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  Combat Damage Changes Aug 20 2001 2:34AM CST  
Changes to combat damage and how it is calculated.

Hit Point Calculation
The following change will be made to the manner in which hit points are calculated for players.

Hit Points = (str/2) + 50

Note: Any spells or effects that modify strength will also modify the target’s maximum hit points equally. For example, under the new formula, a player with 80 strength will have 90 hit points. However, if they drink a greater strength potion, their strength will be 80+20 (100) and their maximum hit points will be 90+20 (110).

Anatomy Damage Bonus
A bug causing the anatomy damage bonus to be doubled against players will be fixed. However, the maximum damage bonus for anatomy will be increased to 30% upon reaching 100.0 skill (the damage bonus will still be 20% for players with less then 100.0 anatomy skill.

This change will have the following consequences…

Under the current system, a player with an anatomy skill of 100.0 can receive a 20% damage bonus against monsters, and a 20% damage bonus against players. Under the new system, a player with an anatomy skill of 100.0 will receive a 30% damage bonus against both monsters and players.

Similarly, a player under the current system with a skill of 80.0 can receive a 16% damage bonus against monsters, and a 32% damage bonus against players. Under the new system, this player will receive a 16% damage bonus against both monsters and players.

Lumberjack Damage Bonus
The lumberjack skill will now add a damage bonus to axe weapons using the same formula as described for the anatomy damage bonus.

The bonus is 20% of the lumberjack skill until 99.9 skill and 30% for 100 skill.

Spellbooks
Players will no longer be required to equip their spellbooks while casting. They may continue to do so if they so choose (holding a spellbook will not prevent you from casting a spell).

Players will be able to gain wrestling and/or tactics skill while holding a spellbook if the appropriate skill is marked to go “up”.

Spell Changes
Several spells will have their power increased, particularly low-circle spells. Spells such as Magic Arrow, Fireball, and Lightning Bolt will do noticably more damage than before. The energy bolt, explosion, chain lightning, meteor swarm, and flamestrike spells will be given a small damage increase.

In addition, some spells will have lower reagent costs (note: until players receive a client patch these changes will not be visible in the spellbook).
  • Magic Arrow: 1 Sulfurous Ash
  • Fireball: 1 Black Pearl
  • Lightning: 1 Mandrake Root, 1 Sulfurous Ash
  • Explosion: 1 Bloodmoss, 1 Mandrake Root
The Harm Spell
The “Harm” spell will have its damage scaled based upon the caster’s distance to the target. The closer the caster is to the target, the more damage it deals.

Special Hits
  • Special hits now work on monsters as well as players.
  • NPCs can now do special hits if they have the anatomy skill and a two-handed melee weapon equipped.
  • All special hits done with 2-handed weapons now base their chance to go off on the attacker's anatomy. The percentage chance to do a special hit is: Anatomy / 4. This would create the following chances:
    • 0.0 Anatomy skill yields a 0% chance
    • 40.0 Anatomy skill yields a 10% chance
    • 100.0 Anatomy skill yields a 25% chance
Pre-Casting
"Pre-casting" has been re-enabled as follows:
  • You cannot equip anything while you are casting.
  • After you cast a spell, it will "time out" after 30 seconds and can no longer target anything. During those 30 seconds, you can now equip a weapon, attack with it without ruining your stored spell. When you release the spell, you will automatically unwield your weapon.
Negative Acts In City Regions
You can no longer perform negative acts on players and NPCs in Trammel city and justice regions. Because there was no viable way to "get away" with performing negative acts in Trammel where guards would instantly kill you (with the exception of exploits), we felt there was no need to present the option.

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