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cRPG => General Discussion => Topic started by: Tydeus on November 09, 2013, 01:33:37 pm

Title: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 01:33:37 pm
*Major News Update.* Check Edit #4 *Major News Update.
We’ve decided to finally address the STR v AGI & WM issues and have decided on a rework to wpp totals, wpp costs and WM effectiveness formulas. Since this will affect everyone, we've decided to give everyone access to the exact formula and to give players the opportunity to ask some questions and give responses to the proposed change. Some questions I have asked are; Should we let the community make the final decision, what exactly should the new wpf formula look like and most importantly, how to handle reimbursements?

So what does the change look like? For starters, free wpf from leveling has been removed. Second, the new base wpp (weapon proficiency point) allows for 20 wpf (weapon proficiency) in a single weapon type. Next, each point in Agility will now grant you varying amounts of wpp. Finally, 6 WM was chosen as the amount one would need to remain mostly unaffected by this change; 5 or fewer points result in lower wpf values, 7 or greater result in higher wpf values.

Sounds great, but what does it look like? Well, here:
(click to show/hide)

If you want the formulas, to be able to play with numbers to get a better idea or to perhaps update preexisting calculators, here’s that too:
(click to show/hide)

For most hybrids, there are two possibilities for how this can affect you. If you have an even 1:1 split, you will find yourself having less wpf in both, up until higher WM values. If you have something like a 2:1 split, you will go largely unaffected.

If you don't read the forums much or you haven't been around very long, maybe you’re wondering why we’re even doing this. Well, there are two reasons and they’ve been complained about quite consistently for years now. First, is that strength synergizes with so many different things that it’s objectively the better of the two attributes. Second, WM and wpf scaling leaves much to be desired. A dedicated melee build simply doesn’t gain much from WM past 3 or so points. Strength stackers shouldn’t be able to completely forsake WM and Agility without worry. Stacking anything, regardless of what it is, should always come at the cost of something else that is equally important.

Now with that out of the way, we can get to the part where we want the community’s input. Of course there is the obvious “what do you think of the change?” but what we’re more interested in, is what you believe the minimal reimbursement would be for implementing this. We believe what would be most appropriate is reimbursing something like 6 Strength attributes and however many skill points that amounts to(This is currently the plan). It’s clear that full respects aren’t desired on our end (chadz says no), so what could you get by with, without an excessive amount of QQ?  :P

All responses and critiques appreciated(Aside from grammatical ones). Thanks for reading.

Edit 1: I guess I forgot to state this, but your wpf will be reset.

Edit 2: For clarification on the current(could change) reimbursement... The patch will come out and people will log in to begin playing. They will then notice they have 6 more attributes that they can spend and 6 less str than what they had before. They will also notice that any skill points they had that would have required higher values of str than what they currently(the moment after the patch goes live) have, were also refunded. So 18str and 6 powerstrike and 6 iron flesh gets turned into 12 str, 4 powerstrike, 4 iron flesh and you're credited the points a fully respecced character.

Edit 3: WPF per PT requirement reduced from 13 to 11. Putting wpf into any melee type will grant bonus wpf to the other melee proficiencies.



Update to reimbursements
Edit 4: Major update to reimbursements. Had a bit of a chat with chadz where I mentioned some concerns I had about the current reimbursements. Before you jump to conclusions or start planning your new builds, please remember to test all future builds with a stf character first. chadz just confirmed we will in fact be doing full character respecs for everyone. We would really like to avoid knee jerk reactions so again, please make sure you're really testing a build out with a STF before you decide to stick with a specific build for your characters. Furthermore, keep in mind that all item stats are subject to change, don't create a build around one specific weapon that you think is/will be OP, it could very well end up getting changed in the future and you will not be given another free respec.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Fips on November 09, 2013, 01:35:23 pm
Pras!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 09, 2013, 01:38:04 pm
so my 18-18 build with 120 wpf in 1h 120 wpf in pole is boned? :D "If you have an even 1:1 split, you will find yourself having less wpf in both, up until higher WM values" or is 6 high enough to not have to respec?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 01:40:18 pm
so my 18-18 build with 120 wpf in 1h 120 wpf in pole is boned? :D
What's your WM, I'll tell you what you'd have. 6WM will have you at ~113 in each.

We believe what would be most appropriate is reimbursing something like 6 Strength attributes and however many skill points that amounts to(This is currently the plan).
No one should have to respec, unless maybe they have 42str or something.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 09, 2013, 01:42:34 pm
6 at the moment. change is good and due im just trying to work out where ill be :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: _GTX_ on November 09, 2013, 01:43:57 pm
Looks and sounds great. It will surely deal with the excessive amount of str builds that we have around right now, which gives the combat a very slow and sloppy feel on the servers. I would be fine with a reimbursement of 6 attributes, it should be more than enough to deal with the changes of this new formula, unless you have a crazy build of some sorts ofc. I hope this works and creates more diverse melee builds. 1+ from me.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumpy_Nic on November 09, 2013, 01:47:46 pm
in the end it kinda fucks debuffs builds like 21/15, 24/15 or even more STR focused builds. My main is 24/15 atm, I dont have any WM, planned to get it next levelup.
So with how many wpf points will I end up? I finally planned to not retire anymore and go for a higher level but this kinda crosses my plans.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Erzengel on November 09, 2013, 01:47:50 pm
GIVE FREE RESPEC NAOW!

Hm, I guess 6 attribute points should be quite fair.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: pingpong on November 09, 2013, 01:49:01 pm
So what about AGI abusers? You just practically destroyed maulers, are you going to nerf the shit out of 3/36 rondel abusers?

Theyre the real cancer with their OPness.

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumpy_Nic on November 09, 2013, 01:50:49 pm
So what about AGI abusers? You just practically destroyed maulers, are you going to nerf the shit out of 3/36 rondel abusers?

Theyre the real cancer with their OPness.

No buff them, I just made a new alt for rondel daggering. Stop nerfing everything I'm playing
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dalhi on November 09, 2013, 01:52:49 pm
So what about AGI abusers? You just practically destroyed maulers, are you going to nerf the shit out of 3/36 rondel abusers?

Theyre the real cancer with their OPness.

I beleive that with new 1 handed stab animation some of the weapons needs some balancing (read lowering the damage on stabs f.e. side sword/espada esvalona and rondel of course... btw who the fuck added that item?  :rolleyes:).
Changes seem good, well most likely not for pure strength builds  :P.
To be honest I am still waiting for new xp/gold system  :oops: but well that will most likely happen in M: BG  :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gravoth_iii on November 09, 2013, 01:53:25 pm
Sounds good to me.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: pingpong on November 09, 2013, 01:53:58 pm
No buff them, I just made a new alt for rondel daggering. Stop nerfing everything I'm playing
And i wanted to play mauler but i guess its like this these days: visitors can't see pics , please register or login
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 01:54:40 pm
So what about AGI abusers? You just practically destroyed maulers, are you going to nerf the shit out of 3/36 rondel abusers?

