Mythbusting answers

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belannaer
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Mythbusting answers

Post by belannaer »

This is the topic for answers from questions in http://www.icesus.org/forum/viewtopic.php?p=9915. This topic is only for the answers and if my answer does not satisfy you or you need more clarification on some subject post an another question to the question thread.
Last edited by belannaer on Sat Nov 24, 2012 21:21 pm, edited 2 times in total.
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Post by belannaer »

Dracu at http://www.icesus.org/forum/viewtopic.php?p=9916#9916

Yes there is a difference. While light armour and heavy armour might show same protection adjective and have same numeric value for that ac it gets changed later in the damage code and overall protection.

Light armours gets 25% bonus ac from skills, medium armours get 30% and heavy armours get 50%. So if you have light armour with 100 ac your final ac will be 125 and same ac heavy armour would have 150. You also have to factor into this penalties you get from wearing heavier armours but they are totally negligible with high/maxed skills. In case of lower skills light armours there isn't much difference until you can raise your heavy armours skill high enough. For casters heavy armours always are better regardless of skills because you shouldn't really care about the penalties you get from the heavier armours.

There really isn't any other hidden protection mechanic difference between light and heavy armours in there.


Lipides at http://www.icesus.org/forum/viewtopic.php?p=9917#9917

There's absolutely no difference as they use the exactly same code for it. It just your feeling and random.


Solar at http://www.icesus.org/forum/viewtopic.php?p=9919#9919

1. No, it's just empty file with the help info.
2. Not to my knowledge. When the area was changed a bit some of the hints for few of the exits were lost/removed for some reason, which makes it hard for players to find them but I know players have visited all of them. There was a small unfinished part that was accessible by players at some point which I did remove a long time ago.
3. Magic phase gives a small bonus to chance, everything else is just RNG. There was once something like that but after I introduced the current earth priests I removed all parts of it as it didn't work very well when you tried adding the newer priest guilds to it.
4. He's just really damn unlucky person or Idles/someone else hid the personal tunes really well and removed them later on :)


Drakken at http://www.icesus.org/forum/viewtopic.php?p=9920#9920

This one is a bit hard to explain.

Critical code is one of the worst parts of the combat code currently. There isn't exactly "a roll that determines if the hit is crit or not" part in there. Crits are technically just hits that have really huge hit roll. That hit roll then alter the damage of your hit.

Dexterity affects much more how well you hit than strength. Strength on the other hand affects much more how much damage you actually do when you actually hit. So higher dex would lead to more hits and potentially more crits but higher strength would potentially lead to better crits through having higher damage. This also changes a lot based on what weapon type you are using. All of this is naturally altered by skills also. Crit and other skills improve your hit roll and your roll potential that how high it can actually be. Basically by having higher "crit" skills your regular hits also become better as you roll better hits even if they aren't crits. If you remember Loffie's extreme crit skills you should understand how much this does affect your damage.

Parts of weapons that affect the crits are the parts that affect your chance to hit. These are weapon type, quality and material. And naturally your weapon skills alter this part as well. For example stone club has really bad hit stat compared to mithril weapons.

So basically whole thing goes like this:

1. You take weapon's hit chance
2. Hit chance is altered by your skills
3. Your hit chance is lowered by opponent's skills etc.
4. You do a hit roll. This roll can be rolled multiple times and are added together. This is affected by your "crit skills", which determine how many times it gets rolled. It also has a certain stopping point, a sort of "cap", where it will always end. You can go over this cap if your combined roll is close to it and your last roll is really good. These hits end up being the BRUTALLY crits etc.
5. You take weapon's base damage and alter it according to your weapon skills.
6. You alter the damage with your hit roll.
7. You weakly poke the monster with your stick, causing negligible scratches on it.

All this is naturally extreme simplification of the code and in reality is really really complex and confusing. Hopefully that still helps a bit.


Tenki at http://www.icesus.org/forum/viewtopic.php?p=9921#9921

There isn't really any other reason for it than to be a punishment for having nether effects. Basically just adding insult to the injury of dying/otherwise getting nether effects. But it's meant to be there.


Arkose at http://www.icesus.org/forum/viewtopic.php?p=9922#9922

Yes there is. Devotion affects almost all damages and other things in the guild and square root or division of your total amount is used a lot in different places. I would be lying if I said that every point counts but there's definitely difference when having "in between the titles" amount of dev. Most of the things in the guild do not come from getting the title. The title is just more like verbalization of your current devotion value than an actual bonus you get when you reach that mark.
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Post by belannaer »

Drakken at http://www.icesus.org/Forums/viewtopic.php?p=9926#9926

'Fury of the primalist' mastery affects the chance. It's a crit mastery for furious assault. Blessing that skill would improve your natural weapon damage.


Gildemoron at http://www.icesus.org/Forums/viewtopic.php?p=9927#9927

No.


Dracu + Solar at http://www.icesus.org/Forums/viewtopic.php?p=9928#9928

This needs a short explanation about combat. Combat code uses "pools" to determine how often you can attack or defend in combat. You have an offence pool and defence pool. Skills, stats and your combat assigns determine the size of these pools. Each normal attack/parry/block/dodge takes from these pools when you do something in combat.

Every weapon has a base speed based on weapon type and material. In combat code this base speed affects how much hitting with the weapon takes from your combat pool. These pools replenish every combat round and leftover pool from previous round gets added to the new pool. This allows really slow weapons like two-handers to actually get hit in every few rounds because they take so much pool that your single round pool isn't enough.

Certain things such as continuous assault and other special hits actually ignore these pools allowing you to get many additional hits in without messing up your regular attacks. This is why such things are very powerful and improve damage a lot. Such things are for example continuous assault, twin weapons, chaotic assault, improvised combinations, sword and board, swordplay, celerity stat and ambidexterity.

Speed stat changes the base speed of the weapon thus making it use less from your combat pool. In case of shields it does nothing unless you are actually hitting with the shield (spoiler: you aren't). Speed is not a factor in parrying/blocking (but now that I looked through the code I noticed that it wouldn't be too hard to add).

Parry/block/dodge take static amount for each attempt, which is not really affected by anything at all. It would probably be a nice change if +speed shields actually took a bit less from it. It's one of the main things I haven't actually changed in the combat code from the ancient code. Parrying code in general is a bit weird as it just calculates your total chance to parry from your weapons/shield and skills compared to the opponents attack and determines if you parried or not then it pretty much randomly decides and says that you parried with this shield or weapon thus making it really hard to add features to parrying such as parrying specials for specific weapons/shields. The code works pretty well so I haven't bothered to use sledgehammer on it but it's definitely not good for future features.


Solar at http://www.icesus.org/Forums/viewtopic.php?p=9929#9929

I can do one better. Here's exact values of those messages:

Code: Select all

moans:    250 - 300
writhes:  301 - 449
cries:    450 - 749
screams:  750 - 1149
trashes:  1150 - 1649
howls:    1650 - 2249
torment:  2250 - 2949
spasm:    2950 - 4999
SCREAM: 5000 - 9999
BUCKLES: 10000 - 14999
DEATH-CHILLING: 15000 - 19999
FALTERS: 20000-24999
SUFFERS: 25000->
Drakken at http://www.icesus.org/Forums/viewtopic.php?p=9930#9930

I'm not exactly sure which version of the weapons you are refering to but there are different versions of them and for example the iceron javelin one isn't very good because of the weapon type and material. Javelins aren't that good melee weapons in general as they are more meant for throwing.


