It's time to get friendly with the weapon merchants! Weapon and armor degradation and breakage is returning on October 26th.
In an unprecedented act of good will, the weapon and armor merchants of Elanthia have elected to offer all weapon and armor repair services for free! They
will be extending this offer to the citizens of Elanthia for the week of October 26th through November 1st.
WHAT IS BREAKAGE?
Breakage is system by which weapons and armor deteriorate or break. The mechanics that determine breakage are based loosely on normal kinetic physics.
Items deteriorate with every contact with another item, which occurs most often in combat, but may occur in other situations as well.
Most situations involve two items “clashing.” The mechanics of breakage involve comparing the difference of item strengths (STR) modified by
their integrity. Both items incur degradation, with the weaker item suffering a larger magnitude of degradation. Degradation affects item integrity, and
in turn, item integrity affects strength and durability (DU). In addition, the item with a lower strength also undergoes a “catastrophic
failure” roll.
CATASTROPHIC FAILURE
Catastrophic failure (CF) is where an item suffers irreparable harm and is rendered totally useless. The CF roll is an open die 100. (An open die 100 roll
involves a random roll of a number between 1 and 100. If that number is above 95, then another random number between 1 and 100 is generated and added to
the previous number. If the second roll is above 95, another random number between 1 and 100 is generated and added to the total. And so on. The sequence
comes to an end when a number of less than 95 is rolled.) The sum total of the open die 100 roll must exceed the effective durability value of the item in
order for catastrophic failure to occur. The effective durability of an item is the Durability of that item modified by the item integrity.
Some items that undergo catastrophic failure may be repairable.
WEAPON AND ARMOR MAINTENANCE
Weapon and armor deterioration will be repairable using repair kits that will be made widely available in all towns. Profession and skills will be taken
into account when determining the success of any repair.
Professional maintenance services will also be available in most major towns for a fee. Some broken items that have undergone CF will also be repairable
in the same locations. However, only special merchants will be able to repair advanced or special weapons and armor that have been broken.
QUESTIONS AND ANSWERS
Q - Will clashing not effect weapons and shields if the defensive strength is much higher then the attacking strength?
A - AS/DS does not affect breakage. As long as the hands are clear and the attacker cannot damage you, there is no breakage occurrence. The AS/DS model is
independent and exclusive of the breakage system.
Q - Are we going to continue to have the numbers showing?
A - We're discussing that topic in development. We may replace the actual valuation with an adjective equivalent that is less precise.
Q - About clashes, you said nothing a player does will affect the random roll between whether it'll be hitting the shield, weapon or just pure avoidance.
Will we see a skill or a stance in the future that will allow players greater control on which items clash?
A – No. Our combat system currently does not have that degree of flexibility.
Q - Do greaves or aventails only add to the weight of full coverage armor? And if so, does breakage affect the covering part or the armor?
A- Whole armor coverage supercedes component coverage. Where the main armor worn does not offer coverage, if there is a component armor worn, the
component armor will take the damage. Armor components worn over existing main armor coverage iare considered cosmetic and do not affect combat
determinations.
Q -Will any "artifact" items in game be exempt?
A – There will be no exemptions from breakage.
Q - Are combat maneuvers involved in this process?
A- If a weapon makes contact, breakage occurs. Maneuvers are not involved once contact is made.
Q - Sword swingers are at a huge disadvantage as they have to hit to kill something. Have you considered the possibility of adding training into the
equation?
A – No. The mechanic does not allow exemptions. All hits are determined with the same kinetic physics.
Q - There have been questions about engravings not allowing people to see the integrity of their shields. Is that being worked on as well?
A - We're working on those scripts that disallow the LOOK.
Q - What about STR and DU numbers on weapons that have been altered by merchants (like strengthening / lightening) but still have STR/DU values comparable
to weapons that weren't altered?
A - Item weight affects the magnitude of the degradation, lightening affects weight, strengthening affects STR or DU values. Some merchants take away from
one to give to the other.
Q - Will there be a maintanence system?
A- Yes, field repair kits will be made available. There are only 3 possible states for an item: undamaged, degraded, or CF. When an item is degraded, it
may be repaired to a certain extent from field repair kits. Skill in weapons, armor, guild and profession bonuses apply to the magnitude of the 'fix'. A
fix may or may not be beneficial.
Merchants and shops will be available to make repairs (for a fee) as well.
Items that undergo catastrophic failure (CF) items will not be removed from the game. Merchants may repair some items that undergo CF. (It is safe to
assume that weapons that are not scripted, do not have any additional abilities and have an enchantment bonus less than 25 can be repaired.) Special live
merchants may be able to repair more advanced broken weapons.
