Shattered Kingdoms

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PostPosted: Mon Jul 23, 2007 10:03 am 
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ObjectivistActivist wrote:
Are there actually trainers for Remove Compulsion already in the game?


Yes.


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PostPosted: Mon Jul 23, 2007 12:12 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
So, a quick question about Holy Word.

Holy word will still only cast cancellation, right? This is actually a plus, since before this change, charmies in your group may end up getting cancelled if you cast a holy word, although in this new case, it seems that won't be a problem anymore.


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PostPosted: Mon Jul 23, 2007 12:32 pm 
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Location: Canada
SK Character: Karsh
Edoras wrote:
So, a quick question about Holy Word.

Holy word will still only cast cancellation, right? This is actually a plus, since before this change, charmies in your group may end up getting cancelled if you cast a holy word, although in this new case, it seems that won't be a problem anymore.


Actually, you'll note that cancellation can still affect compulsion effects, it just has a severely reduced chance of doing so. That is, of course, if I'm interpreting the help file correctly.


Last edited by ObjectivistActivist on Mon Jul 23, 2007 12:52 pm, edited 1 time in total.

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PostPosted: Mon Jul 23, 2007 12:51 pm 
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* Aggressive - bonuses to hit and damage

Does this include magic attacks?


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PostPosted: Mon Jul 23, 2007 1:03 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Morovik wrote:
Stance affects non combat spells? If yes, why? (spells like create food, create water, etc)
Also, shouldn't spells take longer only if you actually are in combat?

Yes, it affectcs non-combat spells. No, it shouldn't only take longer if you are in combat. Defensive stance means that you are focussing your attention on watching for incoming attacks, dodging and shield use. This slows down all spell casting, not just combat spells. It affects you at all times, because you are constantly scanning the environment, watching for incoming arrows from several rooms away.

Stances are not like mood which was set and forget. You are not intended to live your life in defensive stance. Unless you always want to be slower, you will want to stay in neutral stance most of the time.


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PostPosted: Mon Jul 23, 2007 1:06 pm 
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ObjectivistActivist wrote:
Edoras wrote:
So, a quick question about Holy Word.

Holy word will still only cast cancellation, right? This is actually a plus, since before this change, charmies in your group may end up getting cancelled if you cast a holy word, although in this new case, it seems that won't be a problem anymore.


Actually, you'll note that cancellation can still affect compulsion effects, it just has a severely reduced chance of doing so. That is, of course, if I'm interpreting the help file correctly.


Yes, holy word still casts cancellation, not remove compulsion. And yes, cancellation can still affect compulsion effects, it just has a moderate to severely reduced chance of doing so. (Each compulsion spell has a different modifier for how hard it is for cancellation to affect it.)


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PostPosted: Mon Jul 23, 2007 1:08 pm 
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Atrian wrote:
* Aggressive - bonuses to hit and damage

Does this include magic attacks?


This refers to bonuses to hit rolls and damage rolls, which are used for melee and ranged combat, not for magical spells.


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PostPosted: Mon Jul 23, 2007 1:24 pm 
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Cyra wrote:
The only thing I didn't see was a change to mode stun. This is something that really irritates me in that to stun someone, you have to bring all vital parts of their body that you're aiming at down to 0% hp.

This is why I haven't used the duelist guild in about 4 years of playing, and why I think that fighting to stun is a waste of time. Given the nature of the combat system, that you can randomly tag any body part in the range that you are attacking, you can end up attacking the same body part that has 0 hp and yet that will actually result in you doing 0 damage overall because that body part can't be hurt anymore. On mode kill if you reduce a vital part to 0 hp then they're dead, period.

It should be changed so that either you cannot hit a body part that has 0 hp anymore or (preferably) once they are at 0 hp on a vital part they are stunned.


This seems to be a misunderstanding of how mode stun and the bodypart system works. I've explained this several times on the forums, but it's been a few years since it last came up.

When you are on mode stun, you aren't trying to sever bodyparts, so after beating them down to a certain level, they are irrelevant to the process. When on mode stun, you are only interested in attacking the opponent's overall pool of hit points. You always do damage to this pool with every attack, regardless of what bodypart you hit and it's current status.

If you are testing this against some other player, it may appear that you are not doing damage, but that is not the case. The opponent's life percentage always shows the percentage of either your lowest vital bodypart or your overall pool if lower. So often you will beat down one of their vital areas first, since they have less hit points, and then their HP meter will hover at 25% until the damage on the overall pool catches up.

So why don't I just show the percentage to the overall pool in a stun battle? It's usually not that simple. There could be a multiple opponents attacking both in melee or ranged, with different kill/stun settings. It's important that the opponent to always know their lowest total, because then they know that they are only a few kill hits away from death.


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PostPosted: Mon Jul 23, 2007 2:23 pm 
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An update that addresses the players' concerns of the game -- thanks Dulrik.


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PostPosted: Mon Jul 23, 2007 4:31 pm 
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Location: Ithaca, NY
Dulrik wrote:
When you are on mode stun, you aren't trying to sever bodyparts, so after beating them down to a certain level, they are irrelevant to the process. When on mode stun, you are only interested in attacking the opponent's overall pool of hit points. You always do damage to this pool with every attack, regardless of what bodypart you hit and it's current status.

Wait, wait - does aim still matter when stunning, then? More specifically, is anything beyond overall AC (as opposed to the AC of the part being struck) considered at all?

Great update, btw - very elegant solutions to a lot of player concerns.


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