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Hindrance
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Dragoonseal



Joined: 11 Sep 2002
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 Post Posted: Sat Jun 28, 2003 4:56 pm    Post subject: Hindrance
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What are all the factors in reducing hindrance? Mainly, do stats reduce it?

Also, do shield stats effect how well they block, or just how much damage they reduces if they do block?
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HR-Trevor
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Joined: 04 Oct 2002
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 Post Posted: Sat Jun 28, 2003 10:26 pm    Post subject:
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Encumbrance is affected by race, strength, vitality, weight of your belongings, amount of cash you are carrying.

Things that are not factored in: Whether an item is worn or not, how much you weigh or how tall you are.

As for stats of shields, they only affect the level of damage you take. However, every piece of equipment has a hidden quality rating. Usually this is 100%, but in special cases it can be less or more. A higher rating boosts the effectiveness of that object and could affect things it normally would not affect like blocking. This is a rare exception, however.

I should mention that strength is one of the imporant stats for using a shield well. If you're an Alteri and don't take the dive to dump a lot of points into strength, you may wish to consider using parry and evasion.
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Dragoonseal



Joined: 11 Sep 2002
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Location: Shaded alcove

 Post Posted: Sat Jun 28, 2003 11:06 pm    Post subject:
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*Grumble*

The fates are against me.

How about armor hindrance, what all effects it?
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HR-Trevor
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 Post Posted: Sun Jun 29, 2003 12:08 am    Post subject:
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The type of armor (helmet, full suit, etc.), material (eilaro, telyron, etc.), and your armor skill. Of course profession too, as an extension of skill. The weight of the armor has no importance in armor hindrance, only in normal encumbrance.
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Downtweak



Joined: 14 Mar 2003
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 Post Posted: Sun Jun 29, 2003 12:25 am    Post subject:
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Ok. So if I have a shield like dracos or whatever, and it sucks against electricity:

Will it actually block less against electricity or will it just absorb less damage when it doesn't block all the way?

-Downtweak
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HR-Trevor
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 Post Posted: Sun Jun 29, 2003 1:25 am    Post subject:
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If the rating for protection is lower than "no protection" then you will actually take more damage. Your chance to defend against the attack itself will not be affected by the protection rating so even tho that shield conducts electricity well and hence you take damage more, you are still benefiting in that the electrical attack is less likely to hit you in the first place.
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Downtweak



Joined: 14 Mar 2003
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 Post Posted: Sun Jun 29, 2003 4:50 pm    Post subject:
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Ok... I guess this is the real thing I'm not understanding in regards to shields.

So far, when I find shields in the game, their protection is based entirely on the material they're made of. For instance, (as far as I can tell) the telyron small tactical, riot, and large tactical shields all protect the same, and the poudrach scale round, kite, and tower shields all appraise the same. However, the larger shields hinder more and cost more.

Do the larger shields actually defend from attacks better, or do they have more drawbacks for some other reason?

-Downtweak
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HR-Trevor
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 Post Posted: Sun Jun 29, 2003 6:25 pm    Post subject:
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Right now, smaller shields and larger shields are the same essentially. This is not intended to stay this way, but we are working with a very hastily constructed combat system (all of three or so weeks went into it).
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Brokyn
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Joined: 19 Oct 2002
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 Post Posted: Sun Jun 29, 2003 11:02 pm    Post subject:
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So I take it that combat will be radically different when we migrate to the new engine? Or is it going to be basically the same, with different weapons/armor actually having different stats?

--William

PS: 400th post. Just noting this for posterity.
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HR-Trevor
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 Post Posted: Mon Jun 30, 2003 9:19 am    Post subject:
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Well, both much alike and much different. There are certainly many improvements to be made, though I am pleased with how combat came out in such a short time. Things that specifically I feel need addressing in the rewrite are:

- Better handling of damage calculations and damage messaging.

- Better handling of fatigue.

- More attack verbs, particulary for melee armed.

- Integration of styles; this is actually something we can do now, you just don't know any styles ... the styles technically work.

- More attacks and special messaging based on styles; currently they only affect by means of a series of modifiers (+/- damage, +/- stun, +/- roundtimes, etc.)

- More defined and clear rewards for each of the defense methods (evasion, shield, parry).

- The ability to choose a primary and secondary defense method if you so choose.

- Proper handling of loss of limbs.

And more I'm forgetting I'm sure.
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Dragoonseal



Joined: 11 Sep 2002
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 Post Posted: Mon Jun 30, 2003 11:48 am    Post subject:
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- Less bias toward strength

On that note, if containers and armor in particular are going to continue to be so damned heavy, I would like to see racial variants of them, though armor above all. Actually, I would insist on it.
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