Test Knighthood Changes
Written by: Roark Libertas 
Date: Monday, May 30th, 2005
Addressed to: Everyone
After getting feedback in our forums, we decided to go with a change to 
knighthood's formulas. Some of you old timers may you recall the        
nightmare of open beta knighthood adjustments. I don't want to have that
happen while we are non-beta, so I opened my home server through my DSL.
Please use this server to try out knighthood. If you are not a knight,  
use it to be on the receiving end with your friends. Nothing on this    
server counts for anything here; it's just a testbed. Please post       
feedback in the public news of the test server or, if you wish it to be 
private, in the comments news. I also left a finite but huge amount of  
gold at the staging area if you need gold to do arena spars. (Please    
don't hog it all.) Point your clients to 66.93.10.192, port 23.         
 
Now as for what changed... Please keep an eye on these areas and see how
well they work. Does it suck for knights? Do they pwn? The basic premise
will be the same, but what I will be adjusting based on how things pan  
out are the formulas. Like if knights are wounding too often or not     
enough, etc.                                                            
 
- Dexterity was modified slightly. Rather than DEX of your target alone 
factoring into a dodge, on the test server it is the difference between 
the target's DEX and the attacker's DEX.                                
- To-hit was changed on the test server. It no longer depends on your   
skill points in Knighthood (newbs rejoice!) nor on your weapon. Instead,
you will hit between 90% to 100% of the time, depending on the target's 
size. If you use a weapon you are not specialized in then you take a    
penalty. Lacking some Knighthood abilities like weponsmaster will give  
some more penalties. (Though any knight that has attained Bonecrusher or
Blademaster should be hitting between 90% to 100%, and any new who has  
not attained Master level should be hitting close to that.)             
- Wounding was changed on the test server. The to-hit stat on your      
weapon is now your precision stat, which measures how precise you can   
strike an opponent. The more precise your strike is in hitting just the 
right spot on your targeted body part, the more critical it is at       
inducing wounds. Thus a weapon's wounding stat rather than its damage   
stat will determine the wound levels done to body part. Any stance that 
modified to-hit now modifies precision. (Though stances will probably be
reworked anyway, but for now I wanted to see how this batch of changes  
impacts things.) As for racial stats, your STR stat still modifies how  
much you do to HP damage and also your wounding levels; that has not    
changed.                                                                
 
Penned by my hand on the 17th of Klangiary, in the year 118 CE.
