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khai_ware [2022/12/05 13:38] – Added section on vision, surviving magic subsection on willpower. khaikhai_ware [2023/12/07 12:32] (current) – [Taking Damage] Fix error with higher rating compensators khai
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 ==== Avoiding Melee Damage ==== ==== Avoiding Melee Damage ====
 Melee attacks can't be dodged. The only defense from melee attacks (other than soaking) is winning the opposed melee test. CP dice can be allocated to offense, meaning they're added to your ranged and melee combat rolls. So, also take a look at the above section on CP. Melee attacks can't be dodged. The only defense from melee attacks (other than soaking) is winning the opposed melee test. CP dice can be allocated to offense, meaning they're added to your ranged and melee combat rolls. So, also take a look at the above section on CP.
-^'ware for melee dice   ^+^'ware for melee dice (along with pretty much all physical skills)^
 |enhanced articulation  | |enhanced articulation  |
  
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 |damage compensator                 | |damage compensator                 |
 |pain editor                        | |pain editor                        |
-Typically, a damage compensator is not recommended with a trauma damper because the damper doesn't function unless the damage to be taken would cause you to exceed your compensator rating. But consider the combination of platelet factories, a trauma damper, and a rating 1 compensator. If you are undamaged and take a physical hit scaled to Moderate (3 boxes), you will end up with no wound penalties (factories reduce the hit by 1 box, the damper moves 1 box to mental, and the 1 remaining box along with the 1 box of mental cause no penalties because of the compensator). A similar argument can be made for the case of being undamaged and then taking a hit scaled to Serious (e.g., a surprise manabolt from an invisible spellcaster), with a rating 2 compensator to reduce the resulting wound penalty to +1, or rating 4 to negate the penalty entirely. That said, while a rating 1 compensator has a low tradeoff vs damper effectiveness, higher ratings have correspondingly higher tradeoffs and the situations where they are ideal may be much less likely to occur. +Typically, a damage compensator is not recommended with a trauma damper because the damper doesn't function unless the damage to be taken would cause you to exceed your compensator rating. But consider the combination of platelet factories, a trauma damper, and a rating 1 compensator. If you are undamaged and take a physical hit scaled to Moderate (3 boxes), you will end up with no wound penalties (factories reduce the hit by 1 box, the damper moves 1 box to mental, and the 1 remaining box along with the 1 box of mental cause no penalties because of the compensator). A similar argument can be made for higher rating compensators against bigger hits. That said, while a rating 1 compensator has a low tradeoff vs damper effectiveness, higher ratings have correspondingly higher tradeoffs and the situations where they are ideal may be much less likely to occur.\\ 
 +NOTE: pain resistance from the adept power or drugs will offset penalties without disabling the trauma damper!
 ==== Resisting Knockdown ==== ==== Resisting Knockdown ====
 The knockdown test rolls your body and soak (from CP) against a TN equal to the power of the attack (plus wound modifiers, etc). So, also take a look at the above sections on CP and soaking damage.  The knockdown test rolls your body and soak (from CP) against a TN equal to the power of the attack (plus wound modifiers, etc). So, also take a look at the above sections on CP and soaking damage. 
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 |suprathyroid gland             | |suprathyroid gland             |
 |enhanced articulation          | |enhanced articulation          |
-NOTE: enemy spellcasting does not cause you to enter combat, meaning you don'automatically roll for initiative. Spellcasting can only target those in the same room. If you need to be in the same room and the spellcaster is aggressive, unless you are a particularly quick typer, it will probably be necessary to queue up entering the room immediately followed by an attack command in order to cause the initiative roll before the spellcaster can do any casting. Once in combat/initiative, spellcasting works like any other attack (one per pass, in order from highest to lowest intiative). Most MUD clients have some way to queue commands, or you can make an alias (see: HELP ALIAS). If the enemy spellcaster is using improved invisibility, you don't pass the spell resistance check, and you don't have astral perception, you will need to use ultrasound to detect them. If the spellcaster has friends in the same room that you can shoot from outside the room, do that first, as their deaths will increase the room's background count, which applies a TN penalty to spellcasting.+NOTE: enemy spellcasting does not necessarily cause you to enter combat, meaning you may not automatically roll for initiative. Spellcasting can only target those in the same room. If you need to be in the same room and the spellcaster is aggressive, unless you are a particularly quick typer, it will probably be necessary to queue up entering the room immediately followed by an attack command in order to cause the initiative roll before the spellcaster can do any casting. Once in combat/initiative, spellcasting works like any other attack (one per pass, in order from highest to lowest intiative). Most MUD clients have some way to queue commands, or you can make an alias (see: HELP ALIAS). If the enemy spellcaster is using improved invisibility, you don't pass the spell resistance check, and you don't have astral perception, you will need to use ultrasound to detect them. If the spellcaster has friends in the same room that you can shoot from outside the room, do that first, as their deaths will increase the room's background count, which applies a TN penalty to spellcasting.
  
 ==== Surviving Magic ==== ==== Surviving Magic ====
-Landing an attack on the spellcaster before they can cast means either they can't cast or they take wound penalties to casting. See the above section on initiative.\\+Landing an attack on the spellcaster before they can cast means either they can't cast (because you hit them hard enough that they're unconscious or mortally wounded) or they take wound penalties to casting. See the above section on initiative.\\
 \\ \\
 An opposing spellcaster's TN for manabolt and stunbolt are set by your willpower.  An opposing spellcaster's TN for manabolt and stunbolt are set by your willpower. 
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 |adrenal pump                   | |adrenal pump                   |
 |pain editor                    | |pain editor                    |
-NOTE: the adrenal pump can cause significant damage when it wears off, and the pain editor when active disables the trauma damper.+NOTE: the adrenal pump can cause significant damage when it wears off, and the pain editor when active disables the trauma damper.\\
 \\ \\
 Ranged manipulation spells can be dodged. See the above section on Increasing CP.\\ Ranged manipulation spells can be dodged. See the above section on Increasing CP.\\
khai_ware.1670276333.txt.gz · Last modified: 2023/01/30 19:07 (external edit)