Ghir at http://www.icesus.org/Forums/viewtopic.php?p=9931#9931

Ep cost of combat comes almost totally from your carried weight so heavy armours naturally tax you a lot because they tend to be really heavy. Nothing really affects this cost except couple of specials like army/shifter special combat ep cost. It is probably too high when you have a lot of carried weight and it's maybe something that should be adjusted somehow. I'd almost be ok with totally removing the effect of carried weight to ep cost of combat as long as it is taken account in other places. Such places are for example attacking and defending where different armours affect the chance and are properly adjusted by skills (this is the part I was refering to).

I'm not really sure about the troll sp regen. It is extremely likely that it is due to their shitty base spr, which does affect the ticks a lot. I'll have to take a look at it and either change it somehow or up troll's base sp regen to be a bit better.

Melee bug/reinc bug are something I can't really tell you much about because we haven't really found out what causes them. If I had an idea what could be the reason the bug wouldn't exist anymore. Melee bug could use some studying whether it actually exists or not and what could be causing it but that is a a lot of work over long time.


Arkose at http://www.icesus.org/Forums/viewtopic.php?p=9932#9932

It improves your hit roll with backstab so basically improves all damage with it. It also reduces fumbles. Nearly all skills and spells when considering damage are usually just X = skill1 + skill2*4; etc. so each point of skill or spell is as usual as any point of that skill. So 1-10 is as effective as 90-100 in improving your damage usually unless there's some special case in there or some kind of tiers, which aren't that often used.
Last edited by belannaer on Thu Feb 20, 2014 15:11 pm, edited 1 time in total.
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Post by belannaer »

Unagi at http://www.icesus.org/forum/viewtopic.php?p=9935#9935

You get mastery from hunting up the animal. Move silently and tracking both passively help while in hunting.


Drakken at http://www.icesus.org/forum/viewtopic.php?p=9936#9936

"Strength in numbers" increases the chance, tactic specific masteries help the damage/effect.


Solar at http://www.icesus.org/forum/viewtopic.php?p=9937#9937

Affiliated stats aren't really linked in any way to what stats actually affect the spell. They are mainly for what exp is used to train the skill/spell. Often they do still hint what stats might help with the spell. Most of the spells are usually affected by int or wis. Good general rule is wis for priest guilds and int for others. In case of sorcerers strength does actually help a lot. Charisma helps some with the healing spells and couple of coven spells but doesn't really help otherwise. In most cases the non-main stat is just for spmax.

No idea about the strike. All of the receive_damages in strike code are after the message so it's probably not from strike but from somewhere else.

Earth priest minions use monster resistances.


Andr at http://www.icesus.org/forum/viewtopic.php?p=9938#9938

1. Pretty much only difference to normal weapons is that weapon speed and damage is determined by skills only. Normal weapons get certain amount of damage from dex and strength based on weapon type and for natural weapons it's based on your size. Small players get more from dex etc. Rest is just different messages more or less.
1a. Yes.
1b. Dexterity helps you to hit the monster so for starters dexterity helps more because you can't make damage if you don't hit the monster. It also helps on how well you hit the monster thus giving more damage for starters but when you reach decent amount of dexterity strength becomes more effective for additional damage.
1c. It helps with runes, gem glow, motion of combat etc. but not directly your melee hits.
1d. Self-control helps with gem glow while regening and also motion of combat damage.
1e. See 1. in addition to that it helps in the same way as for normal weapons.
1f. No.

2. It does work but not like twin weapons. When you are using only feet the fist hits do actually happen but are instead directed to feet hits.
2a. Ambidexterity helps everyone with more than one weapon in the same way.

3a. It does improve with the grandmasteries.
3b. Yes.
3c. You are correct on all of them except tiger. It increases your melee damage every round you stay in a combat until it hits the max. All of them have a chance to happen if you are using the style or a chance to happen if you have mastery in that style. So basically if you have all styles at 100% you would basically be using all of them at the same time all the time.
3d. Just the above.

4. It has no effect. Staves with special hits that work for monks don't care if you hit with fist, feet or your penis. The chance is always the same.

5a. It affects the speed.
5b. Only rune level affects the effectiness of runes. Something could probably be made to affect them like additional mastery >;)

6. They add to damage.

7. It helps if you fight when you can't see or you are close to it. So it's fairly useless at the moment.


Ghir at http://www.icesus.org/forum/viewtopic.php?p=9939#9939

Each adjective is 3 points per adjective until considerable and after that it's 4 points per adjective. Enhancement shard increases quality by 5 so it can easily skip one adjective or increase by just one adjective depending on what end of the adjective your item's quality starts from.

Can you be more specific what you want to know about the void? :)

Checked the cube code and it does. Just a case of really really bad luck.


Fil at http://www.icesus.org/forum/viewtopic.php?p=9940#9940

If the ac is same in all items it doesn't matter at all. Damage that hits specific slot always checks the armour value of that slot so if you have bracers or cuirass that protects your arms it makes no difference at all as long as they give same amount of armour. Damage that doesn't hit specific slot calculates your total armour by taking armour value from each slot and combining them so in that case too it makes no difference.

Code: Select all

Weight per material from lightest to heaviest:
silk
cloth
fur
cuir-boulli
aluminium
mithril
chitin
clay
bone
dragonscale
heavy cloth
chitinium silk
adamantium
iceron
wood
demonhide
soft leather
leather
titanium
crystal
tin
fine steel
steel
diamond
platinum
stone
copper
bronze
gold
silver
iron
lead

Most protection per material from worst to best:
silk
cloth
clay
fur
bone 
heavy cloth
wood
soft leather
leather
cuir-boulli
aluminium
gold
platinum
lead
tin
copper
brass
chitin
bronze
silver
iron
demonhide
steel
chitinium silk
fine steel
dragonscale
crystal
diamond
titanium
iceron
mithril
adamantium
Mauro at http://www.icesus.org/forum/viewtopic.php?p=9941#9941

See above answers. If you want to know about fishing be more specific.
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Post by belannaer »

Mauro at http://www.icesus.org/forum/viewtopic.php?p=9941#9941

Size does help, so does wis and str.

Dracu at http://www.icesus.org/forum/viewtopic.php?p=9943#9943

Weapons have 3 different stats that affect how good they are: damage, speed and how easy it is to use. Weapon type gives base values for these 3 and material then changes them and quality affects these also. It's a bit hard to explain how different materials compare, especially because they affect differently based on whether the weapon is slashing/piercing/bludgeoning.

In case of mithril and adamantium both have very high damage, adamantium a bit higher if they are same quality. Mithril on the other hand has better speed and how easy it is to use. This is mainly for slashing weapons, for bludgeoning weapons adamantium does a lot more damage.

So there really isn't really any positive or negative bonuses directly from materials. They are all
modifiers.

Ghir at http://www.icesus.org/forum/viewtopic.php?p=9944#9944

I should have said monk natural weapons. For shifters strength affects the damage and dex is for hit chance.

It's a bit too much to explain but for pure defence warding is better.

Vadun at http://www.icesus.org/forum/viewtopic.php?p=9945#9945

Like all shapeshifting skills it also is a passive bonus to your natural weapon damage regardless of what form you are using.

Arkose at http://www.icesus.org/forum/viewtopic.php?p=9946#9946

They have no effect on backstab. Devotion only affects the stats you get to your guild dagger. It helps all weapons equally in the guild maneuvers etc.

