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Switched stats and tweaks to SMRv2

GM Konacon makes some switches to stats used and other tweaks to the new SMRv2. Details on the Officials:

http://bit.ly/2iWWDZT

Category: Hunting and Combat
Topic: Combat Maneuvers Discussion

Date: 12/30/2016 10:48 AM CST
From: KRAKII
Subj: Re: SMRv2 Details!
What I’m saying is that the SMR numbers, in and of themselves, convey too little information. Yes, if you know the stance and effects–having looked at the target, or viewed your health or status, or read three lines above where your stance changed–then you can interpolate additional information and factors.

However, from reading the line of text, you cannot. Going from here, to there, there is <something hidden going on>. Maybe it’s +3. Maybe it’s -30. Maybe it’s -3. Maybe it’s -28.

But from the line of feedback being provided, you have to sit there and do math to say, “what the hell is the hidden number”.

.

“1d100: 33 + Modifiers: 234 == 267” — from a 2009 Enchant temper pour

Nowhere else do you have to do this. That’s all I’m saying.

Enchant just takes all of those factors–positive and negative both–wraps them up in one big bundle, and says, “Modifiers”. Great! A d100 happens, here’s your modifiers, and oh look! A result! This and this make this.

Do we know how many of those “modifiers” are from this spell rank (Base list, lower-than-Caster-level) versus that spell rank (Base list, above-Caster-level) versus that spell rank (Minor list) versus using a stronger potion (mirtokh on a +5 project)?
No. That’s hidden information. Truly Awesome Game Mechanics are still concealed from the players.
(Until people start training Just One Spell Rank and comparing their Modifiers.)

BUT THE MATH MAKES SENSE on the line displayed. d100, modifiers, total end result. Done.

That’s all I’m aiming for.

And without having to look at any other line than the one that starts with an easily triggered text highlight–i.e. “[SMR result”–that I can have my interface bring to my attention.

If there were a “Modifiers: ” section in those results lines–which showed how you arrive from this d100 roll by way of this bonus to arrive at this other result–I wouldn’t be nearly so panty-twisted.


Date: 12/30/2016 10:49 AM CST
From: LADYFLEUR
Subj: Re: SMRv2 Details!
Phase is absolutely used by many sorcerers. It’s the sole reason people look for 200 or 1000 lb containers. Whether one personally uses the benefit or not does not negate the fact that this unlimited, OP capability exists.

It does not give “quite a lot” for a level 4 spell. It is a utility, offensive, and defensive spell. Encumbrance is one of the largest contributors towards death, especially at the capped level due to maneuvers, so to have a way to mitigate it unavailable to any other profession is definitely OP. Lack of encumbrance was the sorcerer’s biggest maneuver defense.


Date: 12/30/2016 11:14 AM CST
From: KARDIOS
Subj: Re: SMRv2 Details!
<< Enchant just takes all of those factors–positive and negative both–wraps them up in one big bundle, and says, “Modifiers”. Great! A d100 happens, here’s your modifiers, and oh look! A result! This and this make this. >>

You already know the d100 and the end result. The modifier number would just be a plug figure. Here’s the example I posted earlier:

[SMR result: -2 (Open d100: 21, Bonus: 2)]

We could rearrange it and add a PlugModifier like this:

Open d100: 21 + Bonus: 2 + PlugModifier: -25 == -2

That would not give you any additional information, but it would satisfy our equation habit.


Date: 12/30/2016 11:27 AM CST
From: DRUMPEL
Subj: Re: SMRv2 Details!
>(even the old 502 was better than 704 in GSIII)

That’s because it was very useful, when you learned that new spell and you actually had prep times. 502 was awesome!

I remember being in town and getting ready for a hunt with my wizard, I’d cast 502 and on my way to my hunting area I’d prep 906 (10 second prep time). By the time I got to my hunting ground and found a critter, I had a very nasty fire bolt ready to burn it with, no waiting!

Once the prep times were removed the spell kind of became a waste of space. Except for those places where dispel was used, it was just a low mana spell to have up for that reason.

So yes, 502 (spell store) was awesome back in the day and proved very useful.

