Combat Mobility: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
m (Added in failure potential & messaging)
m (Added boldmono template around verb.)
(8 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{Player System Manager
{{Cman
|mnemonic = mobility
| cost = Base 5, plus 1 per remaining RT, 25 Max
|type = Passive Buff
| mnemonic = MOBILITY
|stamina = Base 5. If currently in roundtime (RT), an additional penalty of 1 stamina point per second of RT remaining is applied. The stamina cost for this skill is capped at 25.
| available = [[Warrior]]s, [[Rogue]]s
| requirements = Being attacked while on the ground
|requirements = Being attacked while in a non-standing position.
|availableto = [[Warrior]]s, [[Rogue]]s, [[Monk]]s
| prereqs = None
}}
| sq1 = 5
{{PSMcosts
| sq2 = 10
| sq3 = -
|sq1 = 5|se1 = -|pu1 = -
| sq4 = -
|sq2 = 10
}}
| sq5 = -
{{PSMinfo
| se1 = -
|mechanics = The Combat Mobility maneuver works automatically when you are attacked. If you are not in a standing position, you will automatically attempt to stand up before your opponent can attack you. Combat Mobility will not activate if you are stunned, webbed, bound, or otherwise immobilized. However, it will activate if you are free of these hinderances, even if you are in roundtime. Once activated, you will be charged the stamina cost and you will attempt to stand up. At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.
| pu1 = -}}
|additionalinfo = The [[stamina]] cost is charged once activated, resulting in an attempt to stand up. If the character is currently in roundtime, an additional penalty of 1 stamina point per second of RT remaining is applied in addition to the base 5 stamina. The stamina cost for this skill is capped at 25.

'''Combat Mobility''' is a [[Combat maneuver|combat maneuver]] that works automatically when the character is attacked. If the character is not in a standing position, they will automatically attempt to stand up before an opponent can attack.

Combat Mobility will not activate if the character is [[stunned]], [[webbed]], [[bound]], or otherwise immobilized. However, it will activate if the character is free of these hindrances, even if in [[roundtime]].

The [[stamina]] cost is charged once activated, resulting in an attempt to stand up. If the character is currently in roundtime, an additional penalty of 1 stamina point per second of RT remaining is applied in addition to the base 5 stamina. The stamina cost for this skill is capped at 25.


At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.
At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.
Line 23: Line 18:
This maneuver only guarantees an attempt to stand up, not the actual standing result. Failure to stand could be due to injuries, encumbrance, armor (under)training, etc.
This maneuver only guarantees an attempt to stand up, not the actual standing result. Failure to stand could be due to injuries, encumbrance, armor (under)training, etc.


Combat Mobility can be toggled off and on by using {{boldmono|CMAN MOBILITY OFF/ON}}.
==Messaging==

===Messaging===
Successful stand:
Successful stand:
<div {{log}}>
<pre{{log2}}>
PR><br>
PR>
A Grimswarm troll marauder's flesh wounds regenerate slowly.<br>
A Grimswarm troll marauder's flesh wounds regenerate slowly.
Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!<br>
Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!
A Grimswarm troll marauder swings a backsword at you!<br>
A Grimswarm troll marauder swings a backsword at you!
&nbsp;&nbsp;AS: +161 vs DS: +198 with AvD: +32 + d100 roll: +50 = +45<br>
AS: +161 vs DS: +198 with AvD: +32 + d100 roll: +50 = +45
&nbsp;&nbsp;A clean miss.<br>
A clean miss.
</div>
</pre>



Activation, but failure to stand:
Activation, but failure to stand:
<pre{{log2}}>>Sensing an impending attack, you try to leap to your feet but can't quite build up the necessary momentum!</pre>
<div {{log}}>
>Sensing an impending attack, you try to leap to your feet but can't quite build up the necessary momentum!
</div>

==External Sources==
[http://www.play.net/gs4/info/maneuvers/list.asp#combatmobility Combat Maneuvers List: Combat Mobility], on play.net


== Resources ==
[[Category:Combat Maneuvers]]
*[[List of combat maneuvers by profession]]
}}

Revision as of 11:49, 7 February 2021

Combat Mobility
Mnemonic [mobility]
Type Passive Buff
Stamina Cost Base 5. If currently in roundtime (RT), an additional penalty of 1 stamina point per second of RT remaining is applied. The stamina cost for this skill is capped at 25.
Requirements Being attacked while in a non-standing position.
Available To Warriors, Rogues, Monks
Rank Square
1 5  
2 10 
3
4
5 -

Mechanics

The Combat Mobility maneuver works automatically when you are attacked. If you are not in a standing position, you will automatically attempt to stand up before your opponent can attack you. Combat Mobility will not activate if you are stunned, webbed, bound, or otherwise immobilized. However, it will activate if you are free of these hinderances, even if you are in roundtime. Once activated, you will be charged the stamina cost and you will attempt to stand up. At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.

Additional Information

The stamina cost is charged once activated, resulting in an attempt to stand up. If the character is currently in roundtime, an additional penalty of 1 stamina point per second of RT remaining is applied in addition to the base 5 stamina. The stamina cost for this skill is capped at 25.

At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.

This maneuver only guarantees an attempt to stand up, not the actual standing result. Failure to stand could be due to injuries, encumbrance, armor (under)training, etc.

Combat Mobility can be toggled off and on by using CMAN MOBILITY OFF/ON.

Messaging

Successful stand:

PR>
A Grimswarm troll marauder's flesh wounds regenerate slowly.
Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!
A Grimswarm troll marauder swings a backsword at you!
  AS: +161 vs DS: +198 with AvD: +32 + d100 roll: +50 = +45
  A clean miss.

Activation, but failure to stand:

>Sensing an impending attack, you try to leap to your feet but can't quite build up the necessary momentum!

Resources