Theyre the real cancer with their OPness.
They've been nerfed, just need an item patch.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: ARN_ on November 09, 2013, 02:02:22 pm
Hmm sounds good, but when you gonna fix the most important thing?  This: http://forum.melee.org/general-discussion/eu4-53357/
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 09, 2013, 02:05:08 pm
I like this idea, dedicated archers won't be nerfed at least :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Chasey on November 09, 2013, 02:08:47 pm
Sounds good
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 09, 2013, 02:12:41 pm
nice ninja edit :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Huscarlton_Banks on November 09, 2013, 02:15:54 pm
(click to show/hide)

I'm still probably going to try a 45/3 build assuming armor weight wpf reduction doesn't get changed from purely percentage based since using a weapon I don't have any proficiency in doesn't seem that bad with 36/3 currently.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 02:21:51 pm
(click to show/hide)

I'm still probably going to try a 45/3 build assuming armor weight wpf reduction doesn't get changed from purely percentage based since using a weapon a don't have any proficiency in doesn't seem that bad with 36/3 currently.
Sadly, 10PD archer builds are nearly in the same boat although shik thinks they'll be fine.

Back in the day I did a gen as an archer with a german greatsword at 1 wpf, wasn't impossible, but it was pretty difficult against certain people.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 09, 2013, 02:26:21 pm
Btw, thanks for restoring overtime on siege in last patch :P
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 02:34:36 pm
Btw, thanks for restoring overtime on siege in last patch :P
Can thank Urist for that, I believe.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Byrdi on November 09, 2013, 02:37:31 pm
Finally! This additions is what I have been waiting for.

Seems very well thought out.
6 STR seems like a fair reimbursement.

Also: Bring back EU_4
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: protox2k on November 09, 2013, 03:10:57 pm
my level 33 hybrid is fucked :(
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 09, 2013, 03:17:38 pm
it will buff high lvl archers with maxed MW a lot :cry:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Sharpe on November 09, 2013, 03:18:07 pm
Say I have 50 in 1h wpf, and 159 in archery using the old system. What would that be like in the new system. Any change?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 09, 2013, 03:20:16 pm
more WPF for you to spend
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jarold on November 09, 2013, 03:20:26 pm
Nice finally some good change around here. It will undeniable get some QQ but that will go away in a matter of days or weeks.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 03:23:14 pm
it will buff high lvl archers with maxed MW a lot :cry:
Not a lot, but it's true, it will be a buff. We're aware, and nerfs aren't off the table to keep effectiveness the same for ranged.

Say I have 50 in 1h wpf, and 159 in archery using the old system. What would that be like in the new system. Any change?
Pretty much exactly what you have now, +/- one ore two points in your main.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jack1 on November 09, 2013, 03:44:30 pm
now desire is going to headshot me more. I don't like this patch.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 03:54:16 pm
now desire is going to headshot me more. I don't like this patch.
XBow accuracy caps fairly low, actually. I'm fairly sure she's already at the accuracy cap with her current build, assuming she hasn't changed it recently.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Torben on November 09, 2013, 03:56:53 pm
I am a balanced build and not biased.

however I will miss the pure strength builds,  lessening diversity is always a sad thing imo. 
also high agi builds are crazy effective atm,  and are getting an undeserved buff.


I would have preferred another path to even the ground of agi/str discrepancy (armor weight penalty reduction with increased agi for instance),  but am thankful non the less of you guys working on it ofc.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: wayyyyyne on November 09, 2013, 03:57:22 pm
edit: nvm
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 09, 2013, 03:58:41 pm
I'm getting absurdly buffed. My main is 18/27 with 9WM.

I saw something like this coming, so I tried to suggest a workaround to getting tons of wpf (http://forum.melee.org/game-balance-discussion/balancing-strength/) where armor reduces the same amount of wpf at any point so high wpf builds can use a good 5-10 extra points and low wpf builds lose 5-10 points. It was my second time suggesting it much earlier than the date in the link. I guess we'll see how giving me 200wpf pans out.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Teeth on November 09, 2013, 04:00:51 pm
Makes me kinda sad that this makes full strength builds somewhat unviable, although that just makes sense seeing as 3/36 is a fairly crappy build as well. I wasn't really too convinced anymore that there is a STR/AGI unbalance as I always lean towards balanced builds or even slightly more AGI builds. The change seems properly proportioned though and I welcome a wpf respec so I can finally hybridize more properly to a 1h/polearm build. Good job, had to be done. The only thing that really worries me is that the average crossbow build is gonna have more wpf, I think it is high time crossbow requires a little more than just wpf.

I assume that I as a level 35 with 7 WM will end up with less wpf than before because of the comparatively high wpf bonus I had from levels?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 04:05:10 pm
I am a balanced build and not biased.

however I will miss the pure strength builds,  lessening diversity is always a sad thing imo. 
also high agi builds are crazy effective atm,  and are getting an undeserved buff.


I would have preferred another path to even the ground of agi/str discrepancy (armor weight penalty reduction with increased agi for instance),  but am thankful non the less of you guys working on it ofc.
There's an interesting relationship between str builds and agility builds which seems to dictate that the more agility builds you get on a server, the better str builds become (not talking about 21/18 or 18/21 builds). Since hp and damage is tied to str, that means str builds have more opponents they only have to hit a couple of times, if not only once, to kill. Meanwhile, with so many agility builds, there are few builds that can do significant damage to you as well. If you look at group fights, str is pretty much the dominant stat, because movement plays less of a role. Unfortunately, there's not really any reason to believe the opposite is true, although it might be, it's certainly not as significant.

I'm getting absurdly buffed. My main is 18/27 with 9WM.

I saw something like this coming, so I tried to suggest a workaround to getting tons of wpf (http://forum.melee.org/game-balance-discussion/balancing-strength/) where armor reduces the same amount of wpf at any point so high wpf builds can use a good 5-10 extra points and low wpf builds lose 5-10 points. It was my second time suggesting it much earlier than the date in the link. I guess we'll see how giving me 200wpf pans out.
What's interesting San, is that EU players wear a hell of a lot more armor than NA does, but they're also supposed to have more agility. Forgetting the agility part, more armor on na would nerf your build quite a bit, regardless of the wpf buff. You'd have to switch back to the steel pick.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumpy_Nic on November 09, 2013, 04:08:05 pm
instead of applying this patch you could use the classes from native to limit choices. with that also team balance would be easier to pull off
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 09, 2013, 04:13:05 pm
Sounds nice.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 09, 2013, 04:20:14 pm
Quote
So what does the change look like? For starters, free wpf from leveling has been removed. Second, the new base wpp (weapon proficiency point) allows for 20 wpf (weapon proficiency) in a single weapon type


20 wpf in a single weapon type <--- does that mean we cant put individual points into types? so i cant say put 10 into 1h then 10 into pole they all have to go 1h from that wpm?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Apsod on November 09, 2013, 04:21:39 pm
Hell yes, add this shit now please! I am so tired of the servers being dominated by boring strength builds.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 09, 2013, 04:24:20 pm
What's interesting San, is that EU players wear a hell of a lot more armor than NA does, but they're also supposed to have more agility. Forgetting the agility part, more armor on na would nerf your build quite a bit, regardless of the wpf buff. You'd have to switch back to the steel pick.

