Test Knighthood Changes
Written by: Roark Libertas
Date: Monday, May 30th, 2005
Addressed to: Everyone
After getting feedback in our forums, we decided to go with a change to
knighthood's formulas. Some of you old timers may you recall the
nightmare of open beta knighthood adjustments. I don't want to have that
happen while we are non-beta, so I opened my home server through my DSL.
Please use this server to try out knighthood. If you are not a knight,
use it to be on the receiving end with your friends. Nothing on this
server counts for anything here; it's just a testbed. Please post
feedback in the public news of the test server or, if you wish it to be
private, in the comments news. I also left a finite but huge amount of
gold at the staging area if you need gold to do arena spars. (Please
don't hog it all.) Point your clients to 66.93.10.192, port 23.
Now as for what changed... Please keep an eye on these areas and see how
well they work. Does it suck for knights? Do they pwn? The basic premise
will be the same, but what I will be adjusting based on how things pan
out are the formulas. Like if knights are wounding too often or not
enough, etc.
- Dexterity was modified slightly. Rather than DEX of your target alone
factoring into a dodge, on the test server it is the difference between
the target's DEX and the attacker's DEX.
- To-hit was changed on the test server. It no longer depends on your
skill points in Knighthood (newbs rejoice!) nor on your weapon. Instead,
you will hit between 90% to 100% of the time, depending on the target's
size. If you use a weapon you are not specialized in then you take a
penalty. Lacking some Knighthood abilities like weponsmaster will give
some more penalties. (Though any knight that has attained Bonecrusher or
Blademaster should be hitting between 90% to 100%, and any new who has
not attained Master level should be hitting close to that.)
- Wounding was changed on the test server. The to-hit stat on your
weapon is now your precision stat, which measures how precise you can
strike an opponent. The more precise your strike is in hitting just the
right spot on your targeted body part, the more critical it is at
inducing wounds. Thus a weapon's wounding stat rather than its damage
stat will determine the wound levels done to body part. Any stance that
modified to-hit now modifies precision. (Though stances will probably be
reworked anyway, but for now I wanted to see how this batch of changes
impacts things.) As for racial stats, your STR stat still modifies how
much you do to HP damage and also your wounding levels; that has not
changed.
Penned by my hand on the 17th of Klangiary, in the year 118 CE.