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Combat Maneuver List Review

Author: GS4-COASE
Date: 4/6/2007 2:14:13 PM


We have recently conducted a full review of the Combat Maneuver List (CML) system and have made numerous changes to the various maneuvers. Below is a list of each maneuver and the changes we have made to it. All these changes will go live on Monday, April 9.

Due to the volume and significance of some of these changes, we are offering a special CML fixskills option. Starting April 9, all players will have access to one use of the new CMAN FIXSKILLS command. This command will instantaneously migrate all unlearned CMP that the player may have. Players are free to exercise this option at any time between April 9 and May 20, when the option to use this command expires.

Note: use of #/#/#/#/# indicates a references to the costs or benefits of ranks 1/2/3/4/5 of the respective maneuver.

Combat Movement

When activated, this maneuver will now be displayed in Stormfront's active spell window and the SPELL ACTIVE command.

Combat Focus

When activated, this maneuver will now be displayed in Stormfront's active spell window and the SPELL ACTIVE command.

Combat Mastery

The CMP cost for learning this maneuver has been reduced from 4/6 to 2/4.

Quickstrike

The AS (attack strength) penalty for using this maneuver has been reduced from -20/-15/-15/-10/-10 to -20/-15/-10/-5/0. The base/minimum stamina cost for using this maneuver has been reduced from 12 to 8 and the maximum stamina cost has been capped at 25. Weapon weight is no longer a factor in the stamina cost of this maneuver.

Shadow Mastery

A cooldown period of five minutes has been added to this maneuver. If Shadow Mastery is refereshed or reactivated during this period, its stamina cost increases to 60. Also, when activated, this maneuver (and its cooldown period) will now be displayed in Stormfront's active spell window and the SPELL ACTIVE command.

Bearhug

No changes.

Dirtkick

A bug in the determination of the roundtime penalty for the target of this maneuver has been fixed. Previously, targets were receiving up to 15 seconds of RT instead of the intended maximum of 6 seconds. However, the minimum and average durations of the non-RT effects of this maneuver have been increased. In addition to its existing effects, Dirtkick will now also reduce its victim's chance to Evade, Block, and Parry (EBP) incoming attacks by 15%/20%/25%/30%/35%.

Shield Bash

The results of this maneuver have been tied much more heavily to the endroll result. Previously, one could succeed by large margin of success with this maneuver and only deal minor damage, or only succeed by a small margin and deal critical damage. This degree of randomness has been significantly reduced, so that the result of a successful shield bash should now be much more predictable.

Shield Charge

As with Shield Bash, the results of this maneuver have been tied much more heavily to the endroll result. The chance for a fumble (bad recovery) after a successful Shield Charge has been removed. Instead, fumbles will start at a -50 or lower end result instead of the previous -100 end result.

Twin Hammerfists

The minimum RT for executing this maneuver has been reduced to 4 seconds from 5 seconds. The stamina cost for this maneuver has been reduced from 10/12/15/15/15 to 7/7/9/12/12. Also, the attacker's weapon/arm armor will be given a chance to flare.

Mighty Blow

The RT penalty for using this maneuver has been reduced to a flat +1 second RT for all ranks. The base stamina cost for this maneuver has been reduced from 30 to 25 and the additional stamina penalty for using two-handed or two-weapon attacks has been reduced from +10 to +5.

Sunder Shield

The Mighty Blow prerequisite for this maneuver has been reduced from 2 ranks to 1 rank.

Disarm Weapon

No changes.

Sweep

No changes.

Feint

The maximum stance change caused by this maneuver has been increased from 50% to 100%. However, attempting a feint against a target that is already under the effect of a previous feint will now automatically fail.

Hamstring

The minimum RT for executing this maneuver has been reduced to 3 seconds from 5 seconds.

Headbutt

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb.

Tackle

No changes.

Haymaker

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb. On barehanded attacks, the attacker's arm armor is now given a chance to flare.

Charge

As with Shield Bash and Shield Charge, the results of this maneuver have been tied much more heavily to the endroll result. The chance for a fumble (bad recovery) after a successful Charge has been removed. Instead, fumbles will start at a -50 end result instead of the previous -100 end result.