I don't think I read what you said correctly. Do you mean more armor after your change? I calculated it and I could wear 6 weight more body armor and get the same effective wpf as I have now. That's a good 9-10 increase in body armor. My suggestion, you get anywhere from 1-10 points back if you have over 140 wpf in the same gear loadout. I just have no idea if they can change such formulas so I just wanted people to keep in mind possible alternatives to raising the wpf cap. My build uses a fast sword and a mace sidearm regardless, so no need to worry about me  :)

An interesting thing about your change is that 3WM >= 3Strength + 1PS all the way up to 10WM (before it was like 5-7WM). My 18/27 build would do similar amounts of damage as a 21/18 build with more noticeable differences at lower WM (ex. 21/15 vs 18/24). It seems WM is essential to getting good damage now. Although there are "diminishing" (still better than current rate) returns as your WM reaches very high levels, that means that 3-5 PS builds are going to hit pretty dang hard now before factoring in speed and hold(faster = easier to get holds) bonuses.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 09, 2013, 04:25:11 pm
I assume that I as a level 35 with 7 WM will end up with less wpf than before because of the comparatively high wpf bonus I had from levels?

Now you have 168 wpf, after patch you will get 170, so no.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Utrakil on November 09, 2013, 04:31:30 pm


Now with that out of the way, we can get to the part where we want the community’s input. Of course there is the obvious “what do you think of the change?” but what we’re more interested in, is what you believe the minimal reimbursement would be for implementing this. We believe what would be most appropriate is reimbursing something like 6 Strength attributes and however many skill points that amounts to(This is currently the plan).

All responses and critiques appreciated(Aside from grammatical ones). Thanks for reading.

Edit 1: I guess I forgot to state this, but your wpf will be reset.

I would like to see a couple of aggi attributes and their skill points to be reimbursed as well. Because with the new formula it might be usefull to play around with aggi skills as well.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: korppis on November 09, 2013, 04:37:25 pm
I am a balanced build and not biased.

however I will miss the pure strength builds,  lessening diversity is always a sad thing imo. 
also high agi builds are crazy effective atm,  and are getting an undeserved buff.


I would have preferred another path to even the ground of agi/str discrepancy (armor weight penalty reduction with increased agi for instance),  but am thankful non the less of you guys working on it ofc.

Seems to me that new "pure" strength builds will be needing 12 agi to get enough wpf (~120). It's not so bad really, they will still have plenty left for str.

Overall this looks good. One could make better melee hybrids with builds like 15/21+, which increases diversity.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 09, 2013, 04:41:25 pm
reimbursing something like 6 Strength attributes and however many skill points that amounts to(This is currently the plan).

Edit 1: I guess I forgot to state this, but your wpf will be reset.

So instead of 27-18 1h I can have my old 21-24 2h? Cool  :D

Btw, now, when there will be mini respec increase difficulty of xbows, so that arbalest require 18 str. No harm done this way :P
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Novamere on November 09, 2013, 04:47:12 pm
GG STR fans.

And when is this being implemented?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 04:53:32 pm
San, basically what I was saying, is that if the NA metagame were changed to reflect that of the EU meta, you simply wouldn't find your build or item choices as effective as they currently are. The effectiveness of every item used, depends upon what it is put up against. Every build, every weapon, every item has weaknesses, str builds just have the least.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jacko on November 09, 2013, 04:58:04 pm
This is long long overdue. Should have been done two years ago. Strength builds have always been too viable with the free WPP granted for each level. We'll have to see how it pans out for high WM users.

Interesting times indeed.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Novamere on November 09, 2013, 05:00:52 pm
So im 39-3 on my main and have 120WPF 2h so what will that do to me now? i have 1 Weapon Master and 3 athletics.....Am i being destroyed with this patch?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: 722_ on November 09, 2013, 05:01:05 pm
Yay, looking foward to it, hopefully hybrids are still viable
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 09, 2013, 05:01:41 pm
And when is this being implemented?
That's something we all wanna know. So, do tell please!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 05:07:37 pm
1:1 split wpf hybrids will have about 5% less wpf in each type. a 50/150 split or a 90/170 is basically the same as what they have now.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on November 09, 2013, 05:07:55 pm
So im 39-3 on my main and have 120WPF 2h so what will that do to me now? i have 1 Weapon Master and 3 athletics.....Am i being destroyed with this patch?

This is the question i want to see answered
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Novamere on November 09, 2013, 05:09:35 pm
This is the question i want to see answered

Well even if they do fuck up STR he said they were doing 6 STR respec or something so i could do less STR and some into agility as long as i have over 100 WPF that is enough.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jack1 on November 09, 2013, 05:10:40 pm
So im 39-3 on my main and have 120WPF 2h so what will that do to me now? i have 1 Weapon Master and 3 athletics.....Am i being destroyed with this patch?

your swings are going to be slower.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 05:12:35 pm
This is the question i want to see answered
Check the graph I posted, it shows exactly how much wpf you will have with 3 agility and 1 wm.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 09, 2013, 05:16:17 pm
So im 39-3 on my main and have 120WPF 2h so what will that do to me now? i have 1 Weapon Master and 3 athletics.....Am i being destroyed with this patch?

How?  :shock:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: MURDERTRON on November 09, 2013, 05:16:54 pm
I'm bad at math.  Can you make a google docs spreadsheet so we can punch in our values?

Also Tydeus, while this is good at the high end, its going to make the peasant life MUCH WORSE.  Just a heads up.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: BlueKnight on November 09, 2013, 05:18:08 pm
(click to show/hide)

What we needed was to lower wpf of super-str-chars or to add wpf to agi-monkeys. Now with these formulas you have just deleted full-str from game as high PS itself doesn't grant you attractive damage You also need some wpf. Imho lowering the values of lvl 30 full str to like 80 instead of 111 would be good, but going to 20 wpf???

Have you or other dev tried playing with 20wpf and high str? I believe it's going to suck  :| I'm not even talking about making it harder, do whatever you want but just don't make 'str builds' another 'heavy lance'!

What I'm talking about are my predictions but I guess the idea of wpf rebalance should be re-thought.

Not even mentioning that fantastic high level 18/24 and 15/27 2h or pole build with awlpike or greatsword or warspear will be even more annoying.

...not to mention high lvl ranged! fucking asscher Steevee with his 18/27 archer build will be even faster and more accurate. All the xbowmen as well...

Instead of nerfing str guys you have simply deleted them and buffed ranged and gheystyle-users it seems...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jarlek on November 09, 2013, 05:20:14 pm
1:1 split wpf hybrids will have about 5% less wpf in each type. a 50/150 split or a 90/170 is basically the same as what they have now.
So in other words: Hybrids are either gonna stay the same or be nerfed?

