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== Part 2: Blocking Effectiveness == ---- :''' Here are the factors that determine a PC's probability of being hit by an NPC: ''' <BLOCKQUOTE> <pre> A- NPC's ATTACK score + weapon adds B- Dexterity Combat Adds C- Armor Class (armor slot only) D- Blocking Weapon (hand or not hand, 1h or 2h, weapon AC, weapon skill) E- Shield Spells F- Hindrance (only if blocking with hands) </pre> </BLOCKQUOTE> ===== A: Opponent Skill & Weapon ===== <BLOCKQUOTE> <pre> 1. NPCs have a single combined ATTACK value for each of their up to 3 attacks. It combines their combat adds and attack skill (which is the same no matter what weapon they use). The combat adds of any weapon they're holding in right hand are added to that. Example: A Yasnaki Thaumaturge has 22 combined weapon skill for his single physical attack, and uses a +0 mace, giving a total attack bonus of 22 for that attack. </pre> </BLOCKQUOTE> ===== B: Dexterity Adds: ===== <BLOCKQUOTE> <pre> Your dexterity should always be 18. On top of that, your dexterity combat adds further increase the chance that an attacker will miss you. (Adds are based on class and level, as long as you started the game with at least 15 str and dex. (If you do not have max adds, you should almost certainly ancestor. See the Combat Adds chart on Marine's LOK Page - left column under LOK Resources.) Losing 1 dex add is like losing 1 AC on your blocking weapon, or 4 skill levels of blocking (1.3 for hand skill). </pre> </BLOCKQUOTE> ===== C: Armor Class: ===== <BLOCKQUOTE> ''Armors provide 0-6 AC. Identify or appraise them. '' <pre> For example, Dragon Armor provides 3 AC. Ice Dragon and Cloud Dragon armor provide 5 AC. More info later. The starter MA armor's protection varies based on the type of attack (bashing none, slashing/piercing 1 AC). </pre> </BLOCKQUOTE> ===== D: Blocking Weapon: ===== <BLOCKQUOTE> '''Weapon Type''' :* <code>Other than hand skill, all weapon skills are equally good at blocking, starting at the same point and generally providing the same benefits at every skill bonus. </code> :* <code>Hand skill provides 3x the benefits at every skill level. Therefore, other than for hand skill, type of weapon doesn't make a difference.</code> '''Weapon AC''' :* <code>AC on a weapon (or gaunts, only if using hands to block) increases your chance of blocking with that weapon. 1 point of AC is worth about as much damage reduction (in the form of weapon blocks) as 1 point of Dex combat adds, or 4 skill levels of non-hand skill (1.3 skill levels of hand skill).</code> '''Weapon Skill''' :* <code>Blocking gains per skill level are equal on all weapons and at all skill levels (except hand skill, which provides triple benefit per skill level as long as you are at 0 hindrance). </code> :* <code>There is no blocking cap at skill 12 or anything like that. Going from 12 to 13 is just as helpful as going from 18 to 19 or 5 to 6. (There *may* be small, strange dips at specific skill levels when at a specific value of combat adds. I am still investigating this; for now, ignore.)</code> '''Weapon 1h/2h''' :* <code>Certain 2handed blockers will not block at all in left hand (require right hand), and will block poorly if you put an item (ANY item) in your left hand.</code> :* <code>This includes halberds, hand blocking, and all weapons that skill "twohanded" skill (BBS, SGA, etc.).</code> :* <code>There may be others in this category that I haven't tested yet. With both hands full, 2h blockers block 1/2 as well.</code> </BLOCKQUOTE> ===== E: Shield Spell ===== <BLOCKQUOTE> <pre> For every point of shielding up to the shielding cap (which is 9, btw), you get a bit of shield spell blocking. At the shielding cap of 9, this adds up to about as much blocking, VERY ROUGHLY, as 10 skill levels in a non-hand weapon (a bit over 5 in hand blocking). You can cap with 3 +3 rings, or 1 immortal +9 ring, or the +6 bracer and 1 +3 ring. </pre> </BLOCKQUOTE> ===== F: Hindrance ===== <BLOCKQUOTE> <pre> IF you are blocking with your hands, the hindrance values of your armor and robe (but not boots) are very important. Hands give triple blocking per skill level at 0 hindrance, double blocking per skill level at 1 hindrance (e.g. normal robe), the same blocking per skill level as other weapons at 2 hindrance (e.g. normal armor), and NO blocking gains at all per skill level at 3 hindrance (normal armor and normal robe). At very low hand skill, it might be helpful to wear hindering armor, but wearing it at higher hand skill will cripple you. Hindrance on boots appears only to affect jumpkick hit rate, afaik. </pre> </BLOCKQUOTE>
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