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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Wed Jul 30, 2014 1:29 am 
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Dulrik wrote:
Just like hedgehog is more defensive than defensive, wolverine is more aggressive than aggressive. Various bonuses are affected. But in addition, you are basically getting 'third attack' (x2) in exchange for no ripostes.


From the helpfile it appears that it only gives a bonus to weapon speed.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Wed Jul 30, 2014 1:36 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Code:
[HP:100%] [ME: 95%] [PE:100%]
>
redeem
Syntax: redeem resurrect (20 tokens)
Syntax: redeem XPboost (5 tokens)
Syntax: redeem unspecialize (25 tokens)

You can spend 56 loyalty tokens for this character.


The amount of tokens it takes for a resurrect or new spec seems kind of brutal.

I'm also going to ask, does redeem unspecialize check to see if you're a mercenary before going forward?


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Wed Jul 30, 2014 6:04 am 
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Joined: Sun Aug 26, 2007 12:45 am
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Baranov wrote:
Dwarves get finesse with axes yet?


A throwing axe or hatchet would have the best chance at being considered a finesse axe. Maybe battleaxe if you are stretch fantasy.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Wed Jul 30, 2014 7:45 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ninja_ardith wrote:
Dulrik wrote:
Just like hedgehog is more defensive than defensive, wolverine is more aggressive than aggressive. Various bonuses are affected. But in addition, you are basically getting 'third attack' (x2) in exchange for no ripostes.


From the helpfile it appears that it only gives a bonus to weapon speed.

Quote:
In practical terms, this manifests as a potential additional attack with each weapon, speed permitting, in exchange for giving up riposte and other defense bonuses.

I think it is pretty specific in that you get the possibility of two more attacks. What I'm trying to say here is that, just like every other multi attack skill, it's not enough to turn it on and automatically get the extra attacks. You have to be using fast enough weapons and/or other speed buffs.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Wed Jul 30, 2014 7:47 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
ninja_ardith wrote:
The amount of tokens it takes for a resurrect or new spec seems kind of brutal.

I'd rather you still roleplayed your way back to life, but if you must resurrect quickly and have tokens to burn, it's an option.

ninja_ardith wrote:
I'm also going to ask, does redeem unspecialize check to see if you're a mercenary before going forward?

Yes, it's only the redeem syntax summary that had the logic backward.

Also, since it's easy enough to find out once some people try it, the current costs for XPBoost are:
Level 1 (10%): 5 tokens (5 tokens total)
Level 2 (20%): 15 tokens (20 tokens total)
Level 3 (30%): 30 tokens (50 tokens total)


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Wed Jul 30, 2014 8:39 am 
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Joined: Sat Sep 14, 2013 9:47 pm
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I would suggest that anything that is not undead, construct, or some form of creature with no mind of it's own be subject to heckle/taunt. The success rate should be on a sliding scale, but any and all creatures have stimuli they respond to. Since these skills imply they can be verbal and/or body language, this may translate into other species. Success/effect should be scaled accordingly.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Wed Jul 30, 2014 9:34 am 
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Location: Redwood City, California
It's already based on whether the target possesses sentience.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Wed Jul 30, 2014 9:40 am 
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My dog is not considered sentient, but there are a couple things you can do to make him nasty. If it has input and processing of any kind it should have some susceptibility. I am not saying 100% or even 50% but at least some chance your wiggling and jiggling might [REDACTED] it off.

On that note, you could be perverse and have it affect some creature as though they have been properly propositioned.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Wed Jul 30, 2014 10:03 am 
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Joined: Sat May 21, 2011 11:50 pm
Posts: 476
SK Character: Toji
Dulrik wrote:
It's already based on whether the target possesses sentience.


Inera wrote:
My dog is not considered sentient, but there are a couple things you can do to make him nasty.


In some games - like pen and paper D&D - sentience is based on possessing an INT score. Animals have INT scores of 1 to 3.

So, a better question here is "what does sentience mean for SK and how many species does that encompass"?


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Wed Jul 30, 2014 12:02 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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Dulrik wrote:
ninja_ardith wrote:
Dulrik wrote:
Just like hedgehog is more defensive than defensive, wolverine is more aggressive than aggressive. Various bonuses are affected. But in addition, you are basically getting 'third attack' (x2) in exchange for no ripostes.


From the helpfile it appears that it only gives a bonus to weapon speed.

Quote:
In practical terms, this manifests as a potential additional attack with each weapon, speed permitting, in exchange for giving up riposte and other defense bonuses.

I think it is pretty specific in that you get the possibility of two more attacks. What I'm trying to say here is that, just like every other multi attack skill, it's not enough to turn it on and automatically get the extra attacks. You have to be using fast enough weapons and/or other speed buffs.


Does it give bonuses to accuracy and damage like aggressive does or is it just a boost to # of hits?


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