As for phase now…it sounds really awesome, but after trying to read up on how the spell functions and what one has to actually do to make good use from it, it confused me and hurt my head. I have no animosity towards 704 aiding in some defensive way with SMRv2. I’m just irritated that the old Haste spell was split and gutted and a wizard has to rely on a level 35 spell to aid against SMRv2 over a sorcerer getting it in a level 4 spell. Now, do both spells offer the same protection? I don’t know. One may be superior over the other or they could be equal. All I know is that most wizards are splitting spells to a degree between 400s, 500s and 900s and generally won’t actually obtain Haste (535) until they’re into their 40s. A few may try hard to triple spells or mainly focus on 500s to achieve 535 by level 35, but I know I didn’t have a 35 spell ranks in 500s when my wizard was level 35. He shot up through wizard spells to get 930 (back when Familiar Gate was very useful) and focused more on 400s to make sure he got 425 and 430, so my 500s lagged behind for a while.

I know that defense against SMRv2 was also added to 913, but it’s still in a spot that’s 9 spell levels above 704. Again, I don’t know if 704 and 913 offer similar defense or if one is greater than the other.

It just seems a tad off that wizard spells to aid in defense for SMRv2 are in spells that are higher than a sorcerer. Also, SL:Demonolgy aids in improving 704’s defense to SMRv2. No numbers are given, so the base benefit could be paltry and maybe for good results you have to sink a lot of ranks into SL:Demonolgy???

I can see how it’s viewed from both sides of the fence.

From the Wizard’s side: Spell 704 and 712 (fairly low level spells, easily obtainable by level 12) for a sorcerer. Spells 913 and 535 (in two different spell circles) for a wizard. Spell 913 is a no brainer, good for defense and usually obtained at a fairly low level….but 535…come on. The gutted, split into two haste spells, a wizard needs 35 ranks in 500s to learn it and it’s hard to balance/judge what spells you need most (sorry, I’m still bitter about the Haste spell getting split and gutted).

From the Sorcerer’s side: We finally got the defensive bonus for 704 that was promised years ago! Yeah! We don’t know the extent of the bonus, but SL:Demonolgy can improve it.

-Drumpel


Date: 12/30/2016 11:40 AM CST
From: DOUG
Subj: Re: SMRv2 Details!
>>But from the line of feedback being provided, you have to sit there and do math to say, “what the hell is the hidden number”.

Yes, you’re right. And I get why you are . . . discomfited? . . . by that hidden number. It will be interesting to see what the new Enchant works out to be, as well. You may recall that early enchant efforts needed a lot of exploration, too.

I guess, for me (and speaking only for me) – while I want to figure out everything I can, I’m comfortable noting I have a bonus and its size, and how lucky I was (D100). Because to me knowing I have a bonus let’s me know I have an advantage, and that’s all I need. At least – in the moment. That’s about all I have time for in the live encounter, anyway. As ‘static’ as the ‘delta’ is, in each engagement at like level calculating it twice seems to be enough for the encounter (once at first cast, and once at second round, if round one didn’t land the creature prone and / or stunned). And even that second time is a ‘constant delta’ as far as I can see, so. . .

I’m still seeking that triple digit bonus at like level. Since I believe the #WizRanks and level comparisons is part of the ‘delta’ portion, I doubt I’ll ever see it, even with over training the wizard circle. But that’s next on my list. I’ve been psyching myself up to channel a Methais mentality. Ain’t easy for me!

Of course, as I was typing this, you caused me to reflect that this is actually the work of seconds to create a script. . . why I didn’t think about that very point before is beyond me. Your pick – either I’m too old skool, or I’m slowing down, I guess. Anyway, let’s see what I can do. . .

Doug


Date: 12/30/2016 11:51 AM CST
From: DOUG
Subj: Re: SMRv2 Details!
And as another modest point of reflection (neither good nor bad), I have to wonder if the ‘delta’ portion wasn’t provided simply because to do so the way the game is designed would have required some FE work for one reason or another – something that would substantively add to any project’s time at this phase of the game’s season, I would suspect.

Just sayin’ – it might not be pure masochism that’s the root cause for this change-up. We know it isn’t sadism. . . right?

