This humble site houses an archive of news and announcements from Simutronics Corporation's text-based massive multiplayer online roleplaying game GemStone IV. The most recent announcements are on the entry page and a more comprehensive archive can be accessed through the links on the right sidebar. You may also narrow the focus through the various labels on the lower righthand side of this page. Click on the title of each post for the original post in the official GSIV message boards. Keep in mind, however, that if the post had been pushed out of the official boards, the link will take you to the GemStone IV announcements folder.
Obvious exits: play, shop, wiki, maps
Showing posts with label maneuvers. Show all posts
Showing posts with label maneuvers. Show all posts

MSTRIKE Update II

Author: GS4-WARDEN
Date: 6/14/2008 9:31:56 AM


The following changes have been implemented:

* The fatigue duration for focused swings has been slightly reduced for all weapon types.

* The fatigue duration for TWC has been slightly reduced for both open and focused strikes.

Warden

This message was originally posted in Hunting and Combat, General Discussion about H&C. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=3&message=3863

Mstrike Update

Author: GS4-COASE
Date: 6/10/2008 5:14:59 PM


The stamina cost for mstriking during the recovery period has been changed to be based upon weapon speed:

Open mstrikes will now cost 20 + (3 * Weapon Speed) stamina points, while focused mstrikes will now cost 30 + (4 * Weapon Speed) stamina points. For two weapon combat, the effective weapon speed is Primary Weapon Speed + (Offhand Weapon Speed - 2, min 0).

Coase

This message was originally posted in Hunting and Combat, General Discussion about H&C. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=3&message=3790

Berserk Update

Author: GS4-COASE
Date: 6/10/2008 5:14:57 PM


The following updates have been made to the Berserk skill:

-The base per round stamina cost has been adjusted to be a flat 10 stamina, regardless of skill rank. The prior discount for low ranks provided too much of a disincentive against gaining more ranks in Berserk.

-Running out of stamina during a Berserk will no longer automatically end it. Upon reaching zero stamina, the Berserk will continue on with single attacks at no stamina cost until enough stamina has been regained to resume mstriking. While at zero stamina, the Berserk can be automatically stopped via STOP BERSERK.

Coase

This message was originally posted in Warriors, Warrior Guild Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=30&topic=21&message=3020

Krag Slopes/Minotaur Labyrinth Rehaul.

Author: GS4-MESTYS
Date: 2/29/2008 12:48:30 AM


A number of creatures around the Wehntoph area in the region of Wehnimer's Landing have been updated. Krag dwellers, krag yetis, lesser minotaurs, minotaur magi, and minotaur warriors have all significantly increased in power and ability, spanning base levels of 70 to 78. Each of the creatures that were not previously governed by the Basic Critter System (BCS) were updated to utilize the system, and those that were already have been further enhanced.

Included in the update was the revealing of the new minotaur labyrinth, located off the western portion of the Upper Krag Slopes. The previous labyrinth has been cut off and will no longer be accessible. Those who wish to venture within would be wise to have a competent amount of Climbing skill.

-M.

This message was originally posted in Hunting and Combat, Wehnimer's Landing Hunting Areas. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=54&message=2685

Beetles Buffed to BCS

Author: GS4-OSCURO
Date: 10/15/2007 12:36:53 PM


Beetles have been updated to the Basic Critter System (BCS). This update includes bringing their poison gas fart maneuver up to modern standards, adding new messaging and making beetles puncture resistant rather than puncture immune.

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Game Design Discussions, Critters and Creatures. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=6&message=5046

It's Stompin' Time!

Author: GS4-OSCURO
Date: 10/7/2007 5:37:19 PM


A number of creatures with ground stomping maneuvers (that cause knockdown and roundtime) have been updated to modern standards. These changes (to creatures such as giants, constructs, worshippers of Illoke, etc.) mimic the recent changes to golems.

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Game Design Discussions, Critters and Creatures. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=6&message=5013

Of Rolling Rocks and Grim Gazes.

Author: GS4-MESTYS
Date: 9/15/2007 9:32:48 PM


A couple of creature maneuvers have been updated tonight, after a review of their previous effectiveness.

First, the boulder roll maneuver employed by both regular krynches and greater krynches has been modified in the following manner:

- Non-visible targets of the roll will receive a significant bonus to avoiding the maneuver.
- Critical failures will result in partial immobility, instead of the previous full immobility, and will last only as long as the roundtime induced by the failure.
- Critical failure will result in only a significant stance reduction, instead of the previous full stance reduction.
- A new tier of successful maneuver avoidance has been added, which will result in no roundtime, and will not reveal non-visible targets.
- The maneuver will no longer always be performed upon the creature's generation.
- The maneuver will now also be performed on occasion when the krynch moves from room to room.

Second, the freezing gaze attack of the various cockatrice creatures has been modified to more modern mechanics. Side effects may include dizzy spells, depression, and unconsiousness.

-M.

This message was originally posted in Game Design Discussions, Critters and Creatures. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=6&message=4978

Golems Gain Gusto

Author: GS4-OSCURO
Date: 8/24/2007 12:48:58 PM


Non-elemental golems, that is, night, bone, crystal, steel, huge mein and soul golems, have recently been updated to the Basic Critter System (BCS). This update includes, but is not limited to the following features:

* New maneuvers, plus all old maneuvers have been updated to new standards.
* Dozens of new messages (thanks to GM Velse).
* Puncture immunity has been replaced with puncture resistance.
* Mein golems have been made less devastating. Specifically, their explosion no longer extends to adjacent rooms and its severity has been lessened.
* Mein shards' weight and value have been revamped.
* Soul golem treasure has been revamped.
* And lots of little touches left to your discovery!

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Game Design Discussions, Critters and Creatures. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=6&message=4930

Festering Taints

Author: GS4-ESTILD
Date: 8/5/2007 4:03:11 PM


Purify Air (207) will now provide a significant boost to defense when attempting to negate the effects of a festering taint's putrid air maneuver attack.

In addition, their spell arsenal has expanded to incorporate some new tricks.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Game Design Discussions, Critters and Creatures. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=6&message=4895

FIXSKILLS for CMAN Changes

Author: GS4-WARDEN
Date: 4/9/2007 7:54:56 PM


We recognize that some players designed their characters around specific CMAN skills, and with the CMAN changes, some players consider their character decisions to be obsolete. As a result, a FIXSKILLS has been granted for all characters.

Warden


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=10609

Combat Maneuver List Updates Released

Author: GS4-COASE
Date: 4/9/2007 4:20:05 PM


The previously announced Combat Maneuver List changes have now been released.

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=10582

Warrior Guild Skills Update

Author: GS4-COASE
Date: 4/9/2007 4:18:32 PM


Successful Warcry attempts will now always take a flat 3 seconds of RT, as opposed to the previous random 3 to 10 seconds of RT. For Batter Barriers, the way that box hit points are calculated has been changed. Boxes retrieved from high level creatures should now have significantly less hit points, whereas boxes retrieved from lower level creatures should now have slightly more hit points.

Coase


This message was originally posted in Warriors, Warrior Guild Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=30&topic=21&message=1493

Shadow Mastery Revision

Author: GS4-COASE
Date: 4/8/2007 3:33:44 AM


We have discussed the issue of Shadow Mastery and have decided to slightly modify our plans regarding it. The Rank 5 benefit of Shadow Mastery, the second -1 RT to Sneak, will be made into a passive benefit. The initial Rank 3 Sneak RT reduction will remain an activated benefit, along with the Hide RT reduction and all other benefits. The cooldown period will remain as previously announced.

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=10419

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