Why? There's already so few hybrids, why would you punish them even more?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Utrakil on November 09, 2013, 05:26:26 pm
Tydeus is there a possibility to get some aggi attributes and their skills reimbursed? because I might have to change some shield or athletic skill to WM to keep my WPF and I don't want to change any of the str skills.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumpy_Nic on November 09, 2013, 05:28:16 pm
So instead of 27-18 1h I can have my old 21-24 2h? Cool  :D

Btw, now, when there will be mini respec increase difficulty of xbows, so that arbalest require 18 str. No harm done this way :P

yes, also fuck up my last char... thanks a lot
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 05:34:39 pm
Tydeus is there a possibility to get some aggi attributes and their skills reimbursed? because I might have to change some shield or athletic skill to WM to keep my WPF and I don't want to change any of the str skills.
At the moment we don't have plans for that, but that's exactly what this thread is for. It might be the case that we need to perhaps, lower all agi based skills by 1 point, and reimburse those points as well.
So in other words: Hybrids are either gonna stay the same or be nerfed?

Why? There's already so few hybrids, why would you punish them even more?
Because I don't believe specialization grants anything, a perfect example is skill to attribute conversions. Skill conversions are the tool of the specialized build, yet it's very hard to argue in their favor. Compare a 20 point conversion character to a 1 point conversion, there's absolutely no reason to believe the 20 point conversion has any meaningful advantage. Yes, this is an extreme case, nevertheless, it's easy to see how two skills are worth more than one attribute. Now it may be the case that the change goes overboard, but I seriously don't think so. The initial formula that I proposed to the devs had 3 agi builds at 60 wpf, but it wasn't deemed to be a strong enough nerf to the classic 39/3 build.

Edit: I'm not necessarily saying a 20 point conversion build should be every bit as effective as any other, but certainly specialization is a thing to grant legitimate benefits.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 09, 2013, 05:41:03 pm
Tydeus this is glorious on all aspects....praises to you.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Panos_ on November 09, 2013, 05:45:38 pm
YES PLEASE, WHAT THIS MOD NEEDED THE MOST!

MORE WPF POINTS MEANS MORE AGILITY WHICH MEANS MORE 2H HEROES SPAMMING THEIR MASTER RACE WEAPONS!


HOOOOOOO FUCKING RAY!

BEST DAY OF MY LIFE!


Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Testicleez on November 09, 2013, 05:46:25 pm
I'm getting absurdly buffed. My main is 18/27 with 9WM.

I saw something like this coming, so I tried to suggest a workaround to getting tons of wpf (http://forum.melee.org/game-balance-discussion/balancing-strength/) where armor reduces the same amount of wpf at any point so high wpf builds can use a good 5-10 extra points and low wpf builds lose 5-10 points. It was my second time suggesting it much earlier than the date in the link. I guess we'll see how giving me 200wpf pans out.

(click to show/hide)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Novamere on November 09, 2013, 05:49:06 pm
your swings are going to be slower.

Yea but thats fine most people dont know how to chamber haha its not native. Plus does not matter with a great maul and 13 PS, Guess it makes a differance to how you play.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 09, 2013, 05:51:02 pm
Looks like a decent change for 0 WM builds

Not sure I agree that strength is "objectively the best stat" though. As long as you have some str agi gives a great movement speed bonus with athetics. This adds to damage, damage reduction and footwork and effectively reduces your armour weight or allows you to wear more armour.

Any plans to balance ranged accuracy stats? They will get a nice buff from this and balanced builds that favour agi will get an unneeded buff imo
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Havoco on November 09, 2013, 05:54:09 pm
Of course u announce this when I am grinding my first true str build... :mad:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: no_rules_just_play on November 09, 2013, 05:56:16 pm
My 15/24 build is going to be fooking joocy:0

Edit: I now see that there won't be that much change for my 170/95 wpf hybrid. I agree with what jarlek said, hybrids are awesome fun and I don't see why they should be 'nerfed'. I gave away the chance to ever have more than 15 str so I could have high pole wpf and decent 1h, why shouldn't I get a few more points to put in my build?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Nehvar on November 09, 2013, 06:04:25 pm
(click to show/hide)

What we needed was to lower wpf of super-str-chars or to add wpf to agi-monkeys. Now with these formulas you have just deleted full-str from game as high PS itself doesn't grant you attractive damage You also need some wpf. Imho lowering the values of lvl 30 full str to like 80 instead of 111 would be good, but going to 20 wpf???

Have you or other dev tried playing with 20wpf and high str? I believe it's going to suck  :| I'm not even talking about making it harder, do whatever you want but just don't make 'str builds' another 'heavy lance'!

What I'm talking about are my predictions but I guess the idea of wpf rebalance should be re-thought.

Not even mentioning that fantastic high level 18/24 and 15/27 2h or pole build with awlpike or greatsword or warspear will be even more annoying.

...not to mention high lvl ranged! fucking asscher Steevee with his 18/27 archer build will be even faster and more accurate. All the xbowmen as well...

Instead of nerfing str guys you have simply deleted them and buffed ranged and gheystyle-users it seems...

STR builds aren't gone.  24/15, 27/15, 30/15, 27/12, 30/12 and 33/12 builds are still perfectly viable albeit with a little less IF.  Pure, high conversion STR builds will be the hardest hit.  Anyone who previously went with absolutely no AGI investment is looking at a max WPF of 100; assuming, of course, that they invest the reimbursement into AGI and WM.  Otherwise they're looking at 20 or 45 WPF.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 09, 2013, 06:08:30 pm
Time to respec to 15/30 longsword spammer in heavy armour. 10 athletics, 210 2 hand wpf :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thomek on November 09, 2013, 06:11:03 pm
For most hybrids, there are two possibilities for how this can affect you. If you have an even 1:1 split, you will find yourself having less wpf in both, up until higher WM values. If you have something like a 2:1 split, you will go largely unaffected.

Hmm.. Care to elaborate? :) What you mean by higher WM values?

What does it mean for me? 24 Agi 8WM 123/146 split.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on November 09, 2013, 06:13:09 pm
soo, basically instead of nerfing \ buffing to balance

you instead said "fuck this class which only a handful of people actually use...everyone else gets a buff"

Cyr Jona Shift Serbutts etc and the million other spamming Agi whores that run circles around us few str whores.

seriously...how many of us out there actually have 36-3 \ 39-3...?

so basically..."fuck diversity...i personally dont like str users to lets remove them? and have EVERYONE go agi?"

well played agi whores, well played
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 06:14:33 pm
Any plans to balance ranged accuracy stats? They will get a nice buff from this and balanced builds that favour agi will get an unneeded buff imo
Yes.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 09, 2013, 06:18:43 pm
(click to show/hide)
...not to mention high lvl ranged! fucking asscher Steevee with his 18/27 archer build will be even faster and more accurate. All the xbowmen as well...

Instead of nerfing str guys you have simply deleted them and buffed ranged and gheystyle-users it seems...

With my build i have 183 wpf, with new formula I'll have 198. For me it will be a big buff (or I'll stay with max 190 wpf and put rest in 1h)

But You should more worry about accuracy of HA and 5 and below PD bow users. They are gonna be walking submachine guns...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: FleetFox on November 09, 2013, 06:19:16 pm
Good to see some progress/change, nice work. Just waiting for the new exp and gold system now :)

Thanks
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 09, 2013, 06:19:46 pm
One thing to keep in mind is that (at least I feel) that the change is more about slowing down those that forego agi/wm/wpf than it is about speeding up those that have committed heavily to those.

