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by Unknown

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Unknown2008-01-05 08:12:41
How does getting Maestro on an instrument work? I've heard a couple different things, I've been watching the percentage on my instrument. It's strange, sometimes I use it once and it jumps up a %, other times I'll hunt a long while and it won't raise at all. Is there a limit on how fast you can get Maestro?

Also, I'm curious as how Illusoryself and acrobatics dodging stacks. I'm not sure of the numbers, I've heard 50% and 15% respectively, but those could be off. Does it stack to a total of 65% chance of escaping damage? Does an absorption rune stack on top of that?

Thank you for any input.
Unknown2008-01-05 08:15:11
you can only gain 1% every ingame day
Unknown2008-01-05 08:19:13
From the light light light testing i've done illusoryself fires 33% of the time
Eldanien2008-01-05 08:28:14
Trans acrobatics comes out to about 15% dodge rate. Resilience ups that, or so I've heard said often enough that I tend to repeat it to others. How much, I don't know. Illusory self, I couldn't say. Rune of Absorption is 15% chance to avoid physical attacks. Each of these are checked separately.

So... incoming physical attack.

15% chance of dodge.

If not dodged, 15% chance of RoA.

If not Rune stopped, x% chance of Illusory Self.

Mind, these probably get checked in a different order. Could be RoA/dodge/illusory self, for all I know.


And gaining mastery on an instrument is capped per game day. Sometimes 1%, sometimes 2%. I've noticed you tend to get those percents the first few times you play after a new day starts.
Xavius2008-01-05 10:40:26
QUOTE(Eldanien @ Jan 5 2008, 02:28 AM) 473289
And gaining mastery on an instrument is capped per game day. Sometimes 1%, sometimes 2%. I've noticed you tend to get those percents the first few times you play after a new day starts.

It's actually a lot simpler than that. You use any music skill on anyone or anything (or nothing at all, if untargetted) at any point during a Lusternian day, your mastery goes up 1% for the day. You don't have to worry about playing more to get the full benefit. I think I've seen 2% before, but when I started taking more careful notes to try to reproduce it, I wasn't able to, so I'm just going to assume I was wrong and misremembering something
Unknown2008-01-05 19:47:28
QUOTE(krin1 @ Jan 5 2008, 08:15 AM) 473286
you can only gain 1% every ingame day


Wrong. Occasionally it goes up 2% instead. Either it's random, or the actual figure is 1-point-something-difficult%.
Zacc2008-01-07 06:59:09
QUOTE(Eldanien @ Jan 5 2008, 03:28 AM) 473289
Trans acrobatics comes out to about 15% dodge rate. Resilience ups that, or so I've heard said often enough that I tend to repeat it to others. How much, I don't know. Illusory self, I couldn't say. Rune of Absorption is 15% chance to avoid physical attacks. Each of these are checked separately.


Resilience must up it a lot or I have incredibly low random rolls. There are some people I just can't hit at all (well, out of five attacks) because of the dodging. I'd like to know how robes and leather affect that percentage. I tried dodging with absolutely no armour on and couldn't dodge a single thing. Is there a skill to train in that increases accuracy? Perhaps a stat? Does dexterity play any role in dodging? The help file says it "relates to your ability to avoid getting hit in combat".

What are the percentages for parrying?

And yes, it's 1-2% per IG day on the practicing. I noticed plenty of 2% increases when I started practicing (I should start a new instrument), but I think there was an announce post mentioning something about practicing. I can't locate it right now. It was probably another bug fix.
Eldanien2008-01-07 08:59:36
Resilience shouldn't make that much of a difference comparative to the dodge rate granted by Acrobatics, though every % is sweet news. At the very most, I would expect equal weight... but that seems obviously too much such that it would have gotten nerfed hard. Maybe another 5% at trans? Again, I really don't know. It may be that it has no effect at all and people just assume it does.

Your five-attacks-missing could be tripleflash. Or simply bad luck with the random number generator. I'm assuming you're not making targeted attacks, but if so, it's possible you're confusing stance-based dodging with acrobatics dodging.

As far as I know, Dexterity's effect on avoidance only comes into play with stances (Combat skill). The higher your Dex, the more likely you are to dodge a targeted attack to an area you're stancing to protect.