Doug


Date: 12/30/2016 11:56 AM CST
From: DAID
Subj: Re: SMRv2 Details!
>Phase is absolutely used by many sorcerers.

I have the line for things unphasing highlighted. It’s very rare that I see it highlighted for anyone other than myself. Most people aren’t phasing stuff at guild night. Most people sitting in town commons do not Phase stuff before going to hunt. I don’t even see people phasing stuff at merchant rooms with like 30+ people in them for hours (besides me when it’s my turn).

Highlight this line and you can see who uses Phase every time they use it: becomes momentarily insubstantial and appears lighter


Date: 12/30/2016 11:58 AM CST
From: DAID
Subj: Re: SMRv2 Details!
EDIT: “I have the line for things unphasing highlighted.”

Well, that’s true, but you only see that for your own stuff. The highlight I showed was for when people cast Phase at stuff. In any case…


Date: 12/30/2016 12:04 PM CST
From: DAID
Subj: Re: SMRv2 Details!
>As for phase now…it sounds really awesome, but after trying to read up on how the spell functions and what one has to actually do to make good use from it, it confused me and hurt my head.

Hehehe this made me laugh.

Seriously though, here’s my Phasing script: http://pastebin.com/2657czBC


Date: 12/30/2016 12:39 PM CST
From: KRAKII
Subj: Re: SMRv2 Details!
Kardios, I do not know the other number. I have to sit there–in combat, with another five rounds of this spell firing off every two seconds–and do math to go from <numbers presented> to arrive at <fill in the blank left by what is presented>.
Granted, I don’t actually do that: I see “number over 100” and start looking for the exit directions.

My point is that I should not have to do that.

.

Open d100: 21 + Bonus: 2 + PlugModifier: -25 == -2

Notice that there are FOUR items present (three data and a result). I would be perfectly happy with this particular display on-screen.

.

Compare versus other sample actually given by the game:

[SMR result: -2 (Open d100: 21, Bonus: 2)]

My entire point has been that the initial formula presents ONLY THREE points present (two data and a result), PLUS A LARGE HOLE OF NOTHINGNESS as you go from here to arrive there.


Date: 12/30/2016 03:57 PM CST
From: LADYFLEUR
Subj: Re: SMRv2 Details!
I don’t need to see people use Phase to know how they use it and that they use it. Most people don’t do those things, put on enhancives, or perform screen scroll inducing activities, in public areas where there are other people around to actually see these things. You only have to look at the demand for large capacity containers that hold more than any character could mechanically carry without Phase to see how it’s being utilized. Attempting to diminish no encumbrance is not going to negate the mechanical and combat advantage it offers.


Date: 12/30/2016 04:38 PM CST
From: SILVEAN
Subj: Re: SMRv2 Details!
Fleurs, I had a longer reply typed out but it seems too off topic to post. Personally, I don’t make use of Phase for inventory management and I stay unencumbered by not carrying a lot of stuff. I also don’t pick up boxes in Nelemar because I don’t think they’re worth the trouble. If I used multiple accounts at once and had a “pocket rogue,” maybe I would. I’ve always thought that sort of thing was unbalancing for the game and not a lot of fun though. My position is that you could make use of Phase as part of an inventory management system that provides some notable but not overpowered or unbalancing advantages. I am not sure how having a 1000lb bag would change this position. I would be able to stay in the field for a long time and fill it with phased boxes? Why not go to town occasionally? Or, I could carry more junk around? Why?

The slightly more on-topic point you are trying to make: adding maneuver defense to Phase as part of SMRv2 makes it too powerful for a level 4 spell and is especially unfair to wizards who cannot get access to their two maneuver defense spells until they reach a much higher level.

The broader question of sorcerers vs. wizards, no matter how you want to approach it, belongs in another folder. The question of whether or not Phase (704) is too powerful for its level probably belongs in another folder too. The question of comparative SMRv2 defense has already been answered. The GMs claim they designed the system from scratch in a way that keeps things balanced and fair. Are you saying they are not telling the truth?


