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Grab Bag Goodness, Piping Hot
Posted By: Sanya Thomas2002-04-26 17:59:15
Let's do it:

Q: Why does studded leather show up in both Tailoring and Armorcraft for Albion? And why can only one of the two tradeskills repair it?

A: Straight from Mr. Trade Designer: Studded leather was in Tailoring originally. When we went to make the tradeskills for Midgard and Hibernia, we realized since they didn't have a Plate equivalent, their armorcrafters would only have a single thing to make. So for those two realms, we moved Studded leather from Tailoring to Armorcraft. We added Studded Leather to Armorcraft in Albion as well, but left their tailors the ability to make it since taking away the ability would have meant removing something they had previously been able to do. As far as the repairs to studded leather go, only one tradeskill can be set up to repair an item type (i.e. weapon, armor, etc) so that is why only one of those two can repair Studded, and not the other.


Q: You posted some information a few weeks back on how Quality and Condition affect the AF and DPS of items. But months ago you posted something on Quality somehow "double dipping" when dealing with AF and it was a different equation. Which is correct?

A: For a quick rule of thumb, to find the effective AF or effective
DPS of an item it is simply AF/DPS*Quality*Condition. Side note: If you are using something that is above your level, any level caps that come into play are applied first, then quality and condition kick in.

The "double dipping" we talked about before was misinterpreted when we were first discussing it. Quality and Condition come into play a 2nd time during combat. When you hit a location on a defender, the magic bonus, quality, condition, and damage modifiers (if that armor is strong/weak versus that armor type), absorption, and AF come into play.

So if you are attacking someone that has armor that is weak to your weapon type, and the quality, magic bonus, and condition of your weapon is higher then their armor, you will do a significant amount more damage then you would if everything was even.

Put another way – if you have a weapon that is 100% quality, and you hit someone wearing 85% quality armor, first the game checks for plus or minuses to that armor type, and armor level (displayed AF). But after that addition or subtraction, you as the wielder of the weapon will get a 15% bonus. The bonus is then modified slightly depending on the state of repair (condition) of the weapon and the armor.

The short version is get yourself that high quality gear.


Q: Did you know you don’t have to wait for the opening Mythic logo screen to go away on its own? You can click on it as soon as it pops up, and it will go away, and take you straight to the login box.

A: No kidding? Damn, I learn something new every day from the forums.


Q: Last week, the weapon proccing question – your answer should have read “a proc goes off when the item is one or two levels higher than you, and always when you are higher level than it is.”

A: You’re correct, I mistakenly assumed that it would go without saying that a proc would work if you were higher level than the proccing item. (Is proccing a word?)


Q: Which stats affect parry, evade, and block?

A: Parry = dex, evade = dex and quick equally, block = dex.


Q: Which stats affect offensive attacks?

A: Celtic spears use str, all other spears and thrust/pierce weapons use str/dex equally, crossbows use str/dex equally, all other bows use plain dex, swords and hammers use plain str. Staff weapons use str according to my notes, but my friends at The Drunken Friar say (and quite convincingly too) that dex is the modifier for friar staffs. We’re investigating that here at Mythic; I hope to have some followup comments next Friday.


Q: Any word on the embarrassingly low percentage rates of block/parry in RVR?

A: So far, it APPEARS that block and parry are working fine – it’s that they don’t work against styles, which in extremely short combats, are all that a player will be facing. People tend to be, well, dead before anyone is out of endurance. Therefore the problem appears to be the pace of combat, not the skills themselves, but we are investigating this week to see if there is anything skill-related that needs tweaking while we continue to search for ways to lengthen the RVR encounters. I know that's not much of an answer, but I wanted y'all to know we are aware of the problem.


Be good, and if you can’t be good, be careful. And for heaven's sake, run a virus checker, people, this Klez thing is making me crazy. Have a great weekend!



 

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