Limbdamage guages

By Hathrael

To be accurate, since some hits will miss and some do more limb damage than others, you have to calculate the exact amount of percentage each hit brings the limb of that specific opponent closer to a break.

Limb damage depends on your strength, your stance, and your opponents max health. So what has to happen first, is using the values given by assess, to set the skilldamage and the healthrange, -before- the fight.

To set the range:

alias -- setrange value -- #if ((@targetmaxhealth > 0) and (@targetmaxhealth < 2500)) {range=1}

To set the skilldamage:

Aliases and the amount of percentage they bring a limb closer to a break, you will have to figure out the values for yourself, since they differ from race to race. Just count the amount of hits a limb from someone for each healthrange takes to break, devide 100 through the amount of hits, then you have the right value to fill in. (the values here displayed are for a raja, 11 strength, in dragonstance)

axkdamage -#if @range=1 {axkdamage=70} -#if @range=2 {axkdamage=77} -#if @range=3 {axkdamage=65} -#if @range=4 {axkdamage=62} -#if @range=5 {axkdamage=60} -#if @range=6 {axkdamage=58}

hfpdamage -#if @range=1 {hfpdamage=16} -#if @range=2 {hfpdamage=15} -#if @range=3 {hfpdamage=14} -#if @range=4 {hfpdamage=13} -#if @range=5 {hfpdamage=12} -#if @range=6 {hfpdamage=11}

hkpdamage -#if @range=1 {hkpdamage=16} -#if @range=2 {hkpdamage=15} -#if @range=3 {hkpdamage=14} -#if @range=4 {hkpdamage=13} -#if @range=5 {hkpdamage=12} -#if @range=6 {hkpdamage=11}

mnkdamage -#if @range=1 {mnkdamage=35} -#if @range=2 {mnkdamage=32} -#if @range=3 {mnkdamage=30} -#if @range=4 {mnkdamage=27} -#if @range=5 {mnkdamage=25} -#if @range=6 {mnkdamage=22}

sdkdamage -#if @range=1 {sdkdamage=40}-#if @range=2 {sdkdamage=39} -#if @range=3 {sdkdamage=38} -#if @range=4 {sdkdamage=37} -#if @range=5 {sdkdamage=36} -#if @range=6 {sdkdamage=35}

snkdamage -#if @range=1 {snkdamage=35} -#if @range=2 {snkdamage=32} -#if @range=3 {snkdamage=30} -#if @range=4 {snkdamage=27} -#if @range=5 {snkdamage=25} -#if @range=6 {snkdamage=22}

sppdamage -#if @range=1 {sppdamage=16} -#if @range=2 {sppdamage=15} -#if @range=3 {sppdamage=14} -#if @range=4 {sppdamage=13} -#if @range=5 {sppdamage=12} -#if @range=6 {sppdamage=11}ucpdamage -#if @range=1 {ucpdamage=22} -#if @range=2 {ucpdamage=20} -#if @range=3 {ucpdamage=18} -#if @range=4 {ucpdamage=16} -#if @range=5 {ucpdamage=15} -#if @range=6 {ucpdamage=14}

wwkdamage -#if @range=1 {wwkdamage=35} -#if @range=2 {wwkdamage=32} -#if @range=3 {wwkdamage=28} -#if @range=4 {wwkdamage=26} -#if @range=5 {wwkdamage=25} -#if @range=6 {wwkdamage=24}

alias -- setdamage value -- sppdamage

Then you get the right info from assessing:

pattern -- You glance over @target and see that %w health is at %d/%1. value -- targetmaxhealth=%1

Next you make a variable for each of your opponents limbs, which displays the "health" it has left, with a default of 100, then you make 6 gauges with as value each of the limbvariables, and as maximum the number 100.

The next we need, is the message for each skill, substract the limbdamage from our gauges. Here's each of the patterns and their values. I also put in an echo to tell me when they break, easier than to look at the gauges all the time.

You ball up one fist and hammerfist %w.$You connect to the %1 leg! -#if %1=left {#add leftlegdamage -@hfpdamage;#if (@leftlegdamage <= 0) {#echo ---LEFTLEG-BROKEN---}} -#if %1=right {#add rightlegdamage -@hfpdamage;#if (@rightlegdamage <= 0) {#echo ---RIGHTLEG-BROKEN---}}

You form a spear hand and stab out towards %w.$You connect to the %1 arm! -#if %1=left {#add leftarmdamage -@sppdamage;#if (@leftarmdamage <= 0) {#echo ---LEFTARM-BROKEN---}} -#if %1=right {#add rightarmdamage -@sppdamage;#if (@rightarmdamage <= 0) {#echo ---RIGHTARM-BROKEN---}}

You hurl yourself towards %w with a lightning-fast moon kick.$You connect to the %1 arm! -#if %1=left {#add leftarmdamage -@mnkdamage;#if (@leftarmdamage <= 0) {#echo ---LEFARM-BROKEN---}} -#if %1=right {#add rightarmdamage -@mnkdamage;#if (@rightarmdamage <= 0) {#echo ---RIGHTARM-BROKEN---}}

You kick your leg high and scythe downwards at %w.$You connect to the head! -#add headdamage -@axkdamage -#if (@headdamage <= 0) {#echo ---HEAD-DAMAGED---}

