Skills 3.0: Difference between revisions
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|[[Outfitting skill|Outfitting]]||Mechanical Lore*||allocated by player |
|[[Outfitting skill|Outfitting]]||Mechanical Lore*||allocated by player |
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|[[Performing skill|Performing]]||Percussions, Strings, Winds, Vocals**||Bards: cannot exceed 130% of top non-vocal instrument<br>everyone else: vocals not included |
|[[Performing skill|Performing]]||Percussions, Strings, Winds, Vocals**||'''Bards''': cannot exceed 130% of top non-vocal instrument<br>'''everyone else''': vocals not included |
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|[[Scholarship skill|Scholarship]]||Scholarship, Teaching|| |
|[[Scholarship skill|Scholarship]]||Scholarship, Teaching|| |
Revision as of 18:19, 10 April 2012
Skills/Ranks
Rationale
The GMs feel that too many skills are difficult to develop by themselves due to their specificity and wish to combine them. Other skills, such as Mechanical Lore and Primary Magic, do too much and are unfair when compared to other skills.
For example, it is difficult and time-consuming to try to place both climbing and swimming opportunities at all levels in all zones, and having to only do one or the other would free up development time. In addition, the proposed Athletics skill might also be applied to things such as jumping, riding, or other athletic activities that the uncombined skills do not cover.
General Principles
- Combined skills will be set to the highest of the included skills. The remaining skill(s) will be dissolved into the bonus pool for the relevant skillset. Stealth is an exception to this. (See below.)
- Bonus pools will boost learning for the entire skillset at approximately double rate (that is, if 200 bits are taken from field experience, 400 bits are absorbed into the skill), until the pool is empty.
Exceptions to the General Mechanism for Merging Skills
"You may notice that the skills we are reconsidering for merging transcend the notion of "they're too easy" and are instead skills that specifically can be trained to high mindstates and high ranks either with no cost or a time cost measured in seconds with your fingers." --GM Armifer
- Rationale: This was changed in response to widespread bug abuse that allowed players to lock stalking within seconds by spamming ADVANCE/FACE NEXT while hiding. A secondary concern was that HUNT allows players to train stalking without hiding or doing anything stealthy. As a result of these two issues, there are characters whose stalking grossly exceeds their hiding; they would suddenly find themselves much more effective at stealth even though they didn't "work" for it.
- Performing: Vocals will not count toward Performing unless you're a Bard. Instead these ranks will go into the lore bonus pool.
For Bards, Performing will be capped at 130% of their highest non-vocal instrument.
- Rationale: Most characters currently have "excessive" ranks in vocals due to continuous humming, which can be done during most activities with no roundtime. If players are allowed to keep these ranks, performing-based activities will have to have higher skill requirements to compensate.
List of 3.0 Skills
Below is a complete list of skills.
- Unless otherwise noted, combined skills use the normal merger formula. (See above.)
- If nothing is listed in the "Old Skills" column, it means that the new skill and old skill will have the same name.
- You will be grandfathered to your current circle no matter what. Whether grandfathered ranks are deducted from your bonus pools depends on the skill:
- For existing, combined, and split skills, grandfathered ranks will be deducted from the bonus pool for that skillset. (If you don't have enough bits in the bonus pool, you will still be grandfathered.)
- For new guild-only skills, you will be grandfathered to your current circle. (These ranks are not deducted from your bonus pools.)
- For other new skills, your ranks will be derived from other skills. (These ranks are not deducted from your bonus pools.)
Armor Skillset
Skill | Old Skills | Formula |
---|---|---|
Brigandine | Light Plate | |
Chain Armor | Light Chain, Heavy Chain | |
Defending | new skill | derived: average of the top two of Shield, Parry, Evasion, and Multi Opponent |
Endurance | new Paladin-only skill | grandfathered to current circle |
Light Armor | Leather Armor, Cloth Armor, Bone Armor | |
Plate Armor | Heavy Plate | |
Shield Usage |
Weapon Skillset
Skill | Old Skills | Formula |
---|---|---|
Bows | Short Bow, Long Bow, Composite Bow | |
Brawling | ||
Crossbows | Light Crossbow, Heavy Crossbow | |
Expertise | new Barbarian-only skill | grandfathered to current circle |
Heavy Thrown | ||
Large Blunt | Heavy Blunt | |
Large Edged | Heavy Edged | |
Light Thrown | ||
Melee Mastery | new skill | derived: average of top two melee weapons |
Missile Mastery | new skill | derived: average of top two ranged weapons |
Offhand Weapon | ||
Parry Ability | ||
Polearms | Pikes, Halberds | |
Slings | Slings, Staff Sling | |
Small Blunt | Light Blunt, Medium Blunt | |
Small Edged | Light Edged, Medium Edged | |
Staves | Short Staff, Quarter Staff | |
Twohanded Blunt | ||
Twohanded Edged |
*At one time, mastery ranks were going to be determined by your highest melee and ranged weapons. However, on March 16, 2012, GM Socharis said that the GMs are "still working on the final mastery derivations."
