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	<title>Post:Autostance - 01/16/2014 - 00:32 - Revision history</title>
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		<id>https://elanthipedia.play.net/index.php?title=Post:Autostance_-_01/16/2014_-_00:32&amp;diff=322152&amp;oldid=prev</id>
		<title>CARAAMON: 1 revision</title>
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		<updated>2014-05-12T02:55:11Z</updated>

		<summary type="html">&lt;p&gt;1 revision&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:55, 11 May 2014&lt;/td&gt;
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		<author><name>CARAAMON</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:Autostance_-_01/16/2014_-_00:32&amp;diff=322151&amp;oldid=prev</id>
		<title>CARAAMON: Created page with &quot;{{Post |a=DR-KODIUS |t=Re: Autostance |d=01/16/2014 12:32 AM CST |n=662 |f=Dragon Realms 3.1 Test \ Combat |c=m,d |p=&#039;&#039;&gt;&gt;Incidentally, does this also not completely destroy th...&quot;</title>
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		<updated>2014-03-16T04:53:28Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Post |a=DR-KODIUS |t=Re: Autostance |d=01/16/2014 12:32 AM CST |n=662 |f=Dragon Realms 3.1 Test \ Combat |c=m,d |p=&amp;#039;&amp;#039;&amp;gt;&amp;gt;Incidentally, does this also not completely destroy th...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Post&lt;br /&gt;
|a=DR-KODIUS&lt;br /&gt;
|t=Re: Autostance&lt;br /&gt;
|d=01/16/2014 12:32 AM CST&lt;br /&gt;
|n=662&lt;br /&gt;
|f=Dragon Realms 3.1 Test \ Combat&lt;br /&gt;
|c=m,d&lt;br /&gt;
|p=&amp;#039;&amp;#039;&amp;gt;&amp;gt;Incidentally, does this also not completely destroy the purpose of combat maneuvers? i.e. bypassing shield but won&amp;#039;t they just autostance into parry now?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Maneuvers no longer bypass defenses as it was breaking the math. Entirely possible to 1-hit kill everything due to players losing 50% of their defense and overkill mechanics coming into play. This will change once I&amp;#039;ve finished the defense rewrite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Critters use a different mechanics than players. &lt;br /&gt;
&lt;br /&gt;
The vast majority of critters only use 1 defense (evasion) and would insta-die at-circle without a different approach. It was estimated to be a multi-year project to rewrite combat AND rewrite every critter to support something different, so we let them swap a penalized portion of their unused shield/parry stance to make up the difference. This penalty decreases if they have a parry item or shield, and is negated if they have both. This is why sword/shield using enemies are so much harder to hit in melee. It is also why natural critters are easier to hit.&lt;br /&gt;
&lt;br /&gt;
Every time a defense is ignored the critter suffers a cumulative 10% stance point penalty when stance points are traded. If they only have one defense and you ignore that defense, I believe the penalty is higher - but they always have some defense. &lt;br /&gt;
&lt;br /&gt;
Not sure if I want to try something like this with players. It gets tricky because with critters there are only 4 possible start conditions, and with players it is infinite*. &lt;br /&gt;
&lt;br /&gt;
Personally I&amp;#039;d like to see defense ignoring attacks penalize the ignored defense - not ignore it completely.&lt;br /&gt;
&lt;br /&gt;
For example...&lt;br /&gt;
&lt;br /&gt;
Ranged - not considered defense-ignoring. Stays pretty much the same and allows swapping parry to shield stance at or near-100% efficiency determined by DEFENDING skill check.&lt;br /&gt;
&lt;br /&gt;
Single Defense ignore - Not allowed to swap ignored defense stance points. Ignored skill can still used with a 15%-30% penalty depending on DEFENDING skill check.&lt;br /&gt;
&lt;br /&gt;
Two Defense ignore - Not allowed to swap stance points from either skill. Ignored skills can still be used with a 15-30% penalty depending on DEFENDING skill check.&lt;br /&gt;
&lt;br /&gt;
System Pros/Cons:&lt;br /&gt;
&lt;br /&gt;
* Ranged remains the same as it is today in Test&lt;br /&gt;
&lt;br /&gt;
* Defense ignoring attacks are very useful (15-30% penalty is sufficient), without being grossly unbalanced. DFA spell accuracy/damage can increase since they aren&amp;#039;t so overpowered.&lt;br /&gt;
&lt;br /&gt;
* Prevents DFA from insta-killing someone because they dropped instantly from 1500 defense to 750 defense. &lt;br /&gt;
&lt;br /&gt;
* Defenses aren&amp;#039;t really ignored, just heavily penalized&lt;br /&gt;
&lt;br /&gt;
* Many special attacks/spell messaging might break if the parry or shield contest succeeds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The alternative approach would to be something like...&lt;br /&gt;
&lt;br /&gt;
If only 1 defense is contested, increase that defense by skill points equal to 75-90% of the ignored defenses. Keep ranged autostancing how it is in Test today.&lt;br /&gt;
&lt;br /&gt;
* Prevents breaking of many abilities/spells&lt;br /&gt;
&lt;br /&gt;
* Hard to understand, because you get better at one defense via other defenses&lt;br /&gt;
&lt;br /&gt;
* Otherwise solves many of the same problems raised above&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CARAAMON</name></author>
	</entry>
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