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rollinggun73
- Posts: 48
- Joined: Sat Aug 04, 2012 9:20 pm
Re: abilities
This won't be perfect, but this is what I know:
Unarmed Combat: This is basically a cheaper form of melee, the higher this is the harder you hit.
Melee Combat: Affects the effectiveness of moves in combat whose weights are affected by Melee Combat while fighting with weapons
Marksmanship: Increased speed of aiming with sling and bows and softcaps the quality of bows.
Exploration: In conjunction with Perception, determines how often you will find herbs and other items in different areas.
Stealth: Influences visibility and quantity of crimes scents, which you leave (Intelligence*Stealth).
Sewing, smithing carpentry, cooking, and farming are all basically for making higher quality products related to that specific ability.
Survival: Increases the softcap a character has on the quality of herbs picked.
Unarmed Combat: This is basically a cheaper form of melee, the higher this is the harder you hit.
Melee Combat: Affects the effectiveness of moves in combat whose weights are affected by Melee Combat while fighting with weapons
Marksmanship: Increased speed of aiming with sling and bows and softcaps the quality of bows.
Exploration: In conjunction with Perception, determines how often you will find herbs and other items in different areas.
Stealth: Influences visibility and quantity of crimes scents, which you leave (Intelligence*Stealth).
Sewing, smithing carpentry, cooking, and farming are all basically for making higher quality products related to that specific ability.
Survival: Increases the softcap a character has on the quality of herbs picked.
"Trust can be one of life's greatest rewards, but it can also be the cause for the most destruction in one's life" - John-Talmage Mathis
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Gensokyo
- Posts: 286
- Joined: Sun Aug 30, 2015 10:32 am
Re: abilities
Combat stats (non-ranged) effect block effectiveness and how effective your attacks are against blocks, damage is based on calculations of STR and base damage (+ quality if weapon other than hands).rollinggun73 wrote:This won't be perfect, but this is what I know:
Unarmed Combat: This is basically a cheaper form of melee, the higher this is the harder you hit.
Melee Combat: Affects the effectiveness of moves in combat whose weights are affected by Melee Combat while fighting with weapons
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TeckXKnight
- Posts: 8274
- Joined: Tue Jul 13, 2010 2:31 am
- Location: How Do I?
Re: abilities
Here's a pm I sent to someone else on the topic:
Combat skills (Unarmed, Melee) determine combat weight. If your combat weight is 10 and your opponents is 10, attacking them will deal 0 damage but you'll break their defense. If your weight is 10 and theirs is 5, you'll break their defense and deal some damage. I hope that makes sense. It is both your attack and defense.
Marksman increases the speed at which you aim your bow when aiming.
Exploration x Perception determines what foragables you can see when exploring. With 10 perception and 2 exploration you can see spindly taproots. With 8 exploration you can see tons of taproots, nettles, dandelions, etc.
Survival determines the quality of foragables, animal products, and resources like clay and dirt. Quality increases the value of items. A q10 item has a 1.0x multiplier. A q40 item has a 2.0x multiplier. So a q1 nettle shirt gives +1 Survival, q10 gives +2, and q40 gives +4. Same deal for curiosities. A q10 dragonfly gives 800 learning points and a Q90 gives 2400 learning points without increasing mental weight, experience cost, or study time.
Stealth lets you hide crimes. Stealth x Intelligence. =)
Every other skill improves quality in something. Carpentry helps wood goods, sewing helps clothes, smithing helps metal goods, etc..
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I apologize but I'm too tired to reply with what stats do, such as Strength, Perception, etc. at the moment so someone else will have to help you.
Edit: Survival hardcaps foraged goods, not softcaps like the poster above said.
Combat skills (Unarmed, Melee) determine combat weight. If your combat weight is 10 and your opponents is 10, attacking them will deal 0 damage but you'll break their defense. If your weight is 10 and theirs is 5, you'll break their defense and deal some damage. I hope that makes sense. It is both your attack and defense.
Marksman increases the speed at which you aim your bow when aiming.
Exploration x Perception determines what foragables you can see when exploring. With 10 perception and 2 exploration you can see spindly taproots. With 8 exploration you can see tons of taproots, nettles, dandelions, etc.
Survival determines the quality of foragables, animal products, and resources like clay and dirt. Quality increases the value of items. A q10 item has a 1.0x multiplier. A q40 item has a 2.0x multiplier. So a q1 nettle shirt gives +1 Survival, q10 gives +2, and q40 gives +4. Same deal for curiosities. A q10 dragonfly gives 800 learning points and a Q90 gives 2400 learning points without increasing mental weight, experience cost, or study time.
Stealth lets you hide crimes. Stealth x Intelligence. =)
Every other skill improves quality in something. Carpentry helps wood goods, sewing helps clothes, smithing helps metal goods, etc..
--
I apologize but I'm too tired to reply with what stats do, such as Strength, Perception, etc. at the moment so someone else will have to help you.
Edit: Survival hardcaps foraged goods, not softcaps like the poster above said.