MVs Regen Explained

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Thuvia
Posts: 51
Joined: Tue May 08, 2012 11:08 am

MVs Regen Explained

Post by Thuvia »

Building upon some earlier work on Encumbrance in general, testing has been undertaken to explain the various facets of Movement Point regen rates for both Humans and Trollocs. The effects of worn/carried weight, as well as hunger/thirst, will be shown to govern regen rates and, under certain circumstances, impact room movement costs.


1. Background: Encumbrance

It has been shown that the total weight that a character can normally carry, being the sum total of max weight carried and worn, is a function of Strength and Constitution, given below:

Total Weight Allowance = Max Weight Carried + Max Weight Worn

or

Total Weight Allowance = (8.5 x Str) + (3.5 x Con)

This, in turn, is the source of the 'peanuts' and 'heavy' type messages. There are 10 messages to be seen, as shown in the following table:

Code: Select all

0 to <20%       peanuts
20% to <30%     very light
30% to <40%     light
40% to <50%     fairly light
50% to <60%     somewhat heavy
60% to <70%     heavy
70% to <80%     moderately heavy
80% to <90%     really heavy
90% to <100%    incredibly heavy
100%            maxed out
Thus, a player with 16 Str and 14 Con, who can carry and wear a total of 185.0 lbs will be wearing 'peanuts' for 0-36.9 lbs, then pass into 'very light' once the total hits 37.0, and so forth for higher amounts.

Further explanations of the effect of encumbrance on OB, DB, and PB can be found on the Wiki, at the following link:

http://wotmud.wikia.com/wiki/Encumbrance


2. Base Movement Regen Rates

Regen rates are defined for each race by values given when Standing, and carrying 0.0 lbs weight. For Humans/Seanchan, the base Standing regen rate is 20 MVs per tic, while for Trollocs the value is 38 MVs per tic.

Regen rates when sitting, resting, and sleeping are defined from this base rate, as follows:

Sitting = Floor(Standing x 1.1)
Resting = Floor(Standing x 1.25)
Sleeping = Floor(Standing x 1.5)

This gives rates of 20, 22, 25, and 30 for Humans/Seanchan, and 38, 41, 47, and 57 for Trollocs.


3. Movement Regen as a Function of Worn/Carried Weight

Using the above values in conjunction with the Weight Allowance Table given in Section 1, it can be seen that for each 10% weight increase, 1 MV is lost from the regen rates for all postures. The following tables illustrate this:

Table 3 - Movement Regen

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                                   Human MVs Regen Rates             Trolloc MVs Regen Rates
   Weight      Message          Stand    Sit   Rest   Sleep        Stand    Sit   Rest   Sleep
0 to <10%      nothing/peanuts    20     22     25     30            38     41     47     57
10% to <20%    peanuts            19     21     24     29            37     40     46     56
20% to <30%    very light         18     20     23     28            36     39     45     55
30% to <40%    light              17     19     22     27            35     38     44     54
40% to <50%    fairly light       16     18     21     26            34     37     43     53
50% to <60%    somewhat heavy     15     17     20     25            33     36     42     52
60% to <70%    heavy              14     16     19     24            32     35     41     51
70% to <80%    moderately heavy   13     15     18     23            31     34     40     50
80% to <90%    really heavy       12     14     17     22            30     33     39     49
90% to <100%   incredibly heavy   11     13     16     21            29     32     38     48
100%           maxed out          10     12     15     20            28     31     37     47
Note, as it is possible to exceed the "maximum" weight allowed, these tables can be continued in further 10% increments past 100%, with corresponding reductions of 1 MV for each increase.


4. Base Movement Regen Rates when Hungry and/or Thirsty

A substantial penalty to movement regen is incurred when a character becomes hungry or thirsty. The base regen values under this condition are functions of the normal base values given previously, with slight differences observed for humans and trollocs, such that:

Human Hungry/Thirsty Base Regen = Floor(Normal_Base_Regen / 4)

Giving hungry/thirsty regen rates, with 0 lbs weight, of 5, 5, 6, and 7, for standing, sitting, resting, and sleeping, respectively.

Trolloc Hungry/Thirsty Base Regen = Round(Normal_Base_Regen / 4) - 1

Giving hungry/thirsty regen rates, with 0 lbs weight, of 9, 9, 11, and 13, for standing, sitting, resting, and sleeping, respectively.


5. Movement Regen when hungry and/or thirsty as a Function of Worn/Carried Weight

In a similar manner to normal regen, for each 10% increase in weight, 1 MV is lost from the hungry/thirsty regen rates for all postures. The following tables illustrate this:

Table 5 - Hungry/Thirsty Movement Regen

Code: Select all

                                   Human MVs Regen Rates             Trolloc MVs Regen Rates
   Weight      Message          Stand    Sit   Rest   Sleep        Stand    Sit   Rest   Sleep
0 to <10%      nothing/peanuts     5      5      6      7             9      9     11     13
10% to <20%    peanuts             4      4      5      6             8      8     10     12
20% to <30%    very light          3      3      4      5             7      7      9     11
30% to <40%    light               2      2      3      4             6      6      8     10
40% to <50%    fairly light        1      1      2      3             5      5      7      9
50% to <60%    somewhat heavy      0      0      1      2             4      4      6      8
60% to <70%    heavy              -1     -1      0      1             3      3      5      7
70% to <80%    moderately heavy   -2     -2     -1      0             2      2      4      6
80% to <90%    really heavy       -3     -3     -2     -1             1      1      3      5
90% to <100%   incredibly heavy   -4     -4     -3     -2             0      0      2      4
100%           maxed out          -5     -5     -4     -3            -1     -1      1      3
Again, as it is possible to exceed the "maximum" weight allowed, these tables can be continued in further 10% increments past 100%, with corresponding reductions of 1 MV for each increase.


6. Room Movement Penalties

A slightly modified version of the rules laid out above govern room movement penalties. When worn/carried weight equals or exceeds 80% of the Max Allowance, a 1-movement point penalty is added to the cost to enter any room. So, from 80% to <90%, a 2-MVs room will instead cost 3 MVs to enter. For each additional 10% weight increase, an additional 1-MV penalty is incurred.


7. Conclusions

This study serves to further highlight both the importance of the Str and Con stats as well as weight discipline. Players at borderline weight totals can gain a small advantage by shaving excess weight.

Further study may at some point be undertaken to determine if Encumbrance has any effect on Horse MVs regen as well.
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