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Combat Module B: Weapon types.

 
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theobserver
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PostPosted: Tue Jun 14, 2005 7:54 pm    Post subject: Combat Module B: Weapon types.

Code:
'WEAPONS' 'TYPE' 'TYPES' 'WEAPON TYPE' 'WEAPON TYPES'
Syntax: automatic (after wielding weapon)

All weapons fare better against certain weapons than others, and in
Thera, this relationship is described by weapon types.  All weapons fall
into one of three types: blades, shafts, and segments.  The relationships
between each type of weapon are as follows, with the first weapon type
listed having an advantage over the second weapon type in combat:
 
*   blades > shafts
*   shafts > segments
* segments > blades
 
The weapons belonging to each of these weapon types are:
 
  BLADES: dagger, sword
  SHAFTS: axe, mace, polearm, spear, staff
SEGMENTS: bow, exotic, flail, whip
 
Many skills are affected by weapon types. In general, wielding a weapon
of a type that is advantageously matched to your opponent's weapon type
will earn you bonuses in combat. An example of a skill that is affected
by weapon types is the defensive skill PARRY.
 
For more information about how to display your opponent's weapon type
and whether your weapon is advantageous against his, see HELP PROMPT.

Also included in this change: rather than being 3% per level, exotics are now 40% base and +2% per level. Halflings automatically begin with 100% proficiency in exotics.

At long last. We had so many changes in mind for Combat Module B that there was no way we could put it all in within a single day like we did with part A, so we've decided to implement them piecemeal. This first installment, weapon types, represents the foundation for many of the other changes involved with part B. You'll want to practice noticing and switching weapons to use weapon types to your advantage over your opponent, since there are skills other than just parry/dual parry that will be dependent on the weapon type matchup.
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theobserver
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PostPosted: Tue Jun 14, 2005 7:55 pm    Post subject:

PROMPTS
Code:

%a : Display your current weapon type matchup status (simple text)
%A : Display your current weapon type matchup status (descriptive text)
%b : Display your current weapon type matchup status (simple icon)
%B : Display your current weapon type matchup status (colored icon)

Simple text: 'advantage', 'neither', 'disadvantage', or '(no opponent)'
Descriptive text: shows weapon type of enemy, highlighted green if you're at an advantage and red if you're at a disadvantage
Simple icon: '+' for advantage, '0' for neither, '-' for disadvantage, '.' for no opponent
Colored icon: shows weapon type of enemy, '/' for blade, '|' for shaft, and ';' for segmented, highlighted green if you're at an advantage and red if you're at a disadvantage.

As always, we want AR to have a minimal amount of functional color, so we made all these different options available so that you'd have a useful prompt regardless of whether you use your mud client to set colors or use the mud's own color scheme. You can also go completely without color and still have the information you need displayed in multiple ways.
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theobserver
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PostPosted: Tue Jun 14, 2005 7:58 pm    Post subject:

PARRY, DUAL PARRY

As most of you know, there is a penalty to your parrying if your opponent is using a weapon that you have no knowledge of. Previously, the relationship between knowing and not knowing your opponent's weapon could be described by this chart:
Code:

-----------------------
|                 |  PENALTY|
-----------------------
|                 |               |
|  KNOWN    |   none     |
|                 |               |
-----------------------
|                 |               |
| UNKNOWN |   full        |
|                 |               |
-----------------------

With weapon types, the new "unknown weapon penalty" is now this:
Code:

-----------------------------------------------
|         | ADVANTAGE |  NEITHER  |  DISADV.  |
-----------------------------------------------
|         |           |           |           |
|  KNOWN  |   none    |   none    |  partial  |
|         |           |           |           |
-----------------------------------------------
|         |           |           |           |
| UNKNOWN |   none    |  partial  |   full    |
|         |           |           |           |
-----------------------------------------------

What this means is that:

Even if both you and your opponent know the same weapons, you can still be at an advantage in your weapon matchups. On the other hand, mastering your weapons is no guarantee that someone with similar equipment as you do won't beat you simply because they've paid more attention to using the right weapons against yours.

Exploiting an opponent's weapon weakness is no longer a certain task. For example, if you're using a mace against a ranger, expect him to use a sword and completely nullify your advantage. Not all classes will have the full weapon selections to be able to counter all weapons, but all classes can at least partially nullify that weakness. Notice that all classes can use exotics to counter the very widely used swords and daggers.

In fighter vs fighter combat, focus on lagging your opponent when you have the weapon type advantage. Conversely, if your entire PKing repertoire consists of training and blindly spamming lags, there's a good chance you'll just lag yourself to death when your opponent uses the correct weapon counters.

Expect to be changing weapons more often in battles. It's no longer about who has the biggest sword, but also about who's exploiting the correct weapon matchups. In other words, the classic AR motto: brains over brawn.

Parry is just the first step. There are other upcoming skills that will also be affected by weapon types. I will emphasis this again: take the time now to learn how to use weapon types to your advantage.
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