Basically, high agi/wm/wpf players were already fast, and the compromise was being squishy...
However, high strength/ps/if players - while being hard hitting and survivable - we're not slow enough to create and adequate compromise to that direction.

I'd have to look at the charts again, but that would be my only comment is to not really speed up high wm/wpf, but to just slow down players who decide to not invest much or anything in those.

----

To summarize, slow down low agi/wm/wpf
Don't speed up high agi/wm/wpf


while the day of super strength and nothing else needed to end, i dont want to see it become just complete agi spam fest either...
both sides should be compromises (and more compromise the farther you go).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Novamere on November 09, 2013, 06:19:57 pm
soo, basically instead of nerfing \ buffing to balance

you instead said "fuck this class which only a handful of people actually use...everyone else gets a buff"

Cyr Jona Shift Serbutts etc and the million other spamming Agi whores that run circles around us few str whores.

seriously...how many of us out there actually have 36-3 \ 39-3...?

so basically..."fuck diversity...i personally dont like str users to lets remove them? and have EVERYONE go agi?"

well played agi whores, well played

Well we are the best are we not??? Look at some of our strat scores.......none that a agi whore can do!
http://forum.melee.org/mercenary-recruitment/knightmare_-mercing-for-crpg-gold!/msg839040/#msg839040

visitors can't see pics , please register or login



Sorry had to E-Peen it a little hahaha
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 09, 2013, 06:23:06 pm
I think it would be sensible to leave the "max WPP" curve in line with the current WPP, but add in the new zero wpp curve. Then see if its really necessary to buff agi more.

Don't think we will get more than 1 shot at getting it right, doubt we'll get more than 1 respec so tweaking after that will be awkward
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 09, 2013, 06:24:09 pm
Yes.

Next nerf for ranged incoming.

I hope that at least you will make in resonable way. It won't be funny if i'll kill more ppl in melee with 2 PS than with my bow...

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 09, 2013, 06:27:43 pm
Next nerf for ranged incoming.

I hope that at least you will make in resonable way. It won't be funny if i'll kill more ppl in melee with 2 PS than with my bow...
Actually... that would be funny :wink:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 09, 2013, 06:28:36 pm
Agi whore here, I beg to differ.

Anyways, regardless of the WM curve, 3agi builds were going to get screwed over no matter what once free wpf was getting removed. It'll be difficult without artificially altering things for 3agi 1WM users.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Johammeth on November 09, 2013, 06:35:00 pm
I'm gonna be pissed if people stop playing high STR characters (particularly the dreaded tincan mauler)

They serve as a natural focal point for a team, because they are easily identifiable juggernauts who excel in teamfights.

Players tend to follow these juggernauts around (particularly if they are doing well) and before you know it, your team is nicely grouped up and ready to shitroll the opposition.

Voila! Accidental teamwork!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 09, 2013, 06:39:46 pm
I'm gonna be pissed if people stop playing high STR characters (particularly the dreaded tincan mauler)

They serve as a natural focal point for a team, because they are easily identifiable juggernauts who excel in teamfights.

Players tend to follow these juggernauts around (particularly if they are doing well) and before you know it, your team is nicely grouped up and ready to shitroll the opposition.

Voila! Accidental teamwork!

Maybe heavy armour should get more of a str requirement so we still see str guys around, and so people aren't armour/agi crutching. I can't imagine people wanting to take high str now when you can get the extra damage from WPF instead of PS and run faster, and you will swing a lot slower with str
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Novamere on November 09, 2013, 06:48:15 pm
Maybe heavy armour should get more of a str requirement so we still see str guys around, and so people aren't armour/agi crutching. I can't imagine people wanting to take high str now when you can get the extra damage from WPF instead of PS and run faster, and you will swing a lot slower with str

That is a great idea i have always thought they should make heavier armors harder to wear instead of the max being like 18 STR to wear any armor...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gnjus on November 09, 2013, 06:50:26 pm
It will surely deal with the excessive amount of str builds that we have around right now




Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Sagar on November 09, 2013, 06:50:57 pm
With this changes, agility builds will not have any penalties. With 15 str you can use any weapon and armor in game (high agy + heavy armor = win).
Requirement lvl for all weapons and armors shod be raised.
So if you use str build you will have advantage to use heavy weapons and armors.
Agy build - light weapons and armors.
We will have diversity of playerbase/battlefield, and not just agility builds.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 06:57:10 pm
I feel like people have forgotten this. WPF increases have a greater affect on slow weapons, than fast ones.

visitors can't see pics , please register or login
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 09, 2013, 06:57:51 pm
1/3 of whatever is invested "into" whatever is invested, should be given back.
No matter if str/agi/skill points.

That flattens the pain for those who have specialised builds, which may not work now anymore. They can consider making different specialisations then, while the underlaying tendencies are kept.

Also: why not a full respec? It is clear that this is a major game change. From earlier changes and statements it was always clear, that at such a point a full respec would be viable.

Now also with my lvl 36 in mind, the higher in the level you get, the more time you have put into this grind festival, the more it hurts when changes are done and you couldnt simply adjust. Last time i saw an auction for Trainings Lessons, it was for 3 million gold wtf i roughly have 400k without any thing being bought in months(counting also back into the time i had been playing for longer then a month now). So either get us a fixed low price on trainings lessons to respec, or give us a full respec, but the bare minimum as i see it, 1/3 of everything we had spent skill or attr points no matter if agi or str.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 09, 2013, 06:59:06 pm
Yes.

Seriously you should mention that before.

In my opinion it is bit overkill for some players and that change favor agi staking.
Maybe you can make STR reduce armour weight penalties for walking speed and PS for WPF.There should be reason to go for stronger characters.
A bit ofc.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: elvandin on November 09, 2013, 07:05:39 pm
This will definitely make plumbo and players like him (strength crutch but with all wpf poured into one thing so that they are fairly fast still) not so op. I am worried about what this will do to my characters though, as almost all of them are hybrids. For instance my 2h/thrower is 21/15 5 weapon master 2h 120 throwing 104. I just barely have enough throwing wpf to use and pick up my throwing lances wearing light armor (just above 10 pounds).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 09, 2013, 07:10:29 pm
Maybe I missed it, but what happens to your existing WPP expenditures? Say you have 120 1h and 100 throwing, but you end up losing wpp; which proficiency loses those points?

If this is handled incorrectly, I could see throwers getting screwed with "your proficiency is too low" message with no recourse.

EDIT-I say no reimbursement of str, but offer my proposed "mini-respecs" in the store ;-) Make those people that have been crutching strength for 2 years with 0 WM at least have to pay some gold to get agi/wm.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: elvandin on November 09, 2013, 07:13:51 pm
that is exactly what i am worried about. as i understand it, we will have less overall wpf points as a result of only having 5 wm, thus bringing me below the threshold i need for throwing lances.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gurnisson on November 09, 2013, 07:14:08 pm
Yes.