Date: 12/30/2016 05:25 PM CST
From: OM1E5GA
Subj: Re: SMRv2 Details!
<Phase is absolutely used by many sorcerers. It’s the sole reason people look for 200 or 1000 lb containers>

Saying this repeatedly doesn’t make it any more true. Even a 50 lb container cannot be phased when full, so getting a bigger one for this purpose would be a waste of silvers. I do know quite a few sorcerers that hoard jars though.

<Daid’s post on 704>

Exactly my thoughts, except I did use Phase on spectral warriors when I did tasks for them. Better to lose 4 mana on a chance to prevent them from phasing out then waste 18 mana when they phase out upon casting an attack spell.

Starchitin

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.


Date: 12/30/2016 06:49 PM CST
From: LADYFLEUR
Subj: Re: SMRv2 Details!
>The GMs claim they designed the system from scratch in a way that keeps things balanced and fair. Are you saying they are not telling the truth?

No, I believe they’re telling the truth. However, even assuming the defender spell benefits are overall equal, the implementation of this still heavily favors the spiritual pures who not only get to access their defender spell abilities much earlier, but get a higher physical benefit from casting primarily in a guarded stance as well.

>Even a 50 lb container cannot be phased when full

This statement reflects a lack of understanding of how people use Phase for inventory management, but I will not spell out how to do it. It doesn’t make it any less true though or the spell any less OP.


Date: 12/30/2016 07:11 PM CST
From: SILVEAN
Subj: Re: SMRv2 Details!
>No, I believe they’re telling the truth. However, even assuming the defender spell benefits are overall equal, the implementation of this still heavily favors the spiritual pures who not only get to access their defender spell abilities much earlier, but get a higher physical benefit from casting primarily in a guarded stance as well. (Fleurs)

It is possible all of these things are already factored into the overall balance of the system. I strongly suspect the time of access is factored in already. As for the benefits of moving between defensive and guarded stances to cast warding spells; I suspect that’s just accepted as a core aspect of Gemstone gameplay at this point and falls into the category of some classes having advantages others lack. I should also note once more than the defensive benefits of Phase are partially tied to demonology lore; this has previously been a neglected lore and the amount of training the average sorcerer will have at levels 4, 30, or 100 is difficult to predict but I imagine it will be lower than you think.

>This statement reflects a lack of understanding of how people use Phase for inventory management, but I will not spell out how to do it. It doesn’t make it any less true though or the spell any less OP.

I can’t really comment on this since those sorcerers are sorcering in a way I do not sorcer. If they’re doing what you are alleging, I still don’t see the benefit as being worth the cost.


Date: 12/30/2016 11:58 PM CST
From: GAROFALOA
Subj: Re: SMRv2 Details!

Drumpel, when i get powersinked in sanctum, i rather wish we still had spell store!


Date: 12/31/2016 12:07 AM CST
From: GAROFALOA
Subj: Re: SMRv2 Details!

>It is unfortunately not as simple as that. The SMR (Old or v2) is not the same as an AS/DS or CS/TD check, and can’t be treated as such. Information about the SMRv2 is less hidden than the old SMR, but all of the specific numbers are not going to be shown.

If it’s killing me, I’d love to be able to see the hidden rolls. Or at least have the option to see it.

So, how come we can’t?

(THE NUMBERS, MASON…WHAT DO THEY MEAN?!)

Just curious,


Date: 12/31/2016 12:34 AM CST
From: GOAT
Subj: Re: SMRv2 Details!
Very interesting stuff. Thank you for showing more numbers in SMRv2 than v1.

*Question 0: test server*
Does the test server reflect SMRv2 mechanics as deployed to prime/plat?

*Question 1: profession-only buffs*

“1) Phase (704) has been given a self-only buff (standard buff duration) that increases the sorcerer’s defenses against BOTH the old SMR and the new SMR. This buff is sorcerer only.
2) Patron’s Blessing (1611) has also been given some defense against the old SMR, and the bonus ranks in Combat Maneuvers granted by the spell now also applies to the old SMR. This buff is paladin only.”

To confirm – these spells offer no SMR defense (v1 or v2) if cast via scroll/magic item by a non-native profession? But all the other spells do?

*Question 2: Race/size*
Are these the same buffs we already know for the various races? That is, burghal > (halfling, forest, elf) > (half-elf, dark eld, sylvan, erithian, aelotoi) > (the rest) ?

