Bull Rush: Difference between revisions

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(Added intro comments, RT and HP damage formulas with tables)
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! Roll<br>Result<br/>
! Roll<br>Result<br/>
! Target<br>Roundtime<br/>
! Target<br>Roundtime<br/>
!
|-
! Roll<br>Result<br/>
! Target<br>Roundtime<br/>
|-align=center
| 101-127
| 101-127
| 3
| 3
|-
|
| 128-134
| 4
|-
| 135-141
| 5
|-
| 142-148
| 6
|-
| 149-155
| 7
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| 156-162
| 8
|-
| 163-169
| 9
|-
| 170-176
| 170-176
| 10
| 10
|-align=center
|-
| 128-134
| 4
|
| 177-183
| 177-183
| 11
| 11
|-align=center
|-
| 135-141
| 5
|
| 184-190
| 184-190
| 12
| 12
|-align=center
|-
| 142-148
| 6
|
| 191-197
| 191-197
| 13
| 13
|-align=center
|-
| 149-155
| 7
|
| 198-204
| 198-204
| 14
| 14
|-align=center
|-
| 156-162
| 8
|
| 205+
| 205+
| 15
| 15
|-align=center
|-
| 163-169
| 9
|}
|}


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! Roll<br>Result<br/>
! Roll<br>Result<br/>
! Target<br>HP Damage<br/>
! Target<br>HP Damage<br/>
!
|-
! Roll<br>Result<br/>
! Target<br>HP Damage<br/>
|-align=center
| 150-154
| 150-154
| 10
| 10
|-
|
| 155-159
| 11
|-
| 160-164
| 12
|-
| 165-169
| 13
|-
| 170-174
| 14
|-
| 175-179
| 175-179
| 15
| 15
|-align=center
|-
| 155-159
| 11
|
| 200-204
| 200-204
| 20
| 20
|-align=center
|-
| 160-164
| 12
|
| 225-229
| 225-229
| 25
| 25
|-align=center
|-
| 165-169
| 13
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| 250-254
| 250-254
| 30
| 30
|-align=center
|-
| 170-174
| 14
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| 275+
| 275+
| 35
| 35
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Revision as of 19:34, 26 October 2017

Bull Rush
Available To Warriors, Paladins
Mnemonic [BULLRUSH]
Cost Base 15 (-5 Rank 1, -5 Rank 2, -3 Rank 3)
Roundtime 5 sec.
Requirements None
Prerequisites None
Rank Square Semi
1 2
2 4
3 6
4 8 12 
5 10 15

Bull Rush is a combat maneuver that allows the attacker to attempt to rush an opponent and knock them to the ground.

On slight successes (endrolls 101 to 125) the target will be knocked off balance with a slight push (a roundtime penalty). On more substantial successes (ER 126 to 150), the target will be knocked down with roundtime. Minimum roundtime at ER 126 is 3 sec. with a maximum RT penalty of 15 sec. at ER 205. When endrolls are greater than 150 the target will also sustain HP damage. Minimum HP damage at ER 151 is 10 and increases to a maximum of 35 HP at ER 275.

Roundtime Penalty Formula

Formula uses a ceiling function.


Roll
Result
Target
Roundtime
Roll
Result
Target
Roundtime
101-127 3 170-176 10
128-134 4 177-183 11
135-141 5 184-190 12
142-148 6 191-197 13
149-155 7 198-204 14
156-162 8 205+ 15
163-169 9

Added Damage Formula

Formula uses a floor function.


Roll
Result
Target
HP Damage
Roll
Result
Target
HP Damage
150-154 10 175-179 15
155-159 11 200-204 20
160-164 12 225-229 25
165-169 13 250-254 30
170-174 14 275+ 35

Not all values shown.

Creatures that utilize this maneuver

Messaging

Roundtime messaging:

[Roll result: 140 (open d100: 35) Bonus: 10]
You rush towards a zombie and connect with a shoulder check!
You manage to knock a zombie flat on her back!
Roundtime: 5 sec.

Roundtime and damage messaging:

[Roll result: 178 (open d100: 68) Bonus: 10]
You rush towards a zombie and connect with a shoulder check!
You manage to knock a zombie flat on her back! 15 hits!
Roundtime: 5 sec.

Failure:

[Roll result: 58 (open d100: 58)]
A black centaur rushes towards Target and connects with a shoulder check!
Target stands firm and manages to maintain his balance.

Resources