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CML & SMR Updates on 12/29/2020 11:04 PM CST
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# SMRv2/CML Updates

The CML roll system is one that many players have expressed a dislike for. Even with maxed skill/stat training, it’s very difficult to defend against without training in the maneuver being used. This leads to players training primarily for defensive purposes, and not being able to utilize the rest of the maneuvers offensively for diversity or flavor.

The conversion to SMRv2 will increase baseline defense against CML across the board, and will still provide an opportunity to train in certain skills for increased defense should a player choose to. Our goal here is to reduce the necessity to train in skills purely for defense and open up other maneuvers to players.

In order to facilitate this change, some changes have been made to the SMRv2 formula itself.

## General SMRv2 changes

Racial maneuver bonuses have been changed to be a bonus to dodge ranks instead of a flat percentage. This change applies to maneuvers that take dodge into account, which is currently all of them.
* Human: 0
* Giant : 0
* Half-Elf : 3% => 30 ranks
* Sylvankind : 3% => 30 ranks
* Dark Elf : 3% => 30 ranks
* Elf : 6% => 60 ranks
* Dwarf : 0
* Halfling : 6% => 60 ranks
* Forest Gnome : 6% => 60 ranks
* Burghal Gnome : 8% => 80 ranks
* Half-Krolvin : 0
* Erithian : 3% => 30 ranks
* Aelotoi : 3% => 30 ranks

The benefit from being in higher stances has been halved. This means that being in a guarded stance is now the same as being in forward stance prior to the conversion.
* The amount of time a pure spends in guarded was benefiting them more than intended. This change allows for stancing to provide a defensive boost on demand, but will reduce the persistent benefit casters receive to what should be one of their weaknesses.

SMRv2 attacks made from hiding now pushdown target stance similar to using the AMBUSH verb.

Force on Force has been added to SMRv2 rolls. This applies the same as it does to other systems.

Players can now better defend against magical SMRv2 attacks, similar to training ranks in the CML system.
* Knowing the spell, regardless of ability to cast: +20% (Rank 5).
* Can learn the spell, but hasn’t yet: +8% (Rank 3).
* Can learn from the same sphere of magic, but not the same circle: +2% (Rank 1).
* No influence in the spell’s sphere: +0% (No ranks).

Combat Mobility will now trigger for SMRv2 rolls.

## CML Specific Changes

CML rolls have been replaced with SMRv2.

Training in a skill grants up to a 25% offensive and defensive bonus against like level creatures. The bonus has been changed from flat scaling, and now provides more benefit the higher in rank you are. The total bonus granted against like level targets is as follows:
* Rank 1: +2%
* Rank 2: +4%
* Rank 3: +8%
* Rank 4: +12%
* Rank 5: +20%
* Guild Master: +25%

Weapon Specialization and Weapon Bonding still apply a 2% / rank bonus.

Shield Focus will still apply a 2% / rank bonus.

Cunning Defense has been updated to provide dodge ranks for the purposes of SMRv2 defense. This applies to CML SMRv2 rolls, and maxes out at +30 dodge ranks.
* Rank 1: +2
* Rank 2: +4
* Rank 3: +6
* Rank 4: +8
* Rank 5: +10

SMRv2 offensive power is based on the relevant skill training per character level.
* 1x in a skill is considered baseline. Diminishing returns apply for training over 1x, with 2x training being 15% more effective than 1x training.
* CMAN skill is used as a primary skill for every maneuver. Secondary skills may be averaged in, to find the total skill value.

All racial size modifiers have been moved to post-roll calculations and will modify the final roll, rather than the connection roll. This is similar to how channeling affects the endroll of warding spells.

* Gnomes and halflings have had their bonuses changed to line up with their size. Burghal gnomes are the smallest, followed by halflings, and then forest gnomes.

Racial size modifiers are now:
* Giantman/Half-Krolvin: +10, no change.
* Dwarf/Human: +5, no change.
* Half-Elf/Sylvankind/Dark Elf/Erithian: 0, no change.
* Elf/Aelotoi: -5, no change.
* Burghal Gnome: -15 to -20.
* Forest Gnome: -15 to -10.
* Halfling: -20 to -15.

Added backend support to handle custom messaging.

Injuries are now applied like all other SMRv2 rolls. Only rank 2 and 3 wounds will cause penalties to the attacker.

All maneuvers have had stance reviewed for both offensive and defensive purposes. This information has been added to the HELP output.

Shields now provide a defensive bonus to many maneuvers. This information has been added to the HELP output.

Shield size modifiers that apply to maneuvers have been added to HELP output.

Setups that inflict critical damage have had their critical rank normalized based on the endroll and power level of the maneuver.
* A common complaint was being unable to determine the effect of one maneuver over another that differed primarily in power level (e.g., shield bash vs shield charge). This should help reduce the variance of those types of maneuvers.
* Maneuvers of the same power level should result in similar criticals, however, every maneuver has the freedom to make adjustments as necessary.
* Note: this is coded, but maneuvers will need a review individually to determine if they should be updated.