Magic Skillset
Skill | Old Skills | Formula |
---|---|---|
Arcana | ||
Astrology | moved from Lore to Magic | |
Attunement | Harness Ability, Power Perceive | |
Augmentation | new skill | derived: 90%, 80%, 75%, or 70% of Primary Magic (depends on guild) |
Debilitation | new skill | derived: 90%, 80%, 75%, or 70% of Primary Magic (depends on guild) |
Inner Fire | new skill | grandfathered to current circle |
Primary Magic | ||
Sorcery | new skill | N/A (must be trained from 0) |
Summoning | new Warrior Mage-only skill | grandfathered to current circle |
Targeted Magic | ||
Theurgy | new Cleric-only skill | grandfathered to current circle |
Utility | new skill | derived: 90%, 80%, 75%, or 70% of Primary Magic (depends on guild) |
Warding | new skill | derived: 90%, 80%, 75%, or 70% of Primary Magic (depends on guild) |
Survival Skillset
Skill | Old Skills | Formula |
---|---|---|
Athletics | Climbing, Swimming | |
Backstab | ||
Evasion | ||
First Aid | ||
Locksmithing | Lockpicking, Disarm Traps | |
Outdoorsmanship | Foraging, Animal Lore | |
Perception | ||
Scouting | ||
Skinning | ||
Stealth | Hiding, Stalking | cannot exceed 130% of Hiding |
Thanatology | ||
Thievery | Stealing |
Lore Skillset
Skill | Old Skills | Formula |
---|---|---|
Alchemy | Mechanical Lore* | allocated by player |
Appraisal | ||
Bardic Lore | new Bard-only skill | grandfathered to current circle |
Empathy | ||
Enchanting | Mechanical Lore* | allocated by player |
Engineering | Mechanical Lore* | allocated by player |
Forging | Mechanical Lore* | allocated by player |
Outfitting | Mechanical Lore* | allocated by player |
Performing | Percussions, Strings, Winds, Vocals** | Bards: cannot exceed 130% of top non-vocal instrument everyone else: vocals not included |
Scholarship | Scholarship, Teaching | |
Tactics | new skill | derived: weighted average of two parts Scholarship, one part Brawling, one part Multi Opponent |
Trading |
*The player will be forced to allocate his existing Mechanical Lore ranks to one or more crafting skills. Any circle-based grandfathering of Mechanical Lore will occur before the mech split. **Vocals will not be included in Performing unless you are a Bard.
Skills That Are Going Away
Three skills won't exist in Skills 3.0.
Skill | Use |
---|---|
Multi Opponent | factored into Defending and Tactics |
Escaping | dissolved into Survival bonus pool |
Vocals | dissolved into Lore bonus pool for everyone but Bards |
Circle Requirements
Circle requirements have been redone for every guild. Here are some basic principles (quoted from New Skill Reqs - Basic Info For Everyone):
- You will be grandfathered to your current circle no matter what. The only changes you'll see are in relation to how hard it will be to circle to the next circle, NOT how hard it will be to have the right skills at your current circle. Everybody will have the same difficulty there. It will be zero.
- There are three kinds of requirements that you'll have. Nth requirements, Hard requirements, and Soft requirements.
- An Nth requirement is something along the lines of 1st Weapon, 3rd Magic, etc. It's the Nth highest skill in that skillset that is not excluded.
- A Hard requirement is a specific skill required to be trained per-circle. These skills are NOT allowed to be included in Nth requirements. For instance, if you have a Hard Scholarship req, Scholarship cannot count for one of your Nth lores.
- A Soft requirement is a specific skill required to be trained per-circle. These skills ARE allowed to be included in Nth requirements. For instance, if you have a soft TM requirement, that can count for your 2nd Magic skill, etc.
- With the condensation of several skillsets (primarily Weapons and Survival), many Nth requirements require fewer overall skills. However, the remaining skills have largely had their ranks increased.
- There are some skills that are never allowed as Nth Requirements. This is because the skills are not really in the same spirit as the Nth requirements. These skills are:
- Defending
- Melee Mastery
- Missile Mastery
- Offhand Weapon
- Parry Ability
- Primary Magic
- Total X requirements are going away. They're a little bit too fluid for any kind of structured advancement. For instance, you could hit 149th without ever trading Appraisal, and then use your first 30 baby ranks of Appraisal to fill your requirement for 150th. It's really hard to construct a fiction around that where the guildleaders think "Hey, based on what he did, he's totally ready for 150th".
- Many guilds had requirements that lasted for one or two circle ranges. For instance, WMs required 1 rank of shield for the first 10 circles, and then did not require more. These requirements have been deemed nonsense and removed or made more aggressive.
- Existing skills and their combined relatives that are increased to meet guild minimums will subtract from the relevant bonus pools, but will reach necessary levels even if the bonus pool is insufficient.
- The circle cap is being increased from 150 to 200. These last 50 circles are primarily for bragging rights, as you will not gain TDPs or new ability slots. In general, the rank requirements are double those of the 100-150 range. For details, see Increasing the Level Cap. (This is not an April Fools' Day joke!)
For your guild's circle requirements, see Post:New Circle Reqs Have Been Posted - 03/16/2012 - 03:03.
TDPs
Please read the entire section.
Rationale
The GMs believe that the original system is a problem for several reasons. First, they believe that the system was flawed from the beginning by encouraging people to train skills solely for TDPs, which has resulted in TDP/stat inflation. Second, they believe that the skill combine will cause problems with TDPs if the system is left as it is.
The Process
- The TDP change will involve a complete TDP reboot, with all stats reset to racial base. (If your character was rolled before January 2008 and did not get "perfect" starting stats, he will now have perfect starting stats.)
- TDPs spent memorizing spell scrolls will be refunded.
- The last proposed plan is to give TDPs at an enhanced rate for the top 3 skills from the primary skillset, top 3 skills in each of the secondary skillsets and top 3 tertiary skills (12 total) and also to give TDPs at a slower rate for all other skills.
- If the old method and the new method result in the new totals being less than the old ones, the character will keep the old totals, and be "lent" TDPs.
- These would be paid off over time by a 50% TDP gaining penalty until the "loan" is repaid.
- Commoners will keep their earned TDPs but will gain additional TDPs as if all skills were subject to the slower rate. (This may be reconsidered.)
References
Related Forum Posts
Click here to search for related posts.
External Links
3.0 Conversion Spreadsheet: Calculates your current and future ranks, TDPs, and circle based on the latest information about Skills 3.0.