Verb:AMBUSH: Difference between revisions

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(added melee ambush formula and weapon modifiers. Duplicated from Ambush (https://gswiki.play.net/Ambush))
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* the attacker's [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding)
* the attacker's [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding)
* any eye or bleeding head [[wound]]s the attacker may have
* any eye or bleeding head [[wound]]s the attacker may have
* formula for aiming success: [[Aiming Success]]


Failure to hit the desired body part will result in attacking a different part of the target's body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.
Failure to hit the desired body part will result in attacking a different part of the target's body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.
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Size disparity can also prevent aiming at specific body parts. Large [[character]]s will not be able to aim at specific parts of small critters (''e.g.'', a [[human]] cannot aim at specific parts of a spiked cavern urchin). Furthermore, no character can aim at a part of a [[creature]] that, because of size limitations, is out of his or her reach (''e.g.'', a [[dwarf]] cannot aim at the head or neck of a [[giant]] that is standing up). The use of longer weapons can somewhat mitigate this.
Size disparity can also prevent aiming at specific body parts. Large [[character]]s will not be able to aim at specific parts of small critters (''e.g.'', a [[human]] cannot aim at specific parts of a spiked cavern urchin). Furthermore, no character can aim at a part of a [[creature]] that, because of size limitations, is out of his or her reach (''e.g.'', a [[dwarf]] cannot aim at the head or neck of a [[giant]] that is standing up). The use of longer weapons can somewhat mitigate this.


== 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



==Related Articles==
==Related Articles==
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* [[Research:Open ambushing]]
* [[Research:Open ambushing]]
* [[Ambush_saved_post|Ambush saved post]] (outdated)
* [[Ambush_saved_post|Ambush saved post]] (outdated)
* [[Aiming Success]]


== Weapon Modifier Table ==

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


==Resources==
==Resources==

Revision as of 09:19, 6 May 2021

The AMBUSH verb is used to aim melee attacks at specific parts of a target's body, in contrast to the ATTACK (or KILL) verb, which attacks a randomly determined part of the target. Note that the AMBUSH verb is different from the Ambush skill. It is not necessary to use the AMBUSH verb in order to get the stance pushdown and critical weighting benefits provided by the Ambush skill, it is only necessary to attack from hiding.

Syntax

  • AMBUSH {target} {location} attempts to attack the target in the specified location
  • AMBUSH {target} attempts to attack the target in the default aiming location specified by the AIM verb (and attacks normally if no default aiming location is set)

Roundtime

Main article: Base weapon speed

Whether one is attacking from hiding or in the open, using the AMBUSH verb adds three seconds to an attacker's weapon BASE roundtime. This additional roundtime may be mitigated in the normal way via agility and dexterity bonuses down to the minimum ambush roundtime of the particular weapon used. The minimum ambush roundtime of a weapon differs from the normal minimum roundtime of that weapon as follows:

Weapon base speed Normal Min. RT Min. Ambush RT
1 3 4
2, 3 4 5
4+ 5 6

Success and Failure (melee weapons)

The factors that influence the chance of successfully attacking the body part aimed for include:

  • difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for)
  • the difficulty modifier for the weapon used (larger weapons are harder to aim)
  • difference in attacker and target level
  • the attacker's Ambush skill
  • the attacker's Combat Maneuvers skill (when aiming from the open, as opposed to from hiding)
  • any eye or bleeding head wounds the attacker may have
  • formula for aiming success: Aiming Success

Failure to hit the desired body part will result in attacking a different part of the target's body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.

Other Limitations

Any condition that prevents a character from attacking normally will prevent this verb from working, as will attempting to aim at a nonexistent (e.g., the legs of a worm) or already severed body part.

Size disparity can also prevent aiming at specific body parts. Large characters will not be able to aim at specific parts of small critters (e.g., a human cannot aim at specific parts of a spiked cavern urchin). Furthermore, no character can aim at a part of a creature that, because of size limitations, is out of his or her reach (e.g., a dwarf cannot aim at the head or neck of a giant that is standing up). The use of longer weapons can somewhat mitigate this.

Related Articles

Resources