundtime modifier on your next combat action
  QUICKSTRIKE {time} {action...}        - Perform the specified action with the specified absolute roundtime
  QUICKSTRIKE {time}                    - Use the specified absolute roundtime on your next combat action
  QUICKSTRIKE STOP                      - Do not use a queued modifier/time on your next combat action
  QUICKSTRIKE LIMIT {amount}            - Limit stamina usage per combat action to the specified amount
  QUICKSTRIKE HELP                      - This help text

    {modifier} should be a negative number indicating the roundtime reduction desired
    {time} should be a positive number indicating the absolute roundtime desired

  Valid combat actions are:
    AMBUSH              HURL                STUNMAN (ATTACK)
    ATTACK              JAB                 SUBDUE
    CHEAPSHOT           KILL                SWEEP
    CMAN (various)      KICK                TACKLE
    COCK                MSTRIKE             TRIP
    DISARM (weapons)    PUNCH               WTRICKS (FEINT, SATTACK)
    FIRE                SHIELD (various)
    GRAPPLE             SMITE

Examples:
  QUICKSTRIKE -3 ATTACK THIRD KOBOLD    - Attack the third kobold at -3 seconds to your normal roundtime
  QUICKSTRIKE 2 CMAN CHARGE STORM GIANT - Charge the storm giant at a total roundtime of 2 seconds
  QUICKSTRIKE -1                        - Perform your next combat action at -1 second to your normal roundtime

Behind the Scenes

This skill replaces the Quickstrike combat maneuver, which is still implemented as of the release (2016 Jan 15), but will be replaced in the near future.

Resources