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"Anyone has discovered how...?"

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Pomaxx (Guest) (0 posts) Click to check IP address of the poster
Feb-01-04, 12:16 PM (Pacific)
"Anyone has discovered how...?"
Hello good fellas!
I do have some general questions, which someone might have answered before- but I cant find!

- Is it possible to change professions back to an already "discovered" profession? ( start as alchemist, at level 10 change to ninja, after 10 additional levels back to alchemist?)

- How does Kirijutsu work? I know it enables "critical Hits"
but how do levels (own and enemy) influence chance to critical someone?

- Anyone knows more about attacks and swings per round? How exactly does Speed and Dex. affect them? What role play level and weapon skills of the used weapon? Can extra attacks be achieved ( invoking murasama blade?)

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Dragon2k (806 posts) Click to EMail Dragon2k Click to send private message to Dragon2k Click to view user profile Click to check IP address of the poster
Feb-01-04, 07:54 PM (Pacific)
1. "RE: Anyone has discovered how...?"
1. sure, as long as the character meets the attribute requirements, e.g. in this case, the alchemist -> monk would need to have 13 intelligence and dexterity to switch back. you can switch any character at any time, even during battle, to any profession s/he qualifies for. just remember the XP, Level, and Attributes also drop to an alchemist's minimum, along with race base stats. e.g. Faerie monk will have STR 5 , INT 13 (Alchemist), Pie 6, Vit 6, Dex 13 (Alchemist), Spd 14, Per 12
a dwarf monk -> alchemist will have STR 11, INT 13, Pie 10, Vit 12, Dex 13, SPD 7, Per 7 after class changing.

2. Kirijutsu - mysterious is its ways, but the ways to increase chances of criticals are to raise kirijutsu (levle ups), dexterity speed and weapon skills for more attacks and accuracy, and raise the characters level. by level 5 you should notice a critical becoming fairly common, by level 15 expect every battle or so per critical. level 20+ a critical comes around every few rounds. while dex, speed, and weapon skills help, it is the side effect of more attacks and better accuracy that does this.

3. a character can get up to 4 attacks per round, each with up to 4 swings each. if a character can get 4 attacks per round, they usually do, but if a character can get 4 swings per attack, it's a 1 in 4 (25%) chance of 1,2,3 or 4 swings during that attack.
I've noticed a level 4 thief with 18 dexterity got 2 swings per attack with a cutlass, and via Mad God's Wizardry VII Viewer, noticed my fighter with 16 Spd had an extra attack, but I didn't have a second weapon for him so I didn't know.
I've also noticed Magic Users suck for multiple attacks, level 4 and still 1 swing per round period, and bad aim as well.
how does Dexterity and speed affect it? I believe 16 or 17 in Dexterity combined with a certain Weapon skill, grants a second swing, and same with speed and attacks. but so too, does level and profession play a roll.
unfortunately, the only way to increase the attacks and swings is to practice, and level up hoping for a dex/spd increase. the Muramasa Blade has unknown effects. no one has ever figured out what it does

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kwahraps (2 posts) Click to EMail kwahraps Click to send private message to kwahraps Click to view user profile Click to check IP address of the poster
Feb-02-04, 06:25 AM (Pacific)
2. "RE: Anyone has discovered how...?"
Since I started replaying the game, and I haven't had a character clear level 10 yet, I have some observations.

I'm thinking that weapon skill plays a huge role here. When I started changing classes, I noticed that when my Elf Ninja became a valkyrie with 100 in Hands and Feet, she was making 2 attacks per round at level 1. And doing considerable damage, more likely due to Power Strike.

Level also has to play a role, as at Levels 8-9, I recall getting about 3 attacks per round. I'm sure that level, weapon skill, and dex play a role in determining how many strikes you get per attack. I generally seem to get about 2 right now, so that might be more level based. But, come to think of it, my stats aren't that high so perhaps it is a combination.

I'd be curious to know what a Level 20+ character who makes 4 attacks per round, and 4 strikes per attack with a 100 in their weapon class, would do when they change to a weapon that they have no experience in, and how fast would they "learn" that weapon.