Q – Will items that are easier to break be easier to repair?
A – The ease of repair involves a number of factors, including the material type.
Q - Is there any plan to reconsider the DU of leathers?
A- Yes.
Q- You had mentioned catastrophic failure coming down to 2 D100 rolls vs. the items durability, 1 95+ leading to another open?? Can I (not a math major)
read that to mean that an item with over 200 DU and at newly FIXed or high integrity would have 0 chance of CF?
A- No the roll is an open d100. A 100 sided die is rolled, a value greater than 95 results in a subsequent d100 roll. All rolls are summed to give the new
result, repeat the process ad infinitum.
Q - Any allowance being planned merchant weapons that don't seem to coordinate with similar weapons of other merchants?
A- No. The weapons STR and DU are as is, unless it's < 1.
Q - You mentioned strengthening and lightening of items, but will padding play any part in either its strength or durability?
A - Padding does not affect any breakage component.
Q - Items will be able to be repaired by anyone, but will any profession be better at repairing an item or will it be a skill that gets built up as time
goes on and some professions will gain skill in it quicker than others?
A - Repair is not profession specific, though some professions will gain bonuses.
Q - Will the percent chance of CF be reduced? Seems to me that despite the quoted percentage that there is an unusually high amount of breakage right now.
This might be attributed to the number of players currently in the game compared to the past.
A- Anecdotal reports will present a higher occurrence than what is true.
Q – You will not be adjusting any STR or DUs on any weapon unless it's less than 1?
A - That is correct. When the dwarf said annealed weapons were weak, he meant it
Q - If an item is altered at a merchant, is the new alteration taken into consideration on the breakage system? For example, if he has a normal vultite
falchion altered into a veil iron falchion. Or is the original metal still what will be used?
A – Unless the merchant specified otherwise, the change was likely only cosmetic in nature. As a rule, alterations do NOT alter material properties
into another material type.
Q - Does age/training factor into the breakage equation at all?
A - No. Neither age nor training factors into breakage.
Q - Does AS/DS factor into the breakage equation?
A - No AS/DS is independent from breakage.
Q - If alterations for items were cosmetic, would we be able to get them changed to meet the integrity of what they should be made of in the alterations
now?
A - No.
Q – Why do bows break?
A - A bow counts as a staff weapon for determinations of melee.
Q – Will DB items break?
A – When breakage is initially released, DB items will not be affected at all. However, in the future some DB items (for instance, DB items that are
worn in armor slots) may be affected. We do not currently have any specifics.
Q - Will physical damaging spells such as bolts, Mana D, etc effect armor and weapons during breakage?
A - Not at this time.
Q - If a weapon has an edge from one of the merchants, for example: A golvern edged vultite longsword, would the golvern edge add to the strength of the
item at all?
A - No. That change is cosmetic.
Q - Bashing and breakage. Will bashing boxes using the warrior bash system effect breakage?
A - Not at this time.
Q - Will degradation of a weapon lower the STR/DU at any time?
A - Yes. Take the integrity value and multiply it by the STR/DU to get their respective effective STR/DU.
Q - There are some concerns that faenor, the metal that was touted as elven unbreakable, needs to be looked at. It seems a bit low.
A - The material is set to its proper designated parameters.
Q - Items that were strengthened by merchants or lightened don't seem to be a factor in the items ST/DU, will this change? Also does crit weighting and
padding currently have any factor in the ST/DU of items?
A - Strengthening is a modification to the item's STR/DU. Lightening affects the item‘s encumbrance values. Both aspects are criteria for breakage
assessment. Crit weighting and padding is not considered by the breakage system.
Q – How can I determine the STR/DU of my weapon or armor?
A - LOOK is the designated verb to determine item integrity.
Q - Are the metals listed in game under shift metals and shift woods the only true metals? Metals like titanium and adamantite are they only cosmetic?
A - Yes and Yes.
Q - What does it exactly mean when it states after an attack. "Not even close."?
A - This indicates that the miss was sufficient enough to not even involve the defending weapon or shield. Physical contact between the two items was
avoided.
Q – What do I do if I’m sure that my weapon has incorrect breakage numbers?
A – If your breakage numbers are clearly exceptionally wrong (for instance, 0/0, 1/1, 2/900) then please assist to have a GameMaster help you.
However, GameMasters will only manually adjust bizarrely inaccurate weapons. Do not assist simply because you believe your weapon should be stronger. A GM
will not help you.
Q – How soon should we expect the reintroduction of padders, weighters, enchanters, etc?
A – A month or so, minimum.
reg