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Difference between revisions of "Balance"
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− | '''Balance''' is a placeholder [[skill]] that has been coded into the game but which lacks a use or method of improvement. It is not associated with any [[labor]]s or [[profession]]s, and is a placeholder to be implemented as part of the combat overhaul underway in | + | '''Balance''' is a placeholder [[skill]] that has been coded into the game but which lacks a use or method of improvement. It is not associated with any [[labor]]s or [[profession]]s, and is a placeholder to be implemented as part of the combat overhaul underway in some future version of the game. |
[[main:Toady One|Toady One]] in a February 2013 [[main:Future of the Fortress|Future of the Fortress]] [http://www.bay12forums.com/smf/index.php?topic=100851.msg4066351#msg4066351 reply]: | [[main:Toady One|Toady One]] in a February 2013 [[main:Future of the Fortress|Future of the Fortress]] [http://www.bay12forums.com/smf/index.php?topic=100851.msg4066351#msg4066351 reply]: |
Latest revision as of 00:19, 21 December 2022
This article was migrated from DF2014:Balance and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
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Profession | Unknown | |
Job Title | Balance | |
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v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Balance is a placeholder skill that has been coded into the game but which lacks a use or method of improvement. It is not associated with any labors or professions, and is a placeholder to be implemented as part of the combat overhaul underway in some future version of the game.
Toady One in a February 2013 Future of the Fortress reply:
"Balance is a measure of how much you can physically do at any one point in time. Attacks, jumps, and various physical actions put you off-balance, and the more off-balance you are, the less swiftly, accurately, and powerfully you can move or act.
Hence, the more different actions you try to juggle at a time, the more imbalanced you become. Likewise, guarding or dodging makes you imbalanced, which gives a penalty to further dodging or attacks, making subsequent dodging less likely. How much balance any given action "costs", and how quickly it recovers could be a measure of Kinesthetic Sense and Agility (although separating out agility and dexterity may be warranted)."
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