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Dragon2k (806 posts) Click to EMail Dragon2k Click to send private message to Dragon2k Click to view user profile Click to check IP address of the poster
Feb-02-04, 08:27 PM (Pacific)
3. "RE: Anyone has discovered how...?"
I'm positive they do get more attacks and swings, as I had a Faerie monk get the Light Sword, and, as you may or may not know, a Monk does not get the sword skill.
I recall him getting 2 swings and 2 attacks per round. I also recall melee missing most of the time originally, until the sword skill increased to 50 (savant in City o Sky)
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mad god (4 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Feb-11-04, 05:18 AM (Pacific)
5. "RE: Anyone has discovered how...?"
>>>>>>
the Muramasa Blade has unknown effects. no one has ever figured out what it does
<<<<<<

Waw! Pomaxx is genious ONE!
It seems nobody thought about that,... except for him (her?).

Me now announce: Pomaxx is right: Muramasa Blade DOES increase extra attacks in some way

To be more specific: it does not modify "number of attacks per round", but sets "swings per attack" to 1d4! (it is the maximum available).

Also this blade has infinite invoke charges.

to Pomaxx: how did you guessed?

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mad god (4 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Feb-11-04, 05:38 AM (Pacific)
6. "And the last bit info"
Similary...
Zatoichi Bo increases number of attacks per round to 4!

The gread "mystery" was resolved.

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Pomaxx (Guest) (0 posts) Click to check IP address of the poster
Feb-11-04, 03:15 PM (Pacific)
7. "RE: Anyone has discovered how...?"
I`m was so genious to search the board- so i did not discover the "great secret of the murasama blade" myself.
But i was unsure in what numbers the m.blade invoke would influence attacks. (math=good)
I now learned, that it does not increase attacks per round but swings per attack (which isnt bad at all...).
But i thought, when your dex and speed are 18 or even higher, your attacks and swings would already be 4? (i think your level plays a role too, but when you finally get the murasama blade, your level should be high enough?!)
So may i conclude, that invoking the holy murasama blade whwn dex and speed are at 18 and you are at a high level does...mhh..NOTHING?
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mad god (4 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Feb-12-04, 00:10 AM (Pacific)
9. "That is the reason that MB's and ZB's properties were unnoticed."
To the point of discovering those weapons characters already should be good in melee.

And the very restricted usage of those weapons (MB for samurais only and ZB for samurais and monks only) makes it even more unnoticeble.

Yes, I think that those properties are pretty useless.
Moreover, I believe, changing class will drop the things back to lower numbers... though it should be checked (now it is simply my guess). For anyone who gonna chekc this: Switching class will not immediately recalculate different character properties (resistances, to hit, # of attacks, etc), you need to advance one level to apply the changes. I believe it is another bug.

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mad god (4 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Feb-12-04, 00:18 AM (Pacific)
11. "One more thing"
I believe that dex and spd does not increase # of attacks and swings to 4. (One attribute controls one of those values, but I'm not sure which one controls which).

It may increase #s by 1.
The rest additions are from the weapon skill and the character level (probably). Somebody can perform some tests... and enlight us all with the exact info.

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Llevram (5413 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Feb-11-04, 08:19 PM (Pacific)
8. "And how did you discover this?"
How do you know it is swings per attack and that the max is 4?

Tools for Wizardry(r) 7

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mad god (4 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Feb-12-04, 00:14 AM (Pacific)
10. "I made some tests when writing my viewer"
No monster has any of those values (# of swings or # of attacks) greater than 4. Setting values greater than 4 will result in the same behaviour as 4.

Characters in the save file has the same behaviour (though I did not checked values above 4 in the save file, BUT I never saw any 'honest' (was set by the game engine) value above 4 and believe that it can't be larger than 4 (otherwise I'll consider it is a bug).

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Pomaxx (Guest) (0 posts) Click to check IP address of the poster
Feb-12-04, 02:55 PM (Pacific)
12. "manual"
The manual gives knowledge about which attribute affects attacks and swings. DEX correlates with attacks and SPEED with swings per attack.