Being unarmored, in robes or leather armor has either no or negligible effect on your acrobatics dodge rate. I suspect there's no difference whatsoever but if there is, it's very, very small.

I can't field the question about parrying, sorry. I've never had a Lusternian character with high levels of combat.
Zacc2008-01-07 20:30:10
I think dexterity should play a part in dodging if it doesn't already. An igasho and a faeling dodge equally? That's just... bleh.
Xiel2008-01-07 21:55:04
QUOTE(Zacc @ Jan 7 2008, 12:30 PM) 474197
I think dexterity should play a part in dodging if it doesn't already. An igasho and a faeling dodge equally? That's just... bleh.


If dexterity started playing into the number of times a person could dodge, that'd make the faeling monks even more insane than they are currently. Being as how they have both the balance bonus and (I think) the highest amounts of natural dexterity, adding that change would make them a wee bit tougher to hit, and people have already mentioned how hard it is to land a hit on Acrobatics users. :/
Eldanien2008-01-07 22:36:44
Actually, I would agree with increasing the effects of dexterity in some small way, but particularly with Acrobatics. I think an acrobat with 20 dex should dodge more often than an acrobat with 12 dex.

If Acrobatics is deemed too potent, it could be dialed down overall. But dialing up dex-oriented races relative to other races isn't a wrong move, in my opinion.

This isn't 'create another way to increase dodging', but rather 'make dexterity have an effect on the dodge rate'.
Daganev2008-01-07 23:00:45
QUOTE(Eldanien @ Jan 7 2008, 02:36 PM) 474269
Actually, I would agree with increasing the effects of dexterity in some small way, but particularly with Acrobatics. I think an acrobat with 20 dex should dodge more often than an acrobat with 12 dex.

If Acrobatics is deemed too potent, it could be dialed down overall. But dialing up dex-oriented races relative to other races isn't a wrong move, in my opinion.

This isn't 'create another way to increase dodging', but rather 'make dexterity have an effect on the dodge rate'.



Just have the current dodge levels be the same as someone with dex 20, and have it decrease from there.
Unknown2008-01-08 00:54:51
QUOTE(Eldanien @ Jan 7 2008, 10:36 PM) 474269
Actually, I would agree with increasing the effects of dexterity in some small way, but particularly with Acrobatics. I think an acrobat with 20 dex should dodge more often than an acrobat with 12 dex.

If Acrobatics is deemed too potent, it could be dialed down overall. But dialing up dex-oriented races relative to other races isn't a wrong move, in my opinion.

This isn't 'create another way to increase dodging', but rather 'make dexterity have an effect on the dodge rate'.


True but then why should a Faeling stun for as long as a Tae'dae while punching?
gameplay balance > realism.
Daganev2008-01-08 01:15:06
QUOTE(krin1 @ Jan 7 2008, 04:54 PM) 474331
True but then why should a Faeling stun for as long as a Tae'dae while punching?
gameplay balance > realism.


Size is supposed to affect stun time...
Unknown2008-01-08 01:18:11
Size affects how much you are stunned for not how much you stun for.
Eldanien2008-01-08 01:21:40
Perhaps because... they're striking a nerve cluster accurately, rather than...

size...

with a larger fist?

I'm not sure the argument you're presenting.
Eldanien2008-01-08 01:27:26
Thinking on it a bit more, I imagine your argument is that faeling monks are overpowered (relative to other monk races).

I'd defer to the more skilled combatants if they want to weigh in, but it's been my experience that faelings (for example) have only affliction speed as an advantage, as far as monk races go. They do less damage both short and long term. And they have to get their attacks in unanswered, since they're so squishy.

Same thing to a lesser extent for aslaran.

For their less damaging offense, they're also more vulnerable to katas being broken, though they do have the speed afflict advantage to take and hold control of a 1 on 1 fight.
Unknown2008-01-08 01:36:30
ever fight a faeling bonecrusher stunning you every half second?
Eldanien2008-01-08 01:48:57
If that's an issue (and no, I've never had a faeling bonecrusher smacking on me), then it has little to do with the Acrobatics topic being discussed here.
Unknown2008-01-08 01:52:46
has nothing to do with acrobatics but it has alot to do with Realism < gameplay balance.