# 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
This message was originally posted in Combat, Magic, and Character Mechanics, Magic. To discuss the above, follow the link below.
http://forums.play.net/forums/19/327/3365/view/573