Solar at http://www.icesus.org/forum/viewtopic.php?p=9948#9948

A) It's a bit hard to go through all cases and explain what they do but yes they do help with damage and other stuff by being a modifier in the damage etc. formulas.
B) You are just unlucky. It's just a callout with a duration to remove the effect so you just time it badly.
C) I have no idea, are you? It's one of the best damage reduction abilities in game.
D) Not really.
E) That's for you to find out.
F) You need to ask Zaltaiz about that.
G) No.
H) Each sorcerer's stats, skills, spells and masteries are added to it plus some extra so the spell becomes more powerful for each sorcerer. There really isn't limit how many sorcerers are effective when joining it.
I) No.
J) No.

Yashod at http://www.icesus.org/forum/viewtopic.php?p=9949#9949

Stigmata changes fire resistance to be the same as the lowest resistance the monster has. The secondary effect should do a bit of damage everytime a spell is cast on the mob but it was apparently bugging and should now work.

Suleidan at http://www.icesus.org/forum/viewtopic.php?p=9950#9950

1) It only removes magical stats and not any other specials.
2) I didn't check this but I'm quite certain that it's % of total carried kgs. There's no specific trigger point. It just scales up with your weight.
3) Yes. Having a lot of carried weight affects your combat ability negatively. Skills negate a majority of the penalty that comes from armours.
4) No.

Solar at http://www.icesus.org/forum/viewtopic.php?p=9951#9951

1) No, I removed the message from the item now.
2) Yes, it adds monk natural weapon damage.
3) 50%. No.
4) It increases your physical resistance and natural armor when you are on below half health. It was under 25% but I upped it now.

Pixu at http://www.icesus.org/forum/viewtopic.php?p=9954#9954
1) No.
2) No.
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Post by belannaer »

Hagop at http://www.icesus.org/forum/viewtopic.php?p=9956#9956
1. Grappling
2. All of those, also charisma.
3. Amount and number of times.

Rheloth at http://www.icesus.org/forum/viewtopic.php?p=9959#9959

No.

Unagi at http://www.icesus.org/forum/viewtopic.php?p=9962#9962

Weight doesn't affect archery or throwing. Size or exp value of the hunted monster doesn't affect mastery gain.

Basically all skills and things that affect hunting also affect the duration because it is a chance roll against your skills etc. higher skill, faster you find something but it's a lot of luck too.

Fil at http://www.icesus.org/forum/viewtopic.php?p=9963#9963

Training/studying is always the same. Only where it might change is when you join an open guild or secondary guild where you can train/study some skill that you already have from main guild higher than the main guild offers it. In those guilds it might be more expensive to train some skills/spells and if you go back to your main guild you can some times just train it there for cheaper.

Ity at http://www.icesus.org/forum/viewtopic.php?p=9964#9964

Severed limbs are totally random, nothing really affects them. Exp value affects the totem a bit. Size does not.

Solar at http://www.icesus.org/forum/viewtopic.php?p=9965#9965

What fish you get is plain random. Only thing that changes per terrain is what fishes you can find. Old icemap is totally just flavour. Fishes are totally random but every time you catch a fish that room gets set that you have less chance of catching more fishes so it's good to move to another room after a while. Bait box is just a container for stuff. Releasing a fish just gets rid of the fish and gives you df.

I will probably be coding something when the fish maraton is running, probably a new racial guild.. or just shooting kids in Planetside 2.

Lipides at http://www.icesus.org/forum/viewtopic.php?p=9966#9966

Only mental integrity of the player himself can be too low to play. Low and high integrity both increase damage done. Int bonus is just added to the damage, there's no tresholds.

Torvus at http://www.icesus.org/forum/viewtopic.php?p=9967#9967

Both grandmaster of archery and throwing increase base damage of those skills. Grandmastery of shields increases the amount of natural armor you gain from having a shield (which is an army guild specific bonus).

Arkose at http://www.icesus.org/forum/viewtopic.php?p=99689968

Dragon stance increases from parry and dodge. What ever causes a stance mastery to raise makes it also raise if you get its effect while using some other stance.

Ity at http://www.icesus.org/forum/viewtopic.php?p=9969#9969

Heartbeat also known as 'tick' is a function that players and monsters and many other things in game have that happens every 2 seconds. This tick causes everything from regening to wounds bleeding. Combat also has a heartbeat where every combat round is one beat. Skills and spells also have this which tracks their duration, when x ticks are equal or more than the duration the skill happens. When you get a "heartbeat error" it's almost always heartbeat of the skill/spell/combat that fucks up and not your own, the message is just a bit confusing.

Heartbeat is also some times used to refer to your regen rate or your heartbeat rate. Each race has certain heartbate rate which affects how often they regen (how many 2 second ticks it takes to get the regen effect). When an ability or something refers to heartbeat (like making it faster) it always means this.

Torvus at http://www.icesus.org/forum/viewtopic.php?p=9970#9970

Yes, but it's really insignificant. This is the only eq bow in game where I can remember this being the case.

Khade at http://www.icesus.org/forum/viewtopic.php?p=9947#9947

Nothing helps on any luck based things. It's plain random.

Regeneration is exactly same for both guilds. Worse for changelings due to lower skills.

Shapeshifting skills affect a tiny portion of how much armour you get from your eq while shapeshifted but most of it is just how much the armour actually protects. If you get light armours skill from some other guild, like secondary guilds that'll help a bit too.
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Post by belannaer »

Khade at http://www.icesus.org/forum/viewtopic.php?p=9974#9974
Leopard style (and styles in general) raise probably too slow and don't work the best possible way. I want to re-code them to work differently. See Andr's idea in idea forum, I'm probably doing something similar to them as the idea was quite good.

All roars have same cooldown. Lord of the forest allows you to use an another roar almost instantly some times. Certain instinct reduces the cooldown and also commanding personality racial ability reduces the cooldown on some roars.

Mauro at http://www.icesus.org/forum/viewtopic.php?p=9975#9975
I don't want to explain them thorougly. If you play water priest you will pretty quickly. Elemental guidance allows your arrows to do flux/siphon/mana burn/manacles effect when you hit monster. Chance is mastery%. It also allows you to infuse arrows with spell surge and razor shards. Chance for that to happen is mastery/5 %.

If you want to ask about some specific mastery feature please ask again.

Solar at http://www.icesus.org/forum/viewtopic.php?p=9976#9976

A) Speed from slowest to fastest: double cross, falling seeds, diamond lunge, singing blades, cat stroke, cross.
Damage from least to most: falling seeds, double cross, cat stroke, diamond lunge, cross, singing blades.
Hit modifier penalty from lowest to highest: cross, cat stroke, falling seeds, double cross, diamond lunge, singing blades

Skills affect the above things and naturally there's the specials too

A.1) Yes.
B) Damage and special works better.
C) Fluff.
D) Yes.
E) Just dex.
F) No.
G) They are set resistances now, still really really high though.
H) Some Galiere funkiness.
I) Not sure but probably it can. Nera will probably bug out probably due to it so don't try it.

Gildemoron at http://www.icesus.org/forum/viewtopic.php?p=9977#9977
No.

Pixu at http://www.icesus.org/forum/viewtopic.php?p=9978#9978
1) Sharphooting: affects where you hit and to damage modifier from that lot.
Foam: affects damage and duration of shot.
Pinpoint: hit chance (and through that damage).
2) No.
3) It's flat damage bonus.
4) It does increase chance for them to happen. It also increases hit chance (and damage) also.
5) All of those are flat damage bonuses.
6) Whirling blades and archery.
7) Yes and they probably should scale better.
8) Lbd: reinc bugs every now and then and it sucks. We haven't figured out the problem yet.

