Zoha on Multi on 08/14/1998 05:52 AM CDT
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This seems to be a pretty good description of the new multi-system

Zephy

Category: Suggestions and Improvements
Topic: Talk to Simutronics
Author: Zoha (DRAGONREALMS)
Posted: Aug 13, 1998 20:26:45

<Latest observations are..I had 2 warriors on me, my multi showed up but it didnt move past learning, granted I didnt sit there all day but they each took about 5 swings. Problem is, I still suffered penaltys ie: I was getting hit.

Another thing is, since we really dont know how the system works, its virtually impossible to bug it.>

You don't learn unless you are under a penalty of some sort. That's intentional.

As to how it works, I was pretty explicit and it's straight forward. But here's an explanation as fully detailed as I can make it. First, here are some definitions to be sure we are speaking the same language. Facing is the creature you are attacking (or can attack). Flanking is the creature you are also engaged to. All other creatures are considered in the "rear." IE, you are not naturally able to pay attention to them (the creature you are also engaged to you already have a natural ability to defend against, even if your multi-ops is 0). That's why you need multi-ops.

For illustration only I'm going to use some numbers. These are not the actual numbers in the game but they will convey the overall concept and give you a rough idea of what ranks you need to offset the penalty.

Facing gives 0% penalty. Flanking adds in a 50% penalty. Rear adds in 100% penalty

If the creature attacking you is facing you, you are under no penalty. If the creature attacking you is flanking you, you are under a 50% penalty If the creature attacking you is in the first rear position, you are under a 150% penalty (note that the flanking and rear penalty adds up) If the creature attacking you is on the second rear position, you are under a 250% penalty. If the creature attacking you is on the third rear position, you are under a 350% penalty. If the creature attacking you is on the fourth rear position, you are under a 450% penalty.


Multi-Ops offsets this penalty 1 for 1. If you have 67 ranks in multi-ops and you are under a penalty of 50%, your multi-ops is sufficient to eliminate the penalty. If you are under a 150% penalty from the attacker, then you are able to offset 67 points of that 150 leaving a penalty of 83%. This penalty means that you lose 83% of your normal ability to evade, parry and block that creature/player's attack.

Roughly, you should then have about 100 ranks in multi-ops for each creature beyond one if you wish to completely offset any defense penalty. The actual penalty isn't the numbers I used here. You'll have to figure that out the best you can but this will give you a baseline from which to start.

The actual penalty can vary based on the range of the creatures you are engaged with. For instance, the third creature might be shooting arrows at you. You get a 100% penalty from that creature, but if the second creature was carrying a melee weapon at pole range, you would not get a 100% penalty from that creature. Instead it would be substantially lower. IOW The type of weapon the creature has helps to determine if range will lower any penalty you might have from that creature. If that creature can't attack from the range he's at with you its penalty will be dramatically lowered.

Zoha
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Zoha on Multi on 12/23/1998 12:19 PM CST
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Category: Suggestions and Improvements
Topic: Bugs - Combat
Author: Zoha (DRAGONREALMS)
Posted: Dec 23, 1998 12:28:52

Multi ops is awarded based directly on two factors. 1. Any attack that has you under a multi-ops penalty awards some experience. The greater the penalty, the greater the exp awarded. 2. Multi-ops experience is reduced based on your attack skill as opposed to the threat level of the creature. IE, if flicking your wrist will turn a rat into a bloody spray, you are not going to learn multi ops from it even if you have 0 ranks. IE, even if you are under a penalty, there is virtually no risk involved for you.

Zoha
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Zoha on Multi on 12/28/1998 07:52 PM CST
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<<Category: Suggestions and Improvements
Topic: Bugs - Combat
Author: Zoha (DRAGONREALMS)
Posted: Dec 28, 1998 20:03:31

<I realize we are starting to tread along the lines of formulas and things you can not talk about. However, I would respectfully as that you re-evaluate how the experience is given out especially in light of the corrected bug to creatures vital/damage.

A single gargoyle, unless it gets a lucky hit, generally poses little threat to me assuming I stay balanced. Usually a pair of gargoyles poses some risk, but does not equate to instant death. However, three gargoyles does translate into nearly instant death for my most advanced character.

With this in mind, How can I learn sufficient MO to face three gargoyles? Two rarely get me above learning, while three readily kill me. Where is the middle ground? This is primarily because I can not learn sufficient multi to defend against three, but secondairly due to the fact that I wear leather.

Perhaps, the kind of armor you wear should be factored into the 'risk equation'. Clearly a paladin in Heavy Plate has a substantially lower risk than someone in light chain, and the person in light chain has a somewhat lower risk than someone in leather. It seems that this in some way should influence the equation. >

Getting Multi Ops will always be tough. This is one of those skills that was specifically made to be that way and won't change. The only tweaks I would consider would be a slight alteration on how much exp is reduced by to allow for a little exp by fighting multiple lower level critters (in relation to your level).

Zoha

PS read "level" as a generic term referring to your abilities vs the critter's level/abilities.>>
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