Could you give us a hint of how much these matter in terms of the other factors?

*Question 3: stance*
With SMRv1, we know that CM ranks count as much as Perception ranks in offensive, and twice is much in defensive. Now that all skills are weighted equally, could you reveal any similar notes on how stance matter now? Are all ranks effectively cut in half in offensive (compared to defensive) now?

*Questions 4/5: defender spell effects*
Are all of the list spells treated equally, at least in terms of base effect?
How does phase scale with demonology ranks? Per seed X? Per rank? How many demonology ranks to double its effect?

*Question 6: What to enhance*
Generally speaking, am I better off enhancing stats or skills? (For SMRv2 defense purposes only).


Date: 01/04/2017 10:24 PM CST
From: STL0369
Subj: Re: SMRv2 Details!
So when it comes to squares, I generally think of warriors as being more capable of taking a hit, but rogues and especially monks being able to outright dodge the attack. This seems like it should be even more true when it comes to SMR. I might be missing something, but it looks like warriors actually should do the best against SMRv2. Is that correct and is that intended?

.


Date: 01/05/2017 08:30 AM CST
From: RATHBONER
Subj: Re: SMRv2 Details!
I think it depends whether there are diminishing returns on defense training. e.g. Redux points eventually have strong diminishing returns so the extra ability of a warrior to pile them up post cap doesn’t actually count for anything much. The right characters in the test server ought to be able to work that out pretty fast.


Date: 01/05/2017 09:44 AM CST
From: ARCHIGEEK
Subj: Re: SMRv2 Details!
I think your contention that a rogue or monk should be “able to outright dodge the attack” is pretty well reflected in dodge training costs. Personally I think everything should come down to training choice and there should be no gimmies, but we’ve had gimmies built into the system for so long I doubt we can unscramble those eggs. Rogue bonus to hiding, ranger bonus to foraging, etc. To me, those skills (and other class centered skills) should be dirt cheap for that class, and perhaps they should be able to train more in them, and that should be their advantage.

For rogues, I think the reality is that not being attacked in the first place due to surprise is their biggest defensive advantage, while for the monk, a very high DS and dodging ability is theirs.

I still say that if armor penalty is going to be considered, (and it should), then crit divisor should be applied to the result as well. This would result in your monk dodging SMR’s a ton more, but would sustain nasty damage when they do get hit, while the warrior would get hit substantially more, but for less critical damage when hit most of the time.

Kerl


Date: 01/05/2017 04:01 PM CST
From: STL0369
Subj: Re: SMRv2 Details!
I have to agree that the crit divisor should be taken into account. Warriors wearing heavier armor and monks wearing the lightest go right along in my head with the idea that monks should outright dodge the SMR more while warriors can take the hit.

I don’t know if there are diminishing returns, but warriors can get one more rank per level then a monk or rogue. If there are diminishing returns, I’d expect THW and TWC users would still want to pick up 40 ranks in shield use instead of pushing 2x in perception or physical fitness. Honestly, that seems downright silly to me.


Date: 01/05/2017 04:38 PM CST
From: GS4-KONACON
Subj: Re: SMRv2 Details!
> warriors can get one more rank per level then a monk or rogue.

They can? Did I miscount something somewhere? Are you talking about Shield Use?

~ Konacon


Date: 01/05/2017 09:19 PM CST
From: STL0369
Subj: Re: SMRv2 Details!
Yeah, warriors can triple in three of the relevant skills, while rogues and monks can only triple in two. Shield use is one of those.


Date: 01/05/2017 09:49 PM CST
From: KRAKII
Subj: Re: SMRv2 Details!
To address my current nemesis, stone giants/58th level, yet once more…

.

You see a fairly typical stone giant.
He has a completely severed right arm, a completely severed left arm

.

1) Is the activation of ‘Earthen Fury’ a spell that they use, or an ability that they “just have”?

2a) If the former, are they subject to the same limitations of PCs: nothing to gesture with, nothing to cast?

2b) Is that “missing limbs” arms, or specifically hands, that prevents casting?