Murasama Blade is great even without invoking it, but is there a possibility to go above the mark of 4 swings?

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mad god (4 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Feb-13-04, 00:41 AM (Pacific)
13. "No, I believe."
The game engine tracks this and does not allow to grow above 4.

Even setting it manually (hacking, cheating) will not help - the game will consider it as 4. (the last one was checked by me only with monsters, did not checked with characters, but suspect the same behaviour).

And I think this is correct. Monsters and characters should have similar capabilities.

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Lady_Adrexia (332 posts) Click to EMail Lady_Adrexia Click to send private message to Lady_Adrexia Click to view user profile Click to send message via ICQ Click to check IP address of the poster
Feb-03-04, 09:18 PM (Pacific)
4. "RE: Anyone has discovered how...?"
***Hello good fellas!***

Ummm...not everyone here is a fella.


Blessed Be~


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Pomaxx (0 posts) Click to EMail Pomaxx Click to send private message to Pomaxx Click to view user profile Click to check IP address of the poster
Dec-01-07, 04:37 AM (Pacific)
14. "RE: Anyone has discovered how...?"
hello again....after a little 4 year break i decided to play another game of wizardry, so for nostalgic reasons i use my old thread ;)

i do have an important question that i could answer myself after reading and searching though the boards.

does a stat increase above 18 (19 or 20) have any positive effects or is it just a "cosmetical effect", that looks nice but doesnt do anything`?

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Scary (16 posts) Click to EMail Scary Click to send private message to Scary Click to view user profile Click to check IP address of the poster
Dec-01-07, 02:21 PM (Pacific)
15. "RE: Anyone has discovered how...?"
Well, if you increase vitality to 19 or 20, your candle of life gets bigger.

. . .

*wink* *wink*

nudge, nudge

(giggle)

Sorry, I just couldn't help myself, but it is true. I've not observed any other in-game effects.

Checking the Forge reveals the following:

Increasing strength will continue to increase carrying capacity, although by not nearly as large a margin as the increase from 17 to 18.

Increasing intelligence OR piety over 18 will help to make up the necessary 36 points (total, between piety and intelligence) necessary to get a +1 to academia skill points on each level up. However, if these two attributes already total 36, no additional benefit appears from raising either one higher.

Increasing vitality continues to increase carrying capacity and increases stamina points gained at level up. It will not increase hit points at level up. (But, again, you can brag about the size of your candle.)

Increasing the combined total for vitality and dexterity to 36 generally appears to give characters a +1 to physical skills on each level up. (Sometimes, this is a straight +1, such as mages, who go from 1d4+1 to 1d4+2; sometimes, it is a change in the die, such as fighters, who go from 1d5+3 to 1d6+3. Note: I didn't check this for every class; I've been performing all of these tests on fighters, but this peculiarity led me to look at some of the other classes.) Increases above that combined total of 36 appear to have no additional effect. (Technically, it looks like , if you raise the combined total to 42, you gain another +1, but I believe there is no way, in game, to raise any attribute over 20; you'd have to hack.)

Increasing speed above 18 will increase initiative.

Increasing personality . . . why would ANYONE care about increasing personality?? Other than meeting class requirements, it appears to have no effect whatsoever in the game, regardless of score.

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Pomaxx (0 posts) Click to EMail Pomaxx Click to send private message to Pomaxx Click to view user profile Click to check IP address of the poster
Dec-12-07, 12:17 PM (Pacific)
16. "RE: Anyone has discovered how...?"
LAST EDITED ON Dec-13-07 AT 04:46 AM (Pacific)

LAST EDITED ON Dec-12-07 AT 05:03 PM (Pacific)

thanks...so its semi- important, but at least it looks nice ;)

now i do want to know if there is any editor, that i can ressurect NPCs back into life. i like those furry Ratkins, but Mick and Ratsputin are already dead. i miss them a lot

and btw, is there any way to change characters races by editor?
(its important, as i want to import my party to Wiz8 afterwards)

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