Rha at http://www.icesus.org/forum/viewtopic.php?p=9979#9979
It's not true. Exp value doesn't really affect anything. I don't think nether rift improves earth priest masteries since it's from an another guild.

Solar at http://www.icesus.org/forum/viewtopic.php?p=9980#9980
Anything that changes stats is not safe to imbue. When the stats change it first clears all previous stats away and then adds new ones. So imbues will go poof.

Khade at http://www.icesus.org/forum/viewtopic.php?p=9984#9984
No idea how to answer your first question.
Fur gnarl should do some damage and a lot of wounds.
Psionic damage helps telekinetic spells.
Camps don't affect shifter regeneration.
You should educe first, difference is quite big.

Solar at http://www.icesus.org/forum/viewtopic.php?p=9985#9985
No idea, can't remember that message and too lazy to grep through whole lib to find it.

Khade at http://www.icesus.org/forum/viewtopic.php?p=9993#9993
Self-control affetcts rune loading.

Edge of insanity's damage and speed are affected by your current mental level.

Daic at http://www.icesus.org/forum/viewtopic.php?p=9994#9994
1. Answered above.
2. Probably not to the current system but I'd like to recode all minions totally. Some tunes are always possible.
3. I'd like to recode these too and should probably tune the current ones too. Reason why they are pretty shit are that once upon a time earth priests used to be really good at making exp and having more powerful spells would have made them too good. These days they do not compared really well.
4. Don't think so but I could add it if it is really needed.

Khade at http://www.icesus.org/forum/viewtopic.php?p=9995#9995
Is it really needed feature? Secondarys getting too good minions will throw balance out of the window, especially for some guilds. If I do a recode of minions at some point they can probably get some specific minions made for them.

Phyroks at http://www.icesus.org/forum/viewtopic.php?p=9996#9996
a) Yeah I think so, should probably change that.
b) They don't actually change damage. They convert damage types.
c) Yes.
d) No.
e) Just that.
f) Elemental damages in weapons do not add any damage, just converts part of it to another type. For example if your weapon does 100 physical damage and you add some fire damage shards to it might for example do 80 phys, 20 fire after that. (All magical stats on weapons do add some base damage though so in a way it does also improve damage).

Khade at http://www.icesus.org/forum/viewtopic.php?p=9997#9997
1) Magic. It's just 35 level difference check.
2) No.
3) No. Masteries.
4) My wallet - all the other containers - space.

Dracu at http://www.icesus.org/forum/viewtopic.php?p=9999#9999
1) It doesn't hit a slot so necrosis doesn't help. Could be changed though! Would help a bit at eq monsters and stuff.
2) Yeah they are calculated together.
3) No they don't, just hit slots.

Jared at http://www.icesus.org/forum/viewtopic.php?p=10000#10000
1) dex, amount of darkness, weapon's hit chance, ritual power, shadowdancing, backstab, swiftness of unveiled movement, geometry of shadows and dev.
2) dex, str, weapon damage, geometry of shadow, dev, striky mighty blow, shadow strike, essence of darkness, hit slot
3) Uncanny throws do halved damage. I changed them now for full damage.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10004#10004
0) Prowess gives you an additional chance to make a special hit after regular melee damage and regular special hit chance. So basically each melee hit could proc 2 special hits with prowess.

So basically anything that goes through special_hit() in player or weapon. So any special that comes through hits.

a) yes.
b) yes.
c) wilder and scion stuff yes, others no
d) yes.
e) no.
f) no.
g) no, but possibly could and should and does!

keep wondering...

Fil at http://www.icesus.org/forum/viewtopic.php?p=10006#10006
If you can't cover some slots they will be vulnerable if they are hit slots.

Fil at http://www.icesus.org/forum/viewtopic.php?p=10007#10007
It doesn't. Spell damage is added to damage. Serpent scale bonus is a multiplier.

Dracu at http://www.icesus.org/forum/viewtopic.php?p=10008#10008
Infusions are checked every time you hit a monster in melee or use shoot/throw/some other things.

Next your infusions are tallied up and scion infusion stuff and iceron bonus (and other possible bonuses) are added to the list. Then your prowess stat and ranged weapon bonuses are added up to bonus chance.

Next step is to check if the infusion actually happens. Each different infusion type gives you +1% chance for it to happen. For example in your case you'd have 6% for the infusion to happen (+if you have some other things to add chance such as the above mentioned things).

Then the code decides your damage type. Normally it's randomly taken from the infusion damage types you have. If you have vicarious agony and more than one type then there is a chance for vicarious agony to happen. This effect will target the lowest resistance in the damage types you have.

After the type has been decided it is time to calculate damage. Here is an example using some bogus numbers and Dracu's stats:

Case 1 - Magic gets chosen:
Your magic infusion (15) gets multiplied by 4. Then total of your infusions gets added to it so +46. In this case your infusions would do 106 damage.

Case 2 - Fire gets chosen:
Your fire infusion (2) gets multiplied by 4. Then total of your infusions gets added to it so +46. In this case your infusions would do 50 damage.

While the second case seems to do only half damage compared to your main type in case 1 you need to remember that each type gives you +1% chance for infusions to happen. So in effect if you only focused on magic you would only have 1% chance for your infusions to happen instead of 6%. With your set you basically get 1% to get the magic effect and then IN ADDITION you get 5% chance for all the other types to happen.

So for example in 10000 hits you would get 100 magic hits = 10600 damage. With the other stuff added you will also get ~500 hits from other types ranging from ~50 to ~100 damage per hit so about 37500 additional damage. When taking in account vicarious agony hits that target lowest resistance ~600 hits instead of single type 100 hits is "somewhat" better. So focusing on single type or having variety both can be good options, although more varied set with 2-3 focused infusion stats is possibly the best option.

If you have a charm that adds infusion damage it is added to the randomly chosen/vicarious chosen damage type. So for example if you have fire infusion stat you need to have fire infusion charm to get any use out of it.

After all damage calculation "shock trooper" racial ability bonus multiplies the damage by 1.5.
User avatar
belannaer
Wizard
Posts: 566
Joined: Sun Mar 28, 2004 15:23 pm
Location: Oulu, Finland

Post by belannaer »

Ghir at http://www.icesus.org/forum/viewtopic.php?p=10010#10010
They are combat pool free extra hits but they do take the same ep cost as all other bonus hits like continuous assault etc. Weapon size or speed has no effect currently. It's just a stat based chance to gain additional hit on every successful hit.

Thaumaturgy works on every spell tick by giving you random amount of bonus casting points for that tick. The amount is between 1 and your thaumaturgy stat. Little people's special ability on it gives 50% more to your possible max amount. Nothing else currently affects it in any way.

Racial regens were changed after this question so I think these should be mostly fixed and changed now that we noticed that there were some bugs in them. Tick rate doesn't matter on the amount, just the actual amount of regen.

Iceron's infusion bonus is based on the quality of the weapon. Great quality for example would be +5.

Pixu at http://www.icesus.org/forum/viewtopic.php?p=10011#10011
Bodkin damage scales with resistances so they can hit harder than other arrows on monsters with high resistances.