Why though? Increased accuracy for ranged would be a nice change. However the increased damage from more wpf should get reduced to how it was. Just my honest opinion, and I rarely play ranged characters. :)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 09, 2013, 07:14:37 pm
(click to show/hide)

WHy not full respec? Cause chadz said no, that's why. Also, I don't see any connection between nerf for STR and someone's desire to change whole build, especially by decreasing AGI... I smell biased opinion here  :wink: Btw:

Quote
Auction   09/11/2013 18:13:09   Training Lessons   1,100,001 gold

1 mln gold for Training lessons is nothing, it's 1 MW item.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 09, 2013, 07:18:28 pm
im struggling to see how this makes agi chars suddenly overpowerd? From what i can tell if you have all your wpf in one section you will only gain a few points extra its not going to suddenly make agi based chars hit super hard all of a sudden?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 09, 2013, 07:19:28 pm
that is exactly what i am worried about. as i understand it, we will have less overall wpf points as a result of only having 5 wm, thus bringing me below the threshold i need for throwing lances.

"Your proficiency is too low" message overall is a bad idea; why should 1 wpf point ever be the difference between being able to use a weapon and not?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 09, 2013, 07:21:05 pm
Maybe I missed it, but what happens to your existing WPP expenditures? Say you have 120 1h and 100 throwing, but you end up losing wpp; which proficiency loses those points?

If this is handled incorrectly, I could see throwers getting screwed with "your proficiency is too low" message with no recourse.

EDIT-I say no reimbursement of str, but offer my proposed "mini-respecs" in the store ;-) Make those people that have been crutching strength for 2 years with 0 WM at least have to pay some gold to get agi/wm.

They will be doing a WPF wipe when they add the update, says in OP edit1
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: GOBBLINKINGREATLEADER on November 09, 2013, 07:22:03 pm
Any agility player worth their salt could already shit on strength players. Especially with the cheesy new 1h FOTM. This is only going to make even more cheeseball dickheads spec into 1h stab spamming shit. Ugh.

Shit, my main may be 34-6 but I couldn't give less of a fuck about these WM changes apart from how it will make agi 1h cheeseballs more prevalent. Personally, I already top 50v50 battles using a long maul with 1 WPF in it, so I'm not worried for myself. WM is for scrubs.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Algarn on November 09, 2013, 07:26:58 pm
Is my build fucked ? Will it destroy my splendid str whore ? :(

(click to show/hide)

nvm, nothing changes. But will free respecs given ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: MURDERTRON on November 09, 2013, 07:29:56 pm
Add one damage to the Heavy Lance while you're at it Tydeus.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HarryCrumb on November 09, 2013, 07:33:43 pm
Will our WPF be reset as well? What all is being reset exactly?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: WITCHCRAFT on November 09, 2013, 07:38:34 pm
I am currently 22/21 and going for a high level 24/21 build with 8 power strike, 7 athletics, and 7 shield. With 21 agility and no weapon mastery I will drop from 115 to 83. I would be kinda grumpy if I didn't get to redo my build. Wouldn't be completely screwed over, but if I knew about this change I would not have even started towards this build. Hope I don't have to respec at almost level 33 :(

edit: Hmm if it gives me back 6 strength I should be able to swap to 18/24, which I tried a few gens ago. With a boost to high WM/WPF that might be fun  :D

would it remove my 7th point in powerstrike when my strength is lowered to 16? I assume it wouldn't let me keep it...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: MURDERTRON on November 09, 2013, 07:41:35 pm
What's going to happen to me?

I have 130 throwing and 111 polearm.  21/18 6WM.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: NuberT on November 09, 2013, 07:41:40 pm
Tydeus is there a possibility to get some aggi attributes and their skills reimbursed? because I might have to change some shield or athletic skill to WM to keep my WPF and I don't want to change any of the str skills.

this plz
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 09, 2013, 07:45:10 pm
... lowering the damage on stabs f.e. side sword ...
dont you dare nerv the side sword again, i stil lcant really use it, but at least one of its attacks now works, rather reduce overall 1h stab speed on all 1h's

...
also high agi builds are crazy effective atm,  and are getting an undeserved buff.
...
while people may shout at me as 1h agi i wouldnt be objective, then again who is, what i wanted to say is, the only thing about agi based characters which atm is really fucking me up and as i see also happening to others, is that the weapon length to athl ratio is somehow fucked up. This is not seen out of a reality aspect, but out of playability and gameplay blanacing. When you see heavy armors with very long weapons bunny jumping around, outmanouvering agi based classes often in a fashion you have to wonder why you yourself put anything into athletcis ...

My point is:
The longer the weapon, the better the player already can outmanouver others, combined with then with athletics it gets crazy, combiend with people getting better and better at blocking everything(if not ebing outmanouvered themselves) The trend will still be the longer teh better combined with ath and experience = unbeatable.

... or increase 2h/pole weights

@sans
if you look at the graphs carefully, they do nearly as you suggested. It is more dynamic, the more you invest the more you get out of it, but not so much that it would be exponetial, the less you invest the less you get out of it.
Or id i miss your point here?

@str builds
your builds wont be completly unviable, you will but need to adjust your timing.
Str still ahs the same effect on knockdown, crushthrough and PS. If you dont have invested into or also dont wantto invest in the future into WPP, you will jsut be a few milliseconds slower ... so block more often

... chadz said no, that's why.
even he should be allwoed to change his mind, right?  :oops:

...I smell biased opinion here  :wink: Btw:
(click to show/hide)
as i hinted myself :wink::wink::wink:
then again, there is not such a thing as objectivity, only the ideal we can strive for.

@Osiris
it wont make agi builds super overpowered, but the use of WPM makes now more sence then before.
As mentioned, with 3 WPM, or less in higher levels because of inbuilt WPP increase through levels, you were able to pretty much neglect WPM ... which i did, but i also aimed already for my second respec(there falca it is my hidden agenda  :rolleyes:). So afterall, it aint so much a buff for agi, but a nef for those kinds of str based builds, who didnt put at all skill points into WPM.

also: thanks devs, this really was very long overdue ... and i can tell my clan mates, told you so :) there is another patch coming :) (i was just joking with them at that time, but hey i take what i can get  :lol:)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 09, 2013, 07:47:19 pm
that was my point kinng i see all these people going omg respec to agi 1h etc agi is buffed loads yadda yadda when all i see is full str nerf and perfect hybrid nerf (me :( )
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 09, 2013, 07:52:59 pm
I myself call it , "Balancing" , it wasn't even a nerf nor a buff, but a change to a base game mechanic, which will strangely enough, not change the overall gameplay too much in the end.

As with every patch, first try it out, then try to change your shit according to the new rules and try to get used to it, then if that all wouldn't work out, start crying. But only then ^^. (then be prepared to be ignored ... for years)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 09, 2013, 07:57:46 pm
Its both a nerf to strength by losing swing speed/damage for everyone with less than 18 agi and a direct buff to anyone with over 18 agi. Its a double whammy balancing. They could do one or the other and still agi would be the preferred stat over 18 str imo. Theres no real reason to take your str higher. Even now without any changes agi is the better stat over 18/21 str
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 09, 2013, 08:11:58 pm
@sans
if you look at the graphs carefully, they do nearly as you suggested. It is more dynamic, the more you invest the more you get out of it, but not so much that it would be exponetial, the less you invest the less you get out of it.
Or id i miss your point here?