You launch a powerful uppercut at %w.$You connect to the head! -#add headdamage -@ucpdamage -#if (@headdamage <= 0) {#echo ---HEAD-DAMAGED---}

You let fly at %w with a snap kick.$You connect to the %1 leg! -#if %1=left {#add leftlegdamage -@snkdamage;#if (@leftlegdamage <= 0) {#echo ---LEFTLEG-BROKEN--}} -#if %1=right {#add rightlegdamage -@snkdamage;#if (@rightlegdamage <= 0) {#echo ---RIGHTLEG-BROKEN---}}

You pump out at %w with a powerful side kick.$You connect to the torso! -#add torsodamage -@sdkdamage [Type MORE if you wish to continue reading. (85% shown)] 4370h, 3097m ex-more -#if (@torsodamage <= 0) {#echo ---TORSO-DAMAGED---}

You spin into the air and throw a whirlwind kick towards %w.$You connect to the head! -#add headdamage -@wwkdamage -#if (@headdamage <= 0) {#echo ---HEAD-DAMAGED---}

You unleash a powerful hook towards %w.$You connect to the torso! -#add torsodamage -@hkpdamage -#if (@torsodamage <= 0) {#echo ---TORSO-DAMAGED---}

Now I'll explain how to use 'em. The script itself is relatively simple and always works, but...the accuracy of it, depends solely on the gathered values for the skilldamages. It's some amount of work, but pretty simple, there's 6 health ranges, smaller than 2000, 2000-2500, 2500-3000, 3000-3500, 3500-4000 and larger than 4000, you need a person from each of those ranges, then you choose a stance, I prefer dragonstance myself, then you count the amount of hits each skill takes to break a limb. Then you devide 100 through that amount, for example: If it takes 8 hfps to break the leg of a person with a max health of 3K, I devide 100 through 8, which sets the hfpdamage for "range 3" to 13%, so the number 13 is filled into the hfpdamage alias for range 3, do this for head, torso, arms and legs, once you have all the values, the accuracy of your gauges will be around 95%. It's a bit of work, which I haven't finished myself yet either, but I think it's worth it, in time,

Limb damage for each race
After more than a year of research with quite some setbacks, loads of gold and A LOT of broken limbs...I have finally finished my chart! This shows the EXACT values for a mhun, raja, tsol'aa, grook or siren to break limbs in dragonstance per healthrange. The healthranges are precise up to 50 health, means I used a lot of guinnypigs to locate the exact border betwen each of the 4 ranges:

1) smaller than or equal to 2400. 2) bigger than 2400 and smaller than or equal to 2900. 3) bigger than 2900 and smaller than or equal to 3600. 4) bigger than 3600.

I've tested the last range up to 4800, and haven't met any health that needs 8 hits at all. The amount of hits to damage the head does rise, but it's not worth to make an immense chart just for the head, since it just resets if they apply restoration to head, damaged or not. I let a horkval friend test the same values, and odd enough, they still matched. Strength influences the limbdamage, but apparently 2-3 strengthpoints more doesn't mess up the values in most cases. He tested on me and some other peoples, it matched. Meaning these values will be usable for most races, just not as accurate as for 11 strength and below. Anyway, I worked on this for the guild, for myself, and for the monk class in general, and I think it was worth the effort, at least for myself.


 * Hits per healthrange and ability: |
 * 1-2---|---3---4--|
 * health | -> 2400 |  2400 - 2900  |  2900 - 3600  |  3600  ->    |
 * --spp--|---5--|6--|--6|--7---|
 * --hfp--|---5--|6--|--6|--7---|
 * --mnk--|---3--|3--|--4|--4---|
 * --snk--|---3--|3--|--4|--4---|
 * --ucp--|---4--|5--|--5|--6---|
 * --wwk--|---3--|3--|--4|--4---|
 * --axk--| 1axk    |    1axk/1ucp  |  1axk/2ucp    |  1axk/3ucp   |
 * --mnk--|---3--|3--|--4|--4---|
 * --snk--|---3--|3--|--4|--4---|
 * --ucp--|---4--|5--|--5|--6---|
 * --wwk--|---3--|3--|--4|--4---|
 * --axk--| 1axk    |    1axk/1ucp  |  1axk/2ucp    |  1axk/3ucp   |
 * --ucp--|---4--|5--|--5|--6---|
 * --wwk--|---3--|3--|--4|--4---|
 * --axk--| 1axk    |    1axk/1ucp  |  1axk/2ucp    |  1axk/3ucp   |
 * --axk--| 1axk    |    1axk/1ucp  |  1axk/2ucp    |  1axk/3ucp   |
 * --axk--| 1axk    |    1axk/1ucp  |  1axk/2ucp    |  1axk/3ucp   |

The % each hit brings a limb close to a break is derived from this: ---
 * hits | %  |
 * 3 | 33% |
 * 4 | 25% |
 * 5 | 20% |
 * 6 | 16% |
 * 7 | 14% |
 * 6 | 16% |
 * 7 | 14% |

With these values, I created a script showing 5 gauges tracking the exact percent of health each limb is at, the amount of punches left to break each limb and a message on the screen showing if a limb breaks, so you don't have to watch the gauges all the time.