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User:Tut

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This page is a work in progress and will be uploaded to the acro page when completed.


AcroMaster.png

The Basics

This section is geared towards those who are brand new to the Test of the Acrobat, or are looking for the bare minimum knowledge of how to do the test without understanding most of the mechanics behind it. Please see the Advanced Mechanics section if you're looking for a detailed explanation of everything happening behind the scenes.


University Text

<Needs to be updated>


Overview

The Test of the Acrobat is one of the first tests available in the discipline of Body. You must be level 2 to begin it.

Each of the 28 acrobatic moves has 7 facets which must be learned in order to master the move. Your Tests menu will allow you to track your progress in various moves as well as perform your moves if needed.

After mastering all 28 moves, the acrobat passes the test.

When you pass the test you will get a new option on your emote menu: Demonstrate Masterful Dexterity.

Performing acrobatic moves with another person is often referred to as "acro" or "acro'ing".


Teaching and Learning Facets

When you start the Test of the Acrobat, you will be taught four acrobatic moves.

Acrobats may attempt to teach each other by standing near each other and performing their moves which is best done by clicking the person you want to acro with and selecting "Ask to acro" from the tests menu. If other people stand too close to the acrobats (within about 5 coords), they will be unable to teach each other and are given a message about needing to perform acro in solitude. You must have performed an acro move in the last 3 minutes in order to be able to learn or the teacher will get a "student isn't paying attention" message, which will stop appearing as soon as the student next performs a move. A person can be both a teacher and a student at the same time if both people are performing their moves simultaneously. There is no penalty for this and it is the recommended approach as it saves time over one person performing moves at a time.

After performing an acro move in solitude and with the student paying attention as detailed above, the teacher gets an "ACR" timer in the top left of the ATITD game window and must wait until that timer ends to perform another move or will be told "You are going too fast!" and that attempt won't count. Each time an acro move is performed, there are (3) possible outcomes determined by several factors and some random chance. Both the teacher and the student receive messages in their Main chat detailing the outcome. The (3) outcomes, their associated messages, and their result are shown below:

Outcome Teacher's Message Student's Message Result
Unsuccessful "Your student doesn't follow your move." A message detailing how good of a teacher the other person is, and also says you don't follow the move. Nothing happens, keep trying?
Success!! "You successfully teach a new facet. You have now taught ____ facets total!" "You have learned a new facet of ____!" Student learns (1) facet in the move being taught and teacher gains (1) facet taught.
Followed "Your student follows your move." "Although you don't pick up anything new, you do follow the move: ____." No facet learnt / taught, and for now the student can't learn any more facets in that move from that teacher. Move on to another move.


It is polite and best-practice as the student to let the teacher know via Main chat or a private chat, what teacher type they are. This lets them know how much of a chance they have to try and teach facets, which helps inform decisions of how much time to invest in the acro encounter. Here are the (5) different teacher types along with their commonly used descriptors and % chance of being able to teach a facet in a move:

Teacher Type Descriptor Used Chance of Success
Perfect Master "Perfect" or "Master" 100%
Great Teacher "GT" 50%
Pretty Good Teacher "PGT" 25%
Last Resort "LR" 6.25%
Blur "Blur" 1.5625%
Please note that teacher type is initially randomly assigned but is specific to teaching that one person, and remains the same for the entirety of the tale. So if someone is a Perfect teacher for you, they will always be a perfect teacher and you may want to record their name to try again later if they learn more moves or you gain the ability to learn more facets / move (see below).

During an acro session it is common practice to try teaching each move 4-5 times since a majority of the time, that is enough repetitions to overcome the odds and teach the facet if you are able to. Please note, however, that you are not guaranteed to be able to teach a facet in each move (unless you are a perfect teacher) and sometimes even if you tried 100 times you wouldn't teach a facet.

The number of facets of each move that a student may learn from a given teacher is based on the total number of facets that the student has taught to other acrobats. See below:

Student's Facets Taught # of Possible Facets Learnt / Move / Teacher
0-13 1
14-979 2
980+ 3


So, as seen in the table, a student who goes from 13 facets taught to 14 facets taught would suddenly have the possibility of learning a second facet / teacher in every move. Please also note that crossing these facets taught thresholds is the only time that you might be able to learn another facet in a move where you had previously gotten the "follow" message from a teacher (more details in Advanced Mechanics section).


Stat Bonuses

As you master new moves, you gain permanent increases to your Dexterity.

Total Moves Mastered 4 5 6 8 10 15 21 28
Permanent Dexterity 0 1 2 3 4 5 6 7

The more dexterity you have, the more bulk you can carry and the faster you can run off-road.
7 Dexterity makes your off-road travel speed equal to an on-road travel at speed 0.


Passing the Principles

In order to pass the principles of Acro and gain a level, you must do the following:

  • Practice your move
  • Practice your move with another acrobat
  • Watch another acrobat practice
  • Learn a facet from another acrobat
  • Learn a 2nd facet in any move
  • Teach a facet to another acrobat
  • Teach seven facets


Attending an Acro Line

What is an Acro Line and How do I Participate?

