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Status System - Saving Throws

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7/7/2010 22:03:03   
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Status System - Saving Throws

NOTE: Status Conditions can affect both monsters and players. Unless otherwise specified, all entries describe each status as if the player was inflicting the status on the monster. If the monster is inflicting the status on the player, then switch all mentions of the player and the monster.

When a monster would be inflicted with a Status, the monster makes a Save Roll.

First, you determine the Difficulty. The Difficulty is equal to 51 plus the following modifiers.

  • Level: (InflictLevelStat - ResistLevelStat)/2
  • Major: (MajorInflictStat - MajorResistStat)/5, minimum -20, maximum +20
  • Minor: (MinorInflictStat - MinorResistStat)/10, minimum -10, maximum +10

    NOTE: The stats used for Inflict and Resist have no cap.

    (See the individual item's entries for what each variable is.)

    Next, the monster rolls 1d100. There may be additional modifiers added to the roll(no cap). If the roll is equal to or higher than the Difficulty, then the monster resists the Status. Otherwise, it gains the Status.

    In general, if the monster is inflicted with the same Status twice, then you either ignore the new Status (if the new version is "weaker" than the old version) or you replace the old version with the new one (if the new version is equal to the old version or "stronger").

    In the item's entries, the variables will be written in the following form:

  • Level: InflictLevelStat vs ResistLevelStat
  • Major: MajorInflictStat vs MajorResistStat
  • Minor: MinorInflictStat vs MinorResistStat

    In general:
  • InflictLevelStat is the effective Level of the item that is inflicting the status.
  • ResistLevelStat is the Level of the monster.
  • MajorInflictStat is either 2.1462*InflictLevelStat + 10.399 (rounded to the nearest 5, to a maximum of 200 and a minimum of 10) or an Attribute.
  • MajorResistStat is one of the monster's Attributes.
  • MinorInflictStat is usually YourLUK. Or, it can be your expected stat, which is [0.7123*InflictLevelStat - 19.111] (if InflictLevelStat < 90) or [5*InflictLevelStat - 400] (if InflictLevelStat > 90); either way, the expected stat is rounded to the nearest 5, to a minimum of 0 and to a maximum of 200.
  • MinorResistStat is the monster's LUK

    These are only guidelines; different statuses may use different values than these.

    < Message edited by afterlifex -- 5/9/2019 14:43:02 >
  • AQW  Revisions: 1 | Post #: 1
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