- Naijin
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Re: CML & SMR Updates on 12/30/2020 01:26 AM CST
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> This means that being in a guarded stance is now the same as being in forward stance prior to the conversion.

Then what is defensive now leaving me at?!

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Re: CML & SMR Updates on 12/30/2020 12:52 PM CST
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>>Our goal here is to reduce the necessity to train in skills purely for defense and open up other maneuvers to players.

>>The benefit from being in higher stances has been halved. This means that being in a guarded stance is now the same as being in forward stance prior to the conversion.
>> * The amount of time a pure spends in guarded was benefiting them more than intended. This change allows for stancing to provide a defensive boost on demand, but will reduce the persistent benefit casters receive to what should be one of their weaknesses.

I'm trying to rectify the two statements above, but my head exploded:

My capped casters got disarmed on a daily basis. So I gave them all 5 ranks in disarm purely for defense. They were already vulnerable to a slew of maneuvers beforehand, even in guarded. Now that they're in in 'forward stance', won't I need the defensive disarm ranks even more?

I r confuse.
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Re: CML & SMR Updates on 12/30/2020 01:39 PM CST
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>> I'm trying to rectify the two statements above, but my head exploded:

I am reading this as probably a wash for pures but a gain for professions who routinely train in Combat Maneuvers as part of their expected training. Maybe it will still be some benefit for pures (in defensive stance) as well but just less so with the overall boosts.

-- Robert

>> [You have failed your current Adventurer's Guild task.]
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Re: CML & SMR Updates on 12/30/2020 03:37 PM CST
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(Part of) The reason he can say there's less of a need to train skills purely for defense is that Physical Fitness, Perception, Agility, Dexterity, and Intuition (and Dodging and Shield Use if you have either of them) now help defend against combat maneuvers when they used to not do so.

With that said, the offensive maneuver options for a pure aren't exactly great, so by all means keep some Disarm ranks for defense if you'd like!



https://gswiki.play.net/Leafiara_(prime)
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Re: CML & SMR Updates on 12/30/2020 09:11 PM CST
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>>Our goal here is to reduce the necessity to train in skills purely for defense and open up other maneuvers to players.

>My capped casters got disarmed on a daily basis. So I gave them all 5 ranks in disarm purely for defense. They were already vulnerable to a slew of maneuvers beforehand, even in guarded. Now that they're in in 'forward stance', won't I need the defensive disarm ranks even more?

You need to test where you are now to see whether you still want the defence bonus, but its worth 20 rather than 75 now and most of your defence comes from other skills instead of that training. Maybe you still want that +20, maybe you don't, but the changes to the baseline are huge and you need to test where you are at now to see if you want them or not.

I'm actually untraining far more of the points I used for offense than defence. Baseline offense has gone up a huge amount and I'm finding that the 1 rank to activate the ability is more than enough. I can maneuver critters with one rank trained now, that I couldn't affect with all 5 before. I've got more characters to test but so far my main shift is from skills trained for offensive use, to skills trained for passive buffs. Other maneuvers are opened up but require so few points for the one rank in each to activate them, that the main effect of this change is to shift the balance of my training points even further into passive effects.
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Re: CML & SMR Updates on 12/31/2020 05:45 AM CST
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I find it interesting that the CML & SMR thread is over here in the "Magic" topic. :)

.

Not sure which of the recent changes it is a result of, but this morning I paid attention--I think I noticed it last night, but it did not really impinge on my consciousness--to the fact that it now seems as though "the net result" of the cast are displayed before "the initial result" of the cast.

So there is CS/TD line, progress on a task, progress in a quest, spells falling... and then eventually you get around to being able to see how much damage you inflicted. (That last part used to be up, right next to the CS/TD.)




You weave another verse into your harmony, directing the sound of your voice at an ethereal swordswoman.
CS: +483 - TD: +319 + CvA: -13 + d100: +77 == +228
Warding failed!
You feel the unnatural surge of necrotic power wane away.
You feel a sudden surge of energy rush over your body!
[You still have to slay 8 more denizens of Reim to complete your task.]
You watch as 3 ethereal scrip rises out of the ethereal swordswoman and drifts over to you.
The ethereal swordswoman collapses to the ground as the light within her fades away.
An ethereal swordswoman reels under the force of the sonic vibrations!
Sound waves disrupt for 112 damage!
Sing Roundtime 3 Seconds.




Is this intended? Or a side-effect about which we should care nothing?
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Re: CML & SMR Updates on 12/31/2020 07:00 AM CST
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> I find it interesting that the CML & SMR thread is over here in the "Magic" topic. :)

Yeah, woops. A little to fix now though!
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Re: CML & SMR Updates on 01/05/2021 02:38 AM CST
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"Cunning Defense has been updated to provide dodge ranks for the purposes of SMRv2 defense. This applies to CML SMRv2 rolls"


So this only applies for CML type smrv2 rules, only.

That's what the last statement in quotes says. So you don't get the dodge ranks for an SMRV2 attack that is not CML - says boil earth.

Kind of confusing, because the initial statement in the quotes makes it sound like its going to apply for all smrv2 rolls ... say a boil earth SMRV2 roll.
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