Dracu at http://www.icesus.org/forum/viewtopic.php?p=10012#10012
It adds to base damage of a weapon. For example mithril longsword of decent quality would have around 65 damage. It is +4 damage per stat point so with +5 damage stat it would have 85 base damage. It is also just a flat bonus so it benefits most on smaller weapons.

Andr at http://www.icesus.org/forum/viewtopic.php?p=10013#10013
1. Martial arts affects hit chance and damage of monk unarmed melee attacks.

2. Unbending defence momentum is just another momentum for monks really. Nothing more mysterious behind it. Don't know about those extra hits. If monks need uptune at some point then maybe.

3. No idea why it would vanish some times. It only affects motion of combat and hand of gods and it is done at damage dealing part when the maneuver or momentum finishes. If it is vanishing for some reason it is probably a bug.

4. Staff quality does not affect anything really.

5. Monk gem glow affects maneuver and melee damage.

6. Hand of gods and elemental empathy skills affect damage as does strength, dexterity and stance's hand attack bonus damage. Chaotic assault affects the chance.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10014#10014
1. Damage of the weapons scale from strength and dexterity. Big weapons mainly scale with strength only and only get barely any effect on the damage from dexterity. Dexterity on the other hand affects the speed of weapon attacks so with big weapons you want both stats as high as possible to maximize speed and damage.

2. Help combat style pretty much answers this now.

3. Vital points skill affects both crit chance and vital points proc which is basically just another crit.

Fil at http://www.icesus.org/forum/viewtopic.php?p=10015#10015
It only affects embrace and yes it probably should affect all vitae spells.

Khade at http://www.icesus.org/forum/viewtopic.php?p=10016#10016
No, only the one you are currently using does something. Everything else is just waste of experience really.

Fil at http://www.icesus.org/forum/viewtopic.php?p=10018#10018
1. It raises all regens based on the terrain type you are in.

2. It is passive and constantly working.

3. Yes. Good rule of thumb is that the more there is plantlife there is in the room the more it affects. So deep forests are really good.

4. Probably should

Khade at http://www.icesus.org/forum/viewtopic.php?p=10019#10019
1. All terror effects are the same but can be different magnitudes. They reduce combat assigns. They do not stack.

2. Protection stat increases the armour value of that particular armour. It doesn't directly boost your whole set but overall combined armour value of hit slots does affect against some types of damage. For example having good overall armour value affects all fire damage attacks. Ring of protection is basically worthless unless you are worried about hits to your finger as it is not hit slot.

4. No, it is just damage.

Pixu at http://www.icesus.org/forum/viewtopic.php?p=10020#10020
Consider resistance messages:
is extremely weak to
is slightly resistant to
is somewhat resistant to
is significantly resistant to
is greatly resistant to
is excessively resistant to
is vastly resistant to
is vitally resistant to
is thoroughly resistant to
is invulnerable to

Invulnerable is 100%+

Ity at http://www.icesus.org/forum/viewtopic.php?p=10021#10021
Rite of success only affects the chance of succeeding in casting and nothing else.

Conjure undead saves about 80% of the undead's experience.

Torsbo at http://www.icesus.org/forum/viewtopic.php?p=10022#10022
Fanaticism affects the spell damage of most guild spells and increases amount of natural armor gained from flagellantion. Zealotry affects the amount of fury you can use and damage of spells.

Yep, flagellation increases it.

Khade at http://www.icesus.org/forum/viewtopic.php?p=10023#10023
Yes they don't stay dead and the other guy gets happy bonus from ressing you.

Diu at http://www.icesus.org/forum/viewtopic.php?p=10024#10024
It is both. It is percentage penalty based on your kgs and litres carried compared to your max carry limits. Both affect 50% of your dodge and avoid hits abilities. So if you are carrying say 50% of your kgs and litres you will lose 25% of dodge and avoid hits from both.

Andr at http://www.icesus.org/forum/viewtopic.php?p=10025#10025
Alacrity increases your parry chance and defensive combat pools.

Marcos at http://www.icesus.org/forum/viewtopic.php?p=10027#10027
a) Essence of true ritual does not affect spellbinding.
b) Spell percentage does not affect spellbinding speed.
c) Arcane flux with cold infusion does not increase tidal dominion.
d) Absolute grace and shooting with bow.
e) Wis and dex do not help spellbinding speed.
f) It only reduces sp cost for Albila's blessing.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10028#10028
1) It only calculates from hit slots. Multiple slot armours just count as separate armours in those slots so the same armour counts as many times as it covers slots. There is not difference between using multi slot in those slots or just separate pieces.

2) It only affects head, neck, torso, leg, arm, hand and feet slots. Though life if you have different hit slost.

3) Magic stats have no effect on armour's protection the same way as they do on weapon damage. No idea what is going on with those armours. Have to look into it. I will probably make them affect the protection at some point.

EDIT2: I'm not sure if smithy made armours get penalty, they might. If they do have the penalty increasing the quality does not get rid off it but it would still raise the AC from the increased quality.

4) This has been fixed already. They did.

5) Accuracy does not affect the parry and dodge chance. It is mainly your skills against their skills with all the weight penalties etc.

Fil at http://www.icesus.org/forum/viewtopic.php?p=10029#10029
It just a modifier value I gave them based on how many bodyparts they have compared to the normal amount. Mainly for balance reason so I can see how much they gain/lose agaisnt the average from having more or less bodyparts.

Ity at http://www.icesus.org/forum/viewtopic.php?p=10030#10030
They were answered in here already http://www.icesus.org/forum/viewtopic.php?p=10034#10034 but they are the racial guild abbreviations.

Diu at http://www.icesus.org/forum/viewtopic.php?p=10031#10031
You get more karma the heigher your spell percentage is. Spell percentage does not affect background skill bonuses.

Andr at http://www.icesus.org/forum/viewtopic.php?p=10032#10032
Stunned lowers skill percentages for the target so their avoidance is lower but it does not directly affect your hit chance. Unconcious lowers skills to 0% but does not directly help you on hitting them. Does not affect crit chance.

Andr at http://www.icesus.org/forum/viewtopic.php?p=10033#10033
Spell percentage and psychokinetic prowess affect the chance. Mind over matter affects the amount of hits.

Diu at http://www.icesus.org/forum/viewtopic.php?p=10035#10035
Glows from crafting are random. Some special skins can have special stats.

Khade at http://www.icesus.org/forum/viewtopic.php?p=10053#10053
1) Melee skill helps on hitting enemies and it has benefit of being over 100% like most skills.
2) Essence of true ritual or most normal casting skills have no effect on spellbinding.
3) Skills, masteries, phase. Contraband is kinda old feature and not really supported really. Templar ring has spregen and infusions without leads.
4) Test yourself but yes there is different amounts.
5) Virtue helps really tell what helps them.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10055#10055
1) Normal melee skills don't help with throwing.
2) Weapon maintenance does help because it increases the damage of the weapon.
3) Special throwing skills only affect the specials for them.
4) Shocking throw reduces dodge, parry and special hit chances.
5) To throw in front row you need throwing axe, throwing hammer, dart, throwing dagger or knife and throwing 60%+, draw weapon 50%+ and mastery of throwing 25%+
6) Only uncanny adroitness is capped to 110% on it. Nothing else is.

Lipides at http://www.icesus.org/forum/viewtopic.php?p=10057#10057
1) After extremely resistance there is little point stacking more resistance on that resistance.
2) Because it is intelligence based guild.

Khade at http://www.icesus.org/forum/viewtopic.php?p=10063#10063
No, incenses don't do anything without them.