3) I don’t have the actual activation text in front of me. But if the latter (“an ability that they ‘just have'”), when they “slam a fist into the ground” (which I recollect is one of their various actions, just not sure which one) and they happen to have “no arms”, are they blocked from doing that even though it is not a spell per se?

.

This one happened to have one hand severed, but the mouse-drag didn’t grab that. Don’t recall which one.


Date: 01/06/2017 05:17 AM CST
From: RATHBONER
Subj: Re: SMRv2 Details!
>Yeah, warriors can triple in three of the relevant skills, while rogues and monks can only triple in two. Shield use is one of those.

Monks can’t even double in shield and their UAC is penalised far worse than that of rogues or warriors if they are foolish enough to carry one.

Warriors are 1 rank up on rogues but effectively 3 ranks up on monks for manoevers that take a shield into account.


Date: 01/06/2017 10:46 AM CST
From: GS4-KONACON
Subj: Re: SMRv2 Details!
> Yeah, warriors can triple in three of the relevant skills, while rogues and monks can only triple in two.

This requires that the target be using a shield and the maneuver factoring in the Shield Use skill. This really isn’t a concern in the overall balance of the system.

~ Konacon


Date: 01/06/2017 11:45 AM CST
From: CAVEMANIAC
Subj: Re: SMRv2 Details!
On the flip side, your average shield using warrior will actually have 0-1x dodge before post-cap training and will be at a disadvantage on nearly all manuevers compared to average monk training (3x PF and 3x dodge) for a long time since most do not factor shield use.

If shield deflection mastery continues to help against SMRv2 it might help some to bridge the gap but that is 114 shield points for 5 ranks and I doubt its as beneficial as the skill ranks.

Skill costs for the SMRv2 trainable skills actually dont favor warriors because dodge is so expensive. Most will only 2x dodge until after cap. Then add in heavy armor penalties and even tighter skill points for shield users to train against SMRv2. Once warriors get there its nice but its a long road to 3x dodge, 3x physical fitness, etc.


Date: 01/06/2017 12:28 PM CST
From: STL0369
Subj: Re: SMRv2 Details!
So training in shields only helps if you are using a shield. That makes a lot of sense! If we neglect the shield aspect, all three squares have equal footing to train SMR defense at cap. Using a shield, warriors will have a small advantage (assuming the wiki is correct that monks can 2x shields).

Before cap it will all depend on training paths, but warriors look just fine to me. I’d assume a warrior with a shield would have 2xPF, 2xCM, 1xPerc, 2xShield, and 1x Dodge. That’s 6 skills plus the 2 from shield use. I think warriors have a higher cost in TPs then rogues and monks for these, but I think they are also considered “core” skills and will be training in them regardless.

Speaking from experience with my capped rogue, I think in the end, warriors will have it easiest simply from armored support. Encumbrance figures into defense in so many ways and warriors have plenty of points to put into armor specialization.


Date: 01/06/2017 03:55 PM CST
From: ARCHIGEEK
Subj: Re: SMRv2 Details!
I think you missed the part where the maneuver only factors in shield use if it factors in shield use, and not all maneuvers do. I don’t know how many SMR maneuvers factor in shield use, but I suppose we could speculate. Let’s say it’s half for the sake of argument.

Also, as I mentioned in my previous post, the large advantage of the rogue is to not be seen and therefore not be present and accounted for come maneuver roll time. This is a pretty substantial advantage, to never have the roll take place to begin with a pretty healthy percentage of the time. Additionally the rogue can make the choice to use light armor and bypass nearly all of the armor penalty that a full plate wearing warrior (or rogue) will face. A warrior doesn’t effectively have that choice, since they’re going to stand there with their “sword” in their hand while their foes queue up and take their shots.

Note that I used all three forms of there, their and they’re in that last sentence. That should improve my SMR roles for the next three days.

Kerl


Date: 01/06/2017 04:31 PM CST
From: GS4-KONACON
Subj: Re: SMRv2 Details!
> Note that I used all three forms of there, their and they’re in that last sentence. That should improve my SMR roles for the next three days.

You have unlocked the hidden secrets of the SMRv2!

