Ambush/saved posts: Difference between revisions

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* Adds 3 seconds to Round Time Calculations, prior to Truncation. Note, since RT's are truncated at 5 seconds on the low end for attack and ambush, aiming at a target may not always add 3 seconds to the Round Time the AMBUSH user sees.
* Adds 3 seconds to Round Time Calculations, prior to Truncation. Note, since RT's are truncated at 5 seconds on the low end for attack and ambush, aiming at a target may not always add 3 seconds to the Round Time the AMBUSH user sees.
* Aim at any body part that can be injured, eyes, legs, hands etc... Different areas have different difficulties in aiming at.
* Aim at any body part that can be injured, eyes, legs, hands, et cetera. Different areas have different difficulty modifiers when aimed at.
* Each weapon type has an aiming modifier associated with it. The highest bonus is for daggers, the greatest penalties is for the lance.
* Each weapon type has an aiming modifier associated with it. The highest bonus is for daggers, the greatest penalty is for the lance.
* Some size restrictions play a role, no halflings aiming shots at a golem's neck unless the golem is not standing.
* Some size restrictions play a role, no halflings aiming shots at a golem's neck unless the golem is not standing.
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* Works exactly like ATTACK if no area on the target is specified for an aimed attack. This includes final Round Time evaluation.
* Works exactly like ATTACK if no area on the target is specified for an aimed attack. This includes final Round Time evaluation.
* Skill for melee aiming is one quarter ambush + one quarter combat maneuvers.
* Skill for melee aiming is one quarter ambush plus one quarter combat maneuvers.
* Skill for aimed attack from hiding or invisiblity is half ambush skill.
* Skill for aimed attack from hiding or invisiblity is half ambush skill.

Revision as of 16:30, 24 March 2007

Category: 4
Topic: 9
Message #: 406
Author: GAMEMASTER.2 [Cyper]
Date: Fri Nov 10, 1995 at 02:37 EST
Subject: (Unknown)


One change, one addition:

Change: The way the Damage Severity Weighting is calculated has been changed. Previous system ranged from 0 to DW (Damage Weighting) dependent on the weapon's DF. Now it ranges from half DW to DW dependant on the weapon's DF. This will raise the adder for attacks from hiding or while invisible (assuming ambush training) and for damage weighted weapons.

Addition: AMBUSH verb that permit aimed attacks.

  • Adds 3 seconds to Round Time Calculations, prior to Truncation. Note, since RT's are truncated at 5 seconds on the low end for attack and ambush, aiming at a target may not always add 3 seconds to the Round Time the AMBUSH user sees.
  • Aim at any body part that can be injured, eyes, legs, hands, et cetera. Different areas have different difficulty modifiers when aimed at.
  • Each weapon type has an aiming modifier associated with it. The highest bonus is for daggers, the greatest penalty is for the lance.
  • Some size restrictions play a role, no halflings aiming shots at a golem's neck unless the golem is not standing.
  • Works exactly like ATTACK if no area on the target is specified for an aimed attack. This includes final Round Time evaluation.
  • Skill for melee aiming is one quarter ambush plus one quarter combat maneuvers.
  • Skill for aimed attack from hiding or invisiblity is half ambush skill.
  • Failed skill checks may result in no attack or an attack to a random area on the target. The 3 seconds is still added in the latter case and a 5 second Round Time is accessed for failed checks that result in no attack.
  • Currently Parry does not play a role in th[e] ability to target an area.
  • Damage weighted weapons are harder to aim with than non-damage weighted varities of the same weapon type.

Cyper