Lipides at http://www.icesus.org/forum/viewtopic.php?p=10064#10064
No it doesn't. The help refers to mage mirrors.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10076#10076
It is hard to give any exact values how much you need to gain for example 1 more chance to parry or hit since just assigns do not affect it. Skills and other effects also count to your pools. Each parry/dodge attempt requires certain amount of pool to work.

On attack each normal melee hits takes certain amount of offensive pool. If you have left over pool it will count on next turn. This is how slow weapons will hit say once per 3 turns with low skills. You accumulate the pool over 3 turns to have enough to actually perform a hit. Weapon's speed is the amount combat pool you must have. For daggers the amount is fairly low and extra 10% would probably turn into extra hit every 2-3 turns or so.

Attack amount per turn is actually capped to your amount of weapons. Each weapon is checked once. If you have enough pool for your first weapon you do a hit. If you don't or did a hit the second weapon is checked and you do hit if you have enough pool. More hits than amount of your weapons comes from continuous assault and other skills/stuff. Continuous assault does not care if you have pool or not but it does use a small amount of the pool on success, which often would be some leftover part of the pool after the first 2 attacks. It could also lower your hit amount for next turn if you are barely at the limit of being able to hit with both of your weapons and you have negative pool leftover from the previous turn. So they are not totally free hits but they are more like much cheaper burst hits quickly which you end up paying on the long run.

Nearly all other bonus hits in melee that are not normal hits or continuous assault totally ignore combat pools and are just totally extra.

If you are facing a slow hitting enemy it is true that you don't necessarily need that much defense pool against him if you can just parry his single hit, which should be usually what you have with decent skills and battle -a offence. Unless of course he gets through your dodge/parry and does continuous assault hit or something else and you are left with no chance to defend against it. But there is very possibly some optimized sweet spot there if you know what you are facing.

There is no really good rule of thumb for weapons but with fast weapons you will not probably need that high offence assigns. For example fast dagger with normal attacks and continuous assaults would probably not gain that much after 100 offence assigns in most cases.

Vadun at http://www.icesus.org/forum/viewtopic.php?p=10079#10079

Damage, speed, accuracy and damage types (if your natural weapons have suitable damage type) carry onto your new natural weapons. All other stats affect as normally. Special hits should carry over as well, especially gaesati specific ones. Specials that don't work from actually hitting will also carry over.

Slot doesn't really matter anymore so wield them in any slot you feel like really.

Requirements for forms are the same as they have been for a long time.
Aspect 1: Form skill over 0%
Aspect 2: Form 50%+ and change aspect 0%+
Aspect 3: Form 50%+ and change aspect 50%+
Aspect 4: Form 75%+, change aspect 75%+, mastery of shapeshifting 25%+ and Kindred mastery 15%+
Aspect 5: Form 90%+, change aspect 90%+, mastery of shapeshifting 50%+ and Kindred mastery 50%+
Aspect 6: Form 100%, change aspect 100%, mastery of shapeshifting 90%+ and Kindred mastery 75%+

See also: http://www.icesus.org/forum/viewtopic.php?p=10125#10125

Solar at http://www.icesus.org/forum/viewtopic.php?p=10122#10122
1) Only hitslots mentioned earlier affect.
2) It caps to the amount of slots.
3) Was answered above as well. Each slots counts as their own bonus so multi slots just count for how many slots they cover.
4) Unusual hit slots will not get benefit from other slots than the ones that are listed in the above reply.

New busting is being done!

Solar at www.icesus.org/forum/viewtopic.php?p=10124#10124
Link maxes are the only thing that is decided at the moment of wielding so you could technically wear a set with a lot of bonuses on them and then remove it and retain that bonus. Skills are checked separately when doing spell effect and damage though so you would not get the bonus on them though if you remove the set. Links should probably check every now and then what are your current skills and change the link maxes.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10136#10136
There is no hidden decimals in the roll for choosing the order. If two players tie on the roll their order is randomed on the list. So even if they both roll 99 and the other guy is higher he was actually higher in the roll due to getting higher on the random ordering on the tie. You can use that or just reroll if you feel like. Which ever feels better for you. It is essentially same result anyways if you don't trust the automated random on ties.

Lipides at http://www.icesus.org/forum/viewtopic.php?p=10174#10174
No, it is just the message for refreshing the spell.

Aeszah at http://www.icesus.org/forum/viewtopic.php?p=10177#10177
help skill leatherworking. Please be more specific. Dragonscale crafting works differently because you make the item in parts.

Aeszah at http://www.icesus.org/forum/viewtopic.php?p=10178#10178
Whenever you use a skill with learn by doing chance you have a chance based on the skill's learn chance and your intelligence and wisdom to gain improvement on the skill up to the learnable max of the skill.

Dracu at http://www.icesus.org/forum/viewtopic.php?p=10183#10183
1) Chaos stabs are in, cheers Terces!

2) Essence of darkness more or less.

3) General throwing skills and uncanny skill.

Syder at http://www.icesus.org/forum/viewtopic.php?p=10184#10184
Having df on while reincing does lower the reinc penalty.

Zohlor at http://www.icesus.org/forum/viewtopic.php?p=10186#10186
It is supposed to increase all damage done by the death blade wielder on the enemies but it very likely is bugging at the moment and needs total re-coding.

Backstab at over 100%+ does increase damage etc.

Khade at http://www.icesus.org/forum/viewtopic.php?p=10188#10188
I have no idea. You need to ask Mumzy about this.

Zeffyr at http://www.icesus.org/forum/viewtopic.php?p=10189#10189
Ashul weapon is not safe to shard. New stats will get wiped out when it levels.

Zeffyr at http://www.icesus.org/forum/viewtopic.php?p=10190#10190
Compare skills do count shard and other magical effects.

Zeffyr at http://www.icesus.org/forum/viewtopic.php?p=10191#10191
If you are not wielding the weapon it does not count its magical bonuses such as damage etc. which will show it having lower damage etc. than it would in reality have when you wield it.

Zeffyr at www.icesus.org/forum/viewtopic.php?p=10192#10192
It is mainly army, ranger, sorc and fire priest masteries which have limitations. Majorly due to limitations what they can get and army and ranger masteries just don't mostly work for secondary guilds. Others are mostly working for all guilds.

Zeffyr at http://www.icesus.org/forum/viewtopic.php?p=10193#10193
This is something that should be really done. Possibly by moving all mastery infos to masteries command instead of guild specific ones.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10194#10194
A1) All of those skills are capped to 100% except twin weapons.
A2) Yes it affects those.
A2b) and it is not capped for that purpose.
B) Sword and board is not used for it. Devising battle maneuvers mastery is the affecting thing here and nothing else.
C) Insignia gives you +5% exp rate up till 5m totals when partying with bigger army members.

Zeffyr at http://www.icesus.org/forum/viewtopic.php?p=10195#10195
Army events were in one incarnation of army guild but they were mostly pointless and buggy and didn't serve a purpose in the current incarnation of the guild. Some of them could maybe be re-worked for the new guild.

Aeszah at http://www.icesus.org/forum/viewtopic.php?p=10196#10196
Throwing did have a hard cap which I now removed, lets see how it handles now. If it looks too scary without the cap I will introduce a soft cap to it like you mentioned.
User avatar
belannaer
Wizard
Posts: 566
Joined: Sun Mar 28, 2004 15:23 pm
Location: Oulu, Finland

Post by belannaer »

Zare at http://www.icesus.org/forum/viewtopic.php?p=10198#10198
1) When ever you enter a room in outworld it checks just through a random roll if it is going to spawn a monster there if one hasn't been spawned in certain time. Scouting skill is just directly a percent chance to get another one of those rolls. So with 50% scouting you get 1 chance normally and one extra chance every other room.