~ Konacon


Date: 01/06/2017 04:45 PM CST
From: ARCHIGEEK
Subj: Re: SMRv2 Details!
Unfortunately I went with roles instead of rolls. Guess I’ll be failing those maneuvers in style.

Kerl


Date: 01/06/2017 05:12 PM CST
From: DOUG
Subj: Re: SMRv2 Details!
Heh. Channeling RATHBONER:

[SMR some horrific result due to penalties for ‘role’]

Bystanders are aghast and distracted at how much Lady Luck hates you at the moment. Suddenly through the haze of your own pain you see several sitting ducks getting ready to go down with you.

Bystander view:

Uh oh! It looks like Lady Luck has fled from this field. The triple gainer with a half twist looks so amazing that you stand flat-footed watching, and then involuntarily cringe away from the devastating failed result as well as the entire battlefield. Much to your dismay. . .

Doug


Date: 01/06/2017 09:04 PM CST
From: DVDMORSE
Subj: Re: SMRv2 Details!
>A warrior doesn’t effectively have that choice, since they’re going to stand there with their “sword” in their hand while their foes queue up and take their shots.

>Note that I used all three forms of there, their and they’re in that last sentence. That should improve my SMR roles for the next three days.

Well, you did, but in doing so you also created a pronoun agreement error since you used “their” as a pronoun for “a warrior.” 🙂

–David

“At a moment like this, I can’t help but wonder, ‘What would Jimmy Buffett do?'”


Date: 01/07/2017 04:43 AM CST
From: GILCHRISTR
Subj: Re: SMRv2 Details!
On warrior can take a hit better, are you sure redux even applies to SMR v2 hits?

I thought it applied to AS/DS attacks (including bolts) [that definition would exclude CS attacks, SMR, SMR v2, etc.]


Date: 01/07/2017 10:07 AM CST
From: ARCHIGEEK
Subj: Re: SMRv2 Details!
Why wouldn’t redux apply? As far as the whole idea of redux makes sense to begin with, it ought to apply to any attack that padding would apply to, or otherwise has a physical end result.


Date: 01/07/2017 12:05 PM CST
From: PFLATS
Subj: Re: SMRv2 Details!
>Why wouldn’t redux apply?

Are you asking philosophically, balance-wise, or code-wise?

Currently, redux only applies to AS attacks. Not flares on AS attacks, not ball spell bounces, not CS spells or CML attacks or Spike Thorn or anything else. Just AS attacks.


Date: 01/07/2017 01:27 PM CST
From: ROBLAR
Subj: Re: SMRv2 Details!
Yep, its the only reason padding remains an option for a warrior with strong redux.

And why resistances to piecemail replace padding are a great add-on. You just need a million of them 🙂


Date: 01/09/2017 09:11 PM CST
From: GS4-KONACON
Subj: Re: SMRv2 Details!
> It seems backwards that dexterity is a primary factor, and agility is a secondary factor.
> I think of agility as “whole body” dexterity, such as getting your entire body from one place to another. This should be a primary factor for a maneuver.
> I think of dexterity as “fine motor skills”, e.g,. not whole body.

These are good points. I’ve switched the two so that now agility is the primary stat and dexterity/intuition are the secondary stats.

In addition, I’ve translated some old SMR abilities to the SMRv2. The list is as follows:

Giant stomp, caedera quaking, tailswipe, wing buffet, bandit dispel shard, triton drowning, beetle poison fog, Confluence twisting vortext air blast, dreamvine twinkling dust as well as their wrap ability, and the sentinel snake weapon grab.

Let me know if you see any issues with these or have any questions!

~ Konacon


Date: 01/09/2017 09:58 PM CST
From: PEREGRINEFALCON
Subj: Re: SMRv2 Details!
>> In addition, I’ve translated some old SMR abilities to the SMRv2. The list is as follows:

>> Giant stomp, caedera quaking, tailswipe, wing buffet, bandit dispel shard, triton drowning, beetle poison fog, Confluence twisting vortext air blast, dreamvine twinkling dust as well as their wrap ability, and the sentinel snake weapon grab.

Purely as a point of interest, does this mean that these abilities will generally be stronger, weaker, or about the same when used against players?

— Robert

A powerful whirlpool is suddenly overtaken by a windy vortex!

 

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