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 Post subject: Healing
PostPosted: Fri Dec 12, 2008 12:07 am 
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Chance to fail is based on healing skill.
50% skill gets you 1 in 4 chance to fail.
100% skill gets you a 1 in 8 chance to fail.

Your chance to heal is not affected by poison at all.

Chance to cure poison(if you have proper skills):

42% chance to fail at 60% anatomy.
25% chance to fail at GM.
-50% health restored if poisoned during bandage attempt(even if it works and cures you).

Delay Calculations:

+2 second delay from equipment(1st hand)
+1 second delay from equpiment(2nd hand)

+0 - +3 Hunger level, full is 0, starving is 3
+2 Poisoned

Base healing rate(ALL):
11 seconds + magery/20 - (dex/20) + extras from above

Minimum delay = 2 seconds


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 Post subject: Re: Healing
PostPosted: Fri Dec 12, 2008 6:10 pm 
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Just to clarify, the points are given to the health bar after the delay, rather then before?

Example of the old healing order:
1)Double click bandage
2)Click target to be healed
3)points applied to health bar (or fail to heal message)
4)delay timer counts down to 0

What I think the new way is:
1)double click bandage
2)click target to be healed
3)delay timer counts down to 0
4)points applied to health bar (or fail to heal message)

Am I thinking of this correct? If so, is it possible to change the order back to the old way? It just makes the game feel more fluid to play.


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 Post subject: Re: Healing
PostPosted: Sat Dec 13, 2008 3:27 am 
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There is no delay.

OR rather to say from another perspective.

Nothing in the bandage code should have a delay. IT goes from when you target your bandaging, or type bandageself, and should run instantly through all steps.

The only delay that should be apparent is the time it takes to update the bar, but the actual hp restration should be instantaneous.

That being said the connection or other things could affect it, and while i have looked into it and will continue to do so, at this time it seems to work fine.


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 Post subject: Re: Healing
PostPosted: Sun Dec 14, 2008 10:22 pm 
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thanks for all the info bob it helps people like me a lot. i would never have time to figure all that out on my own too dumb and too noob.


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 Post subject: Re: Healing
PostPosted: Tue Dec 16, 2008 11:10 pm 
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Joined: Fri Aug 17, 2007 10:24 pm
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ty bob :)


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 Post subject: Re: Healing
PostPosted: Mon Dec 22, 2008 5:03 am 
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What about ressurection using bandages? Skill required?

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Thassius
"Blessed are the noobs, for they shall inherit Obsidian" - Thassius


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 Post subject: Re: Healing
PostPosted: Wed Dec 24, 2008 2:50 pm 

Joined: Sun Apr 29, 2007 7:22 am
Posts: 421
[quote="Thassius"]What about ressurection using bandages? Skill required?[/quote]

Thanks for asking Thass, I was going to post the same question.


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 Post subject: Re: Healing
PostPosted: Wed Feb 18, 2009 1:23 pm 
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besides if u have magery, does dex effect healing delay in anyway?


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 Post subject: Re: Healing
PostPosted: Wed Feb 18, 2009 3:52 pm 
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[quote]besides if u have magery, does dex effect healing delay in anyway?[/quote]

11 seconds + magery/20 - (dex/20) + (2 for first hand +1 for Second hand +2 if poisoned + 0 to 3 for hunger level)

Lets say we have a fully GMed warrior with a kryss, a buckler, not poisoned, 100 dex, and fully fed.
11 + (0/20) - (100/20) + (2+1+0+0)
11 + . .0 . . - . . .5 . . .+ . . . . 3
This guy would have a 9 second delay

Now lets take the same guy and give him 150 dex
11 + (0/20) - (150/20) + (2+1+0+0)
11 + . .0 . . - . . 7.5 . .+ . . . . 3
This guy would have a 6.5 second delay

Dex has a large effect on your healing delay.


Last edited by Azimuth on Thu Feb 19, 2009 6:15 am, edited 1 time in total.

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 Post subject: Re: Healing
PostPosted: Wed Feb 18, 2009 10:22 pm 
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o mk see i thought the system was completely changed thanks azi :)


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 Post subject: Re: Healing
PostPosted: Thu Feb 19, 2009 7:10 am 
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So it would be cool if 110 would get you the .5 reduction instead of having to have 20 dex for each increment.

Does 9 seconds before any extra deductions seem a bit long to anyone?


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 Post subject: Re: Healing
PostPosted: Thu Feb 19, 2009 3:26 pm 
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It is long, but there are ways to lower it.

If a fully GMed warior has 160 dex with no sheild and a one handed weapon, he's at 5 seconds. If he starts to die he unequips his weapon and he'd be at a 3 second delay. If he's fighting a mage, most spells take at least that long to cast...do the math..it would be a long ass fight.


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 Post subject: Re: Healing
PostPosted: Thu Feb 19, 2009 5:24 pm 
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Joined: Sat Feb 07, 2004 5:21 pm
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after reading all that im still dont like very well the delay issues


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 Post subject: Re: Healing
PostPosted: Sun Feb 22, 2009 5:54 am 

Joined: Sun Apr 29, 2007 7:22 am
Posts: 421
Still no answer, so I'll ask again...

What is anatomy / heal skill to res the dead?

skill guide states at the top that it is 90 / 90.
at the bottom of the page it states 85 / 85.

But all the skills have changed so the skill guide may not be relevant.


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 Post subject: Re: Healing
PostPosted: Sun Feb 22, 2009 9:15 pm 
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My anat is 60 cause that was what was best for pvp.. I don't feel like getting it to 100 just to answer your question and find out it was best to leave it at 60..


So does anyone know if it's the new "thing to do" to have 100 or 60 anat or what? If 100 is good I'll train it and test res for this guy..


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