2) They like taking long walks outside.

3) Move silently, rural concealment, animal lore against animals, Ranger/Dancer masteries, terrain, monster's exp value/intelligence/wisdom. Darkness does not affect. That case of being attacked after sneaking in is very likely due to a special attack of the monster or it starting a spell before you left the room and it finishing when you re-enter. It is a "feature" that has been there for ages but should probably be changed.

4) Chance of mixing things and their power.

5) Infusions only work while in combat so as a solo archer if you shoot from shadows you are actually not in combat when the arrow hits so it skips the infusions. But I fixed the infusions so it should work now.

6) Weapon type, archery & velocity skill, dexterity/strength, battle settings, some secondary abilities.

7) No they drop treasures as any other monster.

8) Chance of trapping animals. Doesn't affect fishing traps.

9) Infusing blood does nothing. Not sure why you can't change the spell. Secondary probably has a lot issues with the wp archery, it is kidna badly done even for the main guild and should really totally re-done or removed.

Zeffyr at http://www.icesus.org/forum/viewtopic.php?p=10199#10199
Amount of money you spent training skills and spells. If you are badly suited for the guild and have to spend higher training costs you are better suited for leading the guild. Mostly only the guild you are trying to lead affects but some guilds have linked subguilds that affect as well, like for example army.

There is a 2 day cooldown period before you can lead again and 2 weeks when who ever can grab the leads.

Odovacar at http://www.icesus.org/forum/viewtopic.php?p=10200#10200
The lunar phase or phase of the moon is the shape of the illuminated (sunlit) portion of a moon as seen by an observer. The lunar phases change cyclically as a moon orbits a planet, according to the changing positions of the moon and sun relative to the planet. The moon and the planet are often tidally locked, therefore the same lunar surface always faces the planet. This face is variously sunlit depending on the position of the moon in its orbit. Therefore, the portion of this hemisphere that is visible to an observer on the planet can vary from about 100% (full moon) to 0% (new moon). The lunar terminator is the boundary between the illuminated and darkened hemispheres.

The 2 moons have different cycles. The first one (Llundaer) has 30 day cycle (icesus month) and the second one (Aythzilla) has 24 day cycle.

These are the cycles for the moons. The first number is amount of days it stays in this state in the cycle. Note that Aythzilla only has total of 23 day states but it has 24 day cycle so it's totally missing one day.

Code: Select all

1 a full Aythzilla shines brightly down
2 Aythzilla is starting to wane
3 Aythzilla is waning towards half
1 The waning half Aythzilla shines down
3 the waning crescent Aythzilla hangs in the sky
1 Aythzilla is almost new
1 Aythzilla is new this night
2 Aythzilla is starting to wax
3 a waxing crescent Aythzilla hangs in the sky
1 the waxing half Aythzilla shines down
3 Aythzilla is waxing towards full
2 Aythzilla is almost full

1 The full Lhundaer shines brightly down
5 Lhundaer is waning towards half
4 The waning half Lhundaer shines down
5 A waning crescent Lhundaer hangs in the sky
1 Lhundaer is new this night
5 A waxing crescent Lhundaer hangs in the sky
4 The waxing half Lhundaer shines down
5 Lhundaer is waxing towards full
So yeah there are phase shifts between them. Lhundaer keeps trucking on its 30 day cycle but Aythzilla is all over the place if you look at the monthly calender. And when the sun goes down the moons go up. That part is not very detailed.

Zeffyr at http://www.icesus.org/forum/viewtopic.php?p=10201#10201
It is literally just from a single attack that does most damage. No kind of averaging or anything.

Zeffyr at http://www.icesus.org/forum/viewtopic.php?p=10202#10202
Yep it should give it to who ever has been in the reinc the longest among recent players. I think the time limit on "recent" should be a week but I'm not 100% sure it is working properly.

Zeffyr at http://www.icesus.org/forum/viewtopic.php?p=10203#10203
Myth but food code does support such thing so it could be a possible addition.

Zeffyr at http://www.icesus.org/forum/viewtopic.php?p=10204#10204
Your personal total worth as always. Mob being weak is separate for each player.

Ezenya at http://www.icesus.org/forum/viewtopic.php?p=10205#10205
1) Necromancy over 100% has no effect while using haunt.

2) Mostly still not the case although I did make few things like infusions work.

3) It should change them to a single type but it might be either bugging or some spells might be missing it.

4) Minion type and level does have an effect on how effective the haunt is. Haunt itself is not affected by stats and spelldamage but the spells it affects are.

5) Bigger monsters have really high resistance against the spell due to magical resistance which affects it. The spell also only works basically once or twice on them even if you get it through.

6) It prevents the harmful effects.

7) Stats do matter.

8) I think there is quite a little scaling in the actual effect power. The percentage is more linked to the chance of getting the crits. More scaling would definitely be really great to have.

9) Rituals and spirit lore and mainly used for casting chance of the spell.

10) It is pretty much a relic of old times that should be probably looked at.

Jon at http://www.icesus.org/forum/viewtopic.php?p=10206#10206
There is no luck. You just need to pray for the RNGeesus. It is all totally random.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10208#10208
Your skills are capped by your riding skills while riding. Some places are not ridable while you are not riding. Plus all the other small annoyances and limitations the riding gives for you.

Riding increases your melee damage with weapons in combat based on what weapon type you are using. Weapons like spears get a much bigger bonus.

While riding you get 1/3 of the mount's size as a bonus effective size for yourself. So a 40cm mold man would get ~168cm of extra height from riding a mammoth. Size of course increases your chance to hit people in the head/neck and also somewhat affect your damage as well.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10209#10209
Tool of swift justice affects the hit speed of weapons making it use less combat points when used in battle -> more hits. It reduces load times on ranged weapons. No effect really on throwing.

Tool of hard justice increases the damage of the weapon for melee, shooting and throwing. Effects should be seeable in melee if the change is big enough.

Both tools give their bonus as a multiplier to the actual stats of the weapon so it is not exactly fixed bonus.

Solar http://www.icesus.org/forum/viewtopic.php?p=10210#10210
Ambidexterity does not affect weapon + shield combat styles in anyway. It also does not affect when two handing a single weapon as it just looks at weapon count which would be 1 in this case.

Only effect from it is in battle code when checking on a chance to attack with weapons after the first one.

Torvus at http://www.icesus.org/forum/viewtopic.php?p=10214#10214
It used to be totally random but now it tries to prefer to your potentially best weapon.

Zare at http://www.icesus.org/forum/viewtopic.php?p=10215#10215
It is not possible to provide such list. But as you probably know different creatures have terrain where they can only spawn in and some are more rare than others.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10216#10216
Hit styles have 3 different tiers of effect for each of them. This tier is a damage modifier applied to the actual melee damage in combat. Different hit style have different modifiers which at the time of posting are:

Code: Select all

Slash, Impale, Crush
tier 1: 1.5
tier 2: 1.7
tier 3: 2

Chop, Stab, Pound
tier 1: 1.4
tier 2: 1.6
tier 3: 1.8

Cleave, Pierce, Flail
tier 1: 1.2
tier 2: 1.4
tier 3: 1.6

Swing, Thrust 
tier 1: 1.1
tier 2: 1.3
tier 3: 1.4
Note: Stab is actually not in game and was found lost in the code while checking this.