An acro line is a player-organized event held at one of the acro fields around Egypt where a number of people gather together to try and gain a bunch of facets in moves. This is done by starting with one person at the first station (square areas along the serpentine path) at an acro field and having a queue of people who acro with that person one at a time and then move to the next station beyond them along the acro path. The organizer of the event will then call out "moves" at regular intervals (often 2-3 minutes) which consist of each person moving forward one station (or one spot forward if you're still in the queue). If the station you arrive at is occupied by another acrobat, you perform as much acro as you can until the next "move" call. If, however, the station is empty, you then stop and the station and no longer move at each interval, allowing people to move to and past you instead.

This continues for an hour or two (sometimes can go much longer) until there are not enough people left acro'ing to support a line and the acro devolves into more of an impromptu meeting where people are acro'ing with whoever they want. Usually soon after reaching this point the acro line will die altogether with everyone involved hopefully having gotten a number of new facets and moves.

A few notes about acro lines pertaining to some specific situations:

  • If the queue of the acro line is incredibly long, it is often acceptable for a few people to decide to skip the rest of the line and all of the stations and take up the first unoccupied station.
  • If an acrobat manning one of the stations has to leave during the acro line, someone should fill in their station. Either an acrobat passing through the empty station or the stations behind the empty one all move up one to fill the void.
  • Sometimes you will need more time than is available during one "move" interval, to teach or learn all the facets you could from an acro partner (ie: That guy with 20 moves is a master to me, but I've only learned facets from half the moves before "move" is called!). Best practice in this case is to make a note of it and try to find time after the line or as it's dying down to complete your acro session. If you try to complete it and don't move when it's called, you'll make everyone else behind you wait and lead to a lot of unhappy acrobats.


How do I Get the Most Out of an Acro Line?

The most obvious thing you can do is maximizing the amount of time you're acro'ing in between the "move" calls. Get to the next station quickly and get right into performing moves. More moves performed means more chances at facets taught / learnt. If you can get to the line early to be towards the front of the line, this will also minimize your time waiting in the queue and help you acro for a greater percentage of the time. One of the most underrated actions you can take to get more from your acro experience is taking some notes. Write down teachers who are a GT or Perfect and check in with them later to see if they've gotten new moves and will try teaching you a little more.


Advanced Mechanics

This section has hardly been started.

When a teacher performs a move before a student, the chance that the student will learn a facet is determined as follows (checked in order):

  1. There is a 50% chance that the student will not follow the move on any given attempt, regardless of other factors.
  2. There is a fixed chance that this teacher can teach this move to this student, based on how good the teacher is for this student. This chance does not vary with repeated attempts at teaching--either the teacher can teach this move, or he cannot. The chances are:
    1. Perfect master - 100% - (see comments below if this seems weird to you)
    2. Great teacher - 50% (1 in 2 chance)
    3. Pretty good teacher - 25% (1 in 4 chance)
    4. Last resort - 6.25% (1 in 16 chance)
    5. Blur - 1.5625% (1 in 64 chance) There is some debate whether the percentages for complete blur and last resort are switched, but the above percentages are what Teppy said they were.
  3. If the student can learn multiple facets, subsequent facets will be available only if the previous ones were.
  4. If the above checks succeed, the student will learn a facet if one he doesn't already know is available to be taught by this teacher. The facets available are based on the combination of student, teacher, and move- and will not change with successive attempts at teaching. For each facet per move a given student can potentially learn as above, one of the seven facets of the move is chosen randomly (with replacement - the same facet may have been chosen more than once)
    1. If one or more of the chosen facets are not already known to the student, the student learns one.
    2. If the student already knows all the available facets, then he cannot learn any additional facets from this teacher, and teacher and student receive a message "follows the move". This message means that it's impossible to learn more of this move from this teacher, unless after seeing this message the student teaches a 14th or 980th facet and gains the ability to learn an additional facet per teacher.

NOTE:





Notes

  • The message "Although you don't pick up anything new, you do follow the move: ABC" means that this teacher has already taught you move ABC as many times as you can currently learn from that person.
  • Acronyms such as "AI" for "Asian Influence" are almost always used for acro moves - see the table below for the standard names.
  • A player's Info box now contains a list of all acro moves, and how many facets are known. The colour changes, and the move becomes a clickable box once learnt. To access this, click the Acro tab at the top of the Information Box. If there is no Acro box, the player has not yet started the Test of the Acrobat

Common Acronyms

Move Acronym       Move Acronym
Asian Influence AI Lunge LU
Broad Jump BJ Pinwheel PW
Cartwheels CW Push-Ups PU
Cat Stretch CS Rear Squat RS
Clapping Push-ups CPU Roundoff RO
Crunches CR Run in Place RIP
Front Tuck FT Side Bends SB
Handplant HP Somersault SS
Handstand HS Spin Flip SF
Inverted Push-ups IP Squat Thrust ST
Jump Split JS Squats SQ
Jumping Jacks JJ Toe Touches TT
Kick-Up KU Wide Squat WS
Leg Stretch LS Windmill WM