IMO the curve is quite good, but because the cap will increase, there are some small tweaks that must be made. You have to take into account all of the ranged players. Additionally, high agi players are still locked into light armor if they care about wpf, now it just gives us 180-200wpf to play with when we lower our armor instead of 160-180. Just not sure how well lower wpf players could compete against 200+wpf players. It could work out amazingly, but it is a scary thought.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 09, 2013, 08:15:19 pm
you need 27 agi and full wpm to get 198 doesn't seem like there will be that many people with those builds?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Torost on November 09, 2013, 08:15:56 pm
Xmas is getting close.. be the santa not the grinch. Hand out free respecs for all.

It is not like it cost anything, and it makes everyone happy. What is the downside?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: BlueKnight on November 09, 2013, 08:16:03 pm
(click to show/hide)

Also changing wpf which is a significant change in the builds should be followed by other changes (xbow requirement etc.) so once devs decide to give free respec they don't have to do that later again....

Also I don't understand it. For example Path of Exile's developers tend to give respecs when they change stuff. I haven't heard anyone complaining that he received a free, unwanted respec chance...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: BlueKnight on November 09, 2013, 08:25:28 pm
you need 27 agi and full wpm to get 198 doesn't seem like there will be that many people with those builds?
There will be many. Just like rondel dagger became a new thing in crpg once and everybody decided to create his funny-ass STF with rondel, this time people will swap to a lot of agi if it's the new trend :rolleyes:

If it can be abused it will be...

EDIT: Why am I doubleposting all the time lately -.- ?

EDIT2: I very much appreciate developers asking the community about the upcoming changes. It's a nice way of disaster prevention.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kelugarn on November 09, 2013, 08:27:39 pm
(click to show/hide)

GIVE IT TO ME NOW!!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: WITCHCRAFT on November 09, 2013, 08:34:35 pm
I'm gonna be pissed if people stop playing high STR characters (particularly the dreaded tincan mauler)

They serve as a natural focal point for a team, because they are easily identifiable juggernauts who excel in teamfights.

Players tend to follow these juggernauts around (particularly if they are doing well) and before you know it, your team is nicely grouped up and ready to shitroll the opposition.

Voila! Accidental teamwork!

Instead of a bunch of cowardly scavengers following a T Rex around, the new accidental teamwork meta will be a pack of velociraptors circling the enemy at blinding speed and pecking away at them until they die.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Wrangham on November 09, 2013, 08:37:10 pm
These changes all look great but it is aspirin for the gunshot wound that is the cRPG battle. You will never fix balance problems until you implement game modes that prevent full-retard players rolling 39/3 Greatsword, 7/30 horse xbows, or X/X Troll-the-Server-by-Delaying. People have been suggesting "conquest" style modes for years.

Here's one I found after looking for about 15 seconds in the suggestions thread: 76% player support in a forum dominated by fanboy trolls.

http://forum.melee.org/suggestions-corner/change-battle-to-'conquest'-mode-by-spawning-motf-early-in-rounds/msg821494/#msg821494
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Bjord on November 09, 2013, 08:40:04 pm
Free WPF respec? Thanks. Going to abuse the shit out of 1h no shield.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 09, 2013, 08:44:01 pm
Instead of a bunch of cowardly scavengers following a T Rex around, the new accidental teamwork meta will be a pack of velociraptors circling the enemy at blinding speed and pecking away at them until they die.


so because you cant go 36-3 etc everyone is going to go 15-27 etc? 24-15 etc is still going to be perfectly fine
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 09, 2013, 09:07:14 pm
Quote
Tydeus is there a possibility to get some aggi attributes and their skills reimbursed? because I might have to change some shield or athletic skill to WM to keep my WPF and I don't want to change any of the str skills.

This is a very good point. Some people are 18/24 or similar with no IF, but they have no WM. They should be able to drop some agility, shield, etc to put points into Weapon master. Rusty advocated an 18/21 build with no WM for years, and lots of people emulated it.

Can we just have 6 stat points to refund however we want? 6 str, 6 agi,  3str+3agi, 3agi+6 skills, 12 skills, etc?

That's more equitable. Otherwise, you are just rewarding the full strength 2h (that have dominated crpg for years) by allowing them to respec into the next flavor-of-the-month, while punishing many hybrids and agi characters without WM.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 09:08:12 pm
Alright, this has probably been asked about more than anything else, so here are some examples of what some wpf splits could look like.

8 WM with 24 Agility could give you 184 WPF in one type or...
170/73
167/84
135/135
135/94/94

5 WM with 15 Agility could give you 139 wpf in one type or...
110/81
120/62
97/97
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jarlek on November 09, 2013, 09:09:10 pm
Btw, with this WPF change, is it time to remove the bonus damage from wpf? Or at least for the really high one? Would stop archers from getting that massive damage boost.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Torben on November 09, 2013, 09:10:36 pm
There's an interesting relationship between str builds and agility builds which seems to dictate that the more agility builds you get on a server, the better str builds become (not talking about 21/18 or 18/21 builds). Since hp and damage is tied to str, that means str builds have more opponents they only have to hit a couple of times, if not only once, to kill. Meanwhile, with so many agility builds, there are few builds that can do significant damage to you as well. If you look at group fights, str is pretty much the dominant stat, because movement plays less of a role. Unfortunately, there's not really any reason to believe the opposite is true, although it might be, it's certainly not as significant.

takes max 3 well placed polearm stabs to take down any hulk imo,  and those stabs work in group fights very well...
just my two cents,  you have the statistics so youll know best i guess
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: protox2k on November 09, 2013, 09:12:14 pm
IM SO CONFUSED NOW! Just give free respecs with the update
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 09:12:23 pm
As far as the low str, zero WM issue goes, we're aware of it and considering ways to properly reimburse those characters.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Matey on November 09, 2013, 09:14:52 pm
As far as the low str, zero WM issue goes, we're aware of it and considering ways to properly reimburse those characters.

Tell chadz to stop being a baby and just give free respecs to everyone. i cant imagine the current solution being easier to implement than that. I do remember one of his old concerns about free repsecs being people who would get confused at their char being respecced or something... so id say the easy solution is everyone gets a free respec but they have to manually respec... its just free once.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Bjord on November 09, 2013, 09:18:46 pm
Then you'd have a few people saving the respecs. Unless you had a limited window during which you could respec, say a few days.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Torben on November 09, 2013, 09:20:08 pm
Then you'd have a few people saving the respecs. Unless you had a limited window during which you could respec, say a few days.

who cares?  what difference does it make? are you affected by a guy respeccing now or later?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 09, 2013, 09:31:01 pm
Alright, this has probably been asked about more than anything else, so here are some examples of what some wpf splits could look like.

