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


AcroMaster.png

The Basics

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. Performing moves 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 performing acro in solitude. You must have performed an acro move in the last 3 minutes in order to be able to learn (teacher gets a "student isn't paying attention" message otherwise, and this does not mean the first move in a session is useless).

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 window and must wait until that timer ends to perform another move or will be told they "Are going too fast". Each time an acro move is performed, there are (3) possible outcomes. Both the teacher and the student receive messages in their Main chat detailing the outcome. The (3) outcomes, their associated messages, and what the result is 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 acronyms 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%


There is no penalty for both participants trying to teach their respective moves at the same time, so it is encouraged to do so in order to save time.

It is common practice to try teaching each move 4-5 times, since for a majority of the time, that is enough to 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 it.

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



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 Principle

<Needs updating>





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