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:
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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
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
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
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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 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
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.