This damage bonus is applied AFTER the actual combat message at the point where you see the hit style message and it doesn't effect the actual combat message. Meaning melee attack with hit style actually does more damage than the message reflects, potentially twice more.

Offensive having 2 styles randoms between them when choosing which one to use. Meaning you need to have both trained to max or you lose 50% of your effectivity with it.

Phyroks at http://www.icesus.org/forum/viewtopic.php?p=10219#10219
A) 40cm.
B) Anything bigger than you.
C) Bonus size from champion etc. doesn't affect so you cannot screw yourself by getting both.

Aeszah at http://www.icesus.org/forum/viewtopic.php?p=10230#10230
It just converst the damage type. It does give bonus damage for throwing but not melee.

Zare at http://www.icesus.org/forum/viewtopic.php?p=10233#10233
To reach max potency with pretty much anything 6-10 or so is enough for max potency depending on your masteries. It does add uses as well, not just power.

Arkose at http://www.icesus.org/forum/viewtopic.php?p=10234#10234
Wisdom has no effect on swerving motion.

Zare at http://www.icesus.org/forum/viewtopic.php?p=10235#10235
Bladesinging doesn't care about the weapon type.

It is a bit hard to describe the bonus for whirling blades from weapon type. I can just tell you the order in which they are. So: swords, flails & staves (really close to swords), axes (also quite close to swords), maces and spears (about 2/3 effective compared to swords), polearms (about half the effect)

Darthalomus at http://www.icesus.org/forum/viewtopic.php?p=10237#10237
Overall AC gives you protection when a hit doesn't specifically target a certain bodypart. AC does not affect in any way if you are going to get hit or not. Just how much damage you resist.

Nezen at http://www.icesus.org/forum/viewtopic.php?p=10241#10241
It doesn't change material but it is not really a stock crystal either. It has a lot more damage than normal crystal weapon would have.

Dex has no effect.

Pixu at http://www.icesus.org/forum/viewtopic.php?p=10244#10244
1.) Capped. It affect shield parry chance and combat pool.
2.) Only spell damage now.
3.) Yes they all keep scaling over 100%.
4.) They do not affect elemental funnel.
5.) The gift does reduce spell costs but it works really badly with masteries that reduce it as well, potentially actually making you use more sp. Probably should be recoded.
6.) No cap.
7.) Size of the shield affects the parry chance.
8.) No effect.
9.) Funnel used to just directly add spell damage but with divinity it kinda stacked badly due to the cap value. Now it gives spellcraft and dominion stat bonuses instead.
10.) Pain tolerance just adds natural armour for guilds that get it. Shapeshifting does have effect after 70% on shifts like the size increase etc.
11.) It gives all resistances. Only half as much physical compared to others.
12.) You cannot get invulnerable to type. It more or less caps at extremely resistant and there is very little use getting it higher. It does have a small randomized effect over the cap value though, which with extremely high resistance could some times negate the damage totally but very unlikely and not worth going for.
13.) Natural armor and normal armor work the same way. They are calculated together and reduced from the damage. It is just bonus armor on top of normal one.
14.) Dominion stat actually does nothing at the moment relating to the blood max.
15.) Theory does, charm no.

Diu at http://www.icesus.org/forum/viewtopic.php?p=10245#10245
No caps. Lure affects your chance of catching what ever it is designed for and better lure is better.

Dracu at http://www.icesus.org/forum/viewtopic.php?p=10246#10246
Enhance criticals affects the chance to crit and find weakness affects the actual damage. Basically they are named the wrong way. Finding weakness should really be the one that affects how well you hit and enhance should enhance the actual crit :P

Accuracy and damage is pretty much the same as above. Accuracy affects how well you hit which is then multiplied by the actual damage of weapon etc. what you do. Damage on the other hand also affect anything that uses weapon's damage, like maneveuvers and other skills.

Here's all funny damage messages;

Code: Select all

    9: /* good */
    ({"causing JESUSly pains.",
      "making 777-scars.",
      "causing GODly pains.",
      "causing PYHÄ KOLMIYHTEYS pains."}),
    10: /* evil */
    ({"causing 666-wounds.",
      "causing DEVILISHLY bad wounds."}),
    11: /* chaos */
    ({"changing the places of several cells.",
      "turning flesh upside-down.",
      "making the wound appear on a totally different bodypart.",
      "randomly DISPLACING vital organs",
      "IMPLODING that part of the body.",
      "DISRUPTING the flow of blood by replacing arteries with bones",
      "BLENDING the molecules with those of the environment.",
      "TEARING apart the genetic structure."
    }),
Daic at http://www.icesus.org/forum/viewtopic.php?p=10248#10248
Fine hand coordination mainly affects the chance of getting magical items out of the crafting but also a bit on quality.

Solar at http://www.icesus.org/forum/viewtopic.php?p=10249#10249
1) It is around that ball park.
2) It is probably a case of just extremely turbo resistant avian that rolled everything to the max and the hit was at the absolutely lowest limit for that message but we'll have to investigate it a bit more in the future!

Aeszah at http://www.icesus.org/forum/viewtopic.php?p=10250#10250
It gives you an additional special parry for the duration of it and lowers your offensive combat points.

Khade at http://www.icesus.org/forum/viewtopic.php?p=10251#10251
I think actually just does that currently but was made as a catch all set for future blind access features (which have not been really added since).

Ghir at http://www.icesus.org/forum/viewtopic.php?p=10252#10252
I really don't have answer to this why it would do that. It really does not make sense for it to do 2x screams with that kind of damage spread between types. Only thing that I can really think it might be that either chaos as a damage type has some issues somewhere because it was never really meant as accessible damage it is not properly defined everywhere or that 1% damage split is too small fraction and causes some issues somewhere in the damage formulas.

Werdna at http://www.icesus.org/forum/viewtopic.php?p=10253#10253
1) About 2% per charm. A lot of charms have about this much effect.
2) Yes. It gives +1 to each type.

Werdna at http://www.icesus.org/forum/viewtopic.php?p=10254#10254
Armours still give penalties for shifters too when worn. Light armours skill helps to deal with that. And part of the armour ac is still effective even while shifted.

Khade at http://www.icesus.org/forum/viewtopic.php?p=10255#10255
Shapeshifting affects the regeneration amount. Trollish stats and regens affect.

Tecari at http://www.icesus.org/forum/viewtopic.php?p=10256#10256
It does work with pitch forks. Anything but two-handers, greatswords, quarterstaves, staves and flails work.

Coven crits are not affected by prestigious monsters.

Venom ward and Thornblast: Ways of the wicked
Silent scream: Potency of evil eye

Just casting covens spells raises "arc annihilation".

Khade at http://www.icesus.org/forum/viewtopic.php?p=10257#10257
It doesn't affect melee.

Tenet at http://www.icesus.org/forum/viewtopic.php?p=10258#10258
Hoofs are just normal natural weapons. They do use attacks and offence pool resources. Trample is just a special attack that can happen as a bonus. It doesn't actually use anything.

Special attacks have chance of procing after any normal attack. Each special attack defines separately what that chance is and if there's other requirements for it. They are all just total extra and do not use any of the normal melee pool resources. Same goes for practically all special attacks in the game. The more you attack the more chances to proc you have.
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