Precision

No changes.

Garrote

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb.

Subdue

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb. The stamina cost for this maneuver has been reduced from 15/18/21/25/30 to 14/16/18/20/20.

Stun Maneuvers

No changes.

Cheapshots

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb. This maneuver has been fixed to only prevent Cheapshot use on hit locations with plate coverage, as opposed to the previous plate or armor accessory coverage immunities.

Groinkick

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb. In addition, the attacker's leg armor is now given a chance to flare.

Subdual Strike

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb.

Silent Strike

Overall success rates for this maneuver have been slightly increased. The increase in success rates should be most noticeable for players with less than 5 ranks in Silent Strike.

Berserk

No changes.

Weapon Specialization

No changes.

Multifire

No changes.

Spin Attack

The base/minimum stamina cost for using this maneuver has been reduced from 12 to 8 and the maximum stamina cost has been capped at 20. Weapon weight is no longer a factor in the stamina cost of this maneuver.

Side by Side

No changes.

Sucker Punch

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb. The stamina cost for this maneuver has been reduced from 6/8/10/12/12 to 3/5/7/7/7. This maneuver will now always result in stun (if the target is stunnable) on any success. As well, barehanded attacks will now give the attacker's arm armor a chance to flare.

Crowd Press

Weapons with a base weapon speed of 3 or less will now see benefits from use with this maneuver (as opposed to the previous cutoff limit of 2 or less).

Coup de Grace

The stamina cost for this maneuver has been reduced from 20/25/30/35/35 to 15/20/25/30/30. The AS boost from a successful coup de grace has been increased from 30 seconds to 90 seconds. The average magnitude of the AS boost has also been increased.

Weapon Bonding

No changes.

Combat Mobility

No changes.

Combat Toughness

This maneuver's boost to maximum hit points (HP) has been changed from a temporary activated boost to a permanent passive boost. As such, this maneuver's CMP cost has been increased from 4/6/8 to 6/8/10.

Truehand

The base/minimum stamina cost for using this maneuver has been reduced from 12 to 10. Weapon weight is no longer a factor in the stamina cost of this maneuver. In addition, instead of a growing stamina penalty for weapons with a base weapon speed above 5, the stamina penalty per second of base weapon speed remains a constant +1 per second.

Bullrush

No changes.

Surge of Strength

It has been our observation that many players are able to constantly keep this maneuver up for the entire duration of their hunting time. The ability to keep this maneuver up constantly without significant drawbacks was never the design intent. As such, this maneuver has been significantly redesigned. The new Surge of Strength is as follows:

Skill Name: Surge of Strength
Mnemonic: surge
Hostile: No
Stamina Cost: 30, with a cooldown period during which the reactivation cost doubles to 60. At Rank 1, the cooldown period is 5 minutes, Rank 2 is 4 minutes, Rank 3 is 3 minutes, Rank 2 is 2.5 minutes, and Rank 1 is 2 minutes.
Other Requirements: None.
Available to: Warriors, Rogues, Paladins.
Prerequisites:
None
CMP Cost:
Rank 1: (Squares) 2 (Semis) 3
Rank 2: (Squares) 4 (Semis) 6
Rank 3: (Squares) 6 (Semis) 9
Rank 4: (Squares) 8 (Semis) 12
Rank 5: (Squares) 10 (Semis) 15
Description: Increases your Strength Bonus by a base amount of 6 points, plus an additional 2 points per rank, for 90 seconds (refreshable).

Also, when activated, this maneuver (and its cooldown period) will now be displayed in Stormfront's active spell window and the SPELL ACTIVE command.

Staggering Blow

The chance to knock the target into an adjacent room has been significantly increased.

Trip

The stamina cost for this maneuver has been reduced from 10/10/12/15/15 to 10/10/10/12/12.

Parry Mastery

No changes.

Block Mastery

No changes.

Cutthroat

The attacker's weapon will now be given a chance to flare.

Coase


This message was originally posted in Hunting and Combat, Combat Maneuvers Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=4&message=10041