8 WM with 24 Agility could give you 184 WPF in one type or...
170/73
167/84
135/135
135/94/94

5 WM with 15 Agility could give you 139 wpf in one type or...
110/81
120/62
97/97

I really don't see the need for this change besides nerfing max str guys and guys that don't put points into WM. What is the problem that you guys felt needed fixing in the 15-27 str/agi area? Agi is already really strong as long as you have some Str for access to gear
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: BlindGuy on November 09, 2013, 09:32:23 pm
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Praise be the revolution. Too long Strengh gave TWO boni: melee damage and hitpoints, while Agi had swingspeed stripped, leaving ONE bonus: movement speed. Now that agility has risen to have two boni again, some balance has been restored. The feeling this gives me is like after a big comfortable shit, that satisfied relaxed confort of a job well done.

All hail this day!

Character's of mine needing reset because of this: None.


Win.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 09, 2013, 09:35:13 pm
Agi increases movement speed and damage already. Both in WPF and in speed bonus. Allows you to wear comparatively more armour compared to str guys for the same speed too
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Bjord on November 09, 2013, 09:36:04 pm
who cares?  what difference does it make? are you affected by a guy respeccing now or later?
Really? You don't see the issue? As minor as it is, there are people who always min/max and try to create the optimal build in relation with the build trends. This would mean that they get the chance to cherry pick their build. Being forced to dedicate your skills to one build per gen (especially when you're lvl 35+) is good, because then the build trends are more static, meaning the playfield is more even. Metagaming is just tedious, especially stuff like this. I really don't wanna deal with lvl 35 21/24 guys with awlpikes, for example.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: MURDERTRON on November 09, 2013, 09:37:42 pm
You're going to have a lot of weird balance issues now.  What I would have done was just divided the WPP you get at 30 (250), that gives you 111WPF in one category by 18 agi (which is your target balance build).  This way, once you hit 18 WPF, you have the baseline singular WPF.

Now, what about high agi builds?  Lets examine the most extreme case a 3/36 builds.  It would have 500 WPP.  That could be a 111/111 split, or 145 with no WM.  Let's say he gets 1PS, PT or PD and 12 atheletics.  With only enough left for 10WM, sure, he will have just over 200 singular WPF.  But with only 1PS, he will not be effective.  That build would have 189 WPF with the current system, ~20 WPF will not make a big difference.

On the other extreme, at 36/3 or whatever -/3, you will have 55 WPP which is around 41 singular WPF.  With 1WM, they'd then have 61 WPF. 

Now let's look at some more balanced scenarios.

24/15 would get about 101 Singular WPF from agility.

18/21 would get 118 Singular WPF from agility.

15/24: 125

12/27: 130

9/30: 134

You should also take in to account that this would not give players higher than level 30 even more WPF which we have in the current system.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: SP1N on November 09, 2013, 09:47:18 pm
The formula looks great, although (and not that I'm complaining being an agi-stacked pike user) the damage outputs for high agility and WM characters are going to be even closer to those with high strength and PS.

Game balance before:

STR------------|--------------------------------AGI

Game balance after:

STR---------------------------------|-----------AGI



As far as the "compensation" goes: full respecs would send the community haywire, but no respecs will send them into a rage. I'd say since wpf is the focal change in the patch, just stick with the wpf reset.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Johammeth on November 09, 2013, 09:53:28 pm
Instead of a bunch of cowardly scavengers following a T Rex around, the new accidental teamwork meta will be a pack of velociraptors circling the enemy at blinding speed and pecking away at them until they die.

(click to show/hide)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: FleetFox on November 09, 2013, 09:58:17 pm
visitors can't see pics , please register or login


Praise be the revolution. Too long Strengh gave TWO boni: melee damage and hitpoints, while Agi had swingspeed stripped, leaving ONE bonus: movement speed. Now that agility has risen to have two boni again, some balance has been restored. The feeling this gives me is like after a big comfortable shit, that satisfied relaxed confort of a job well done.

All hail this day!

Character's of mine needing reset because of this: None.


Win.

Nice pic, but perhaps full respecs should be more looked into :) atleast training lesson price lowered.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Torben on November 09, 2013, 10:00:47 pm
Really? You don't see the issue? As minor as it is, there are people who always min/max and try to create the optimal build in relation with the build trends. This would mean that they get the chance to cherry pick their build. Being forced to dedicate your skills to one build per gen (especially when you're lvl 35+) is good, because then the build trends are more static, meaning the playfield is more even. Metagaming is just tedious, especially stuff like this. I really don't wanna deal with lvl 35 21/24 guys with awlpikes, for example.

i couldnt care less
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Cosmos_Shielder on November 09, 2013, 10:06:36 pm
First , your red graph is completely pointless. No body would get agility without taking weapon master.
Second thing with your new formula if you have less than 6 weapon master , you are nerfed.
second thing you definetely killed full force build when it wasn't necessary. yet having ironflesh is completely pointless without a masterwork milanese plate.
12 ironflesh change nothing without a good armor cause it barely make you able to one more hit than agi whore.
Powerstrike wasn't even powerfull because if you are full armor with full ironflesh , you don't get any speed bonus, because you don't have any athletics.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Cosmos_Shielder on November 09, 2013, 10:09:13 pm
You're going to have a lot of weird balance issues now.  What I would have done was just divided the WPP you get at 30 (250), that gives you 111WPF in one category by 18 agi (which is your target balance build).  This way, once you hit 18 WPF, you have the baseline singular WPF.

Now, what about high agi builds?  Lets examine the most extreme case a 3/36 builds.  It would have 500 WPP.  That could be a 111/111 split, or 145 with no WM.  Let's say he gets 1PS, PT or PD and 12 atheletics.  With only enough left for 10WM, sure, he will have just over 200 singular WPF.  But with only 1PS, he will not be effective.  That build would have 189 WPF with the current system, ~20 WPF will not make a big difference.

On the other extreme, at 36/3 or whatever -/3, you will have 55 WPP which is around 41 singular WPF.  With 1WM, they'd then have 61 WPF. 

Now let's look at some more balanced scenarios.

24/15 would get about 101 Singular WPF from agility.

18/21 would get 118 Singular WPF from agility.

15/24: 125

12/27: 130

9/30: 134

You should also take in to account that this would not give players higher than level 30 even more WPF which we have in the current system.
DO NOT FORGET ARMOR! High strenght build are only viable with armor which already cost a lot , and take away wpf from you.
Now full str wont any more wpf...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dach on November 09, 2013, 10:27:54 pm
Finally!!!! the 36-3 39-3 and worse get screwed.... IT'S ABOUT TIME.

3-36 3-39 etc weren't viable so glad the other end get the same treatment...

Even more happy about this change for Strategus, since this game mode was heavily favouring STR build. (Multiple castle siege without room for maneuver... or stupid random map with hill everywhere that negate 90% of your athletics...  :|
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Pentecost on November 09, 2013, 10:33:22 pm
Some questions:

1.) Decoupling free hp from strength seems like an easier solution to this whole affair if your primary aim was to balance strength builds with everyone else. Is there a reason you didn't just go with that?

2.) Can you post the old wpf cost formula as well for the sake of comparison?

3.) Are you preemptively tweaking any weapon speeds in the same patch that this goes live? A server that's 30-50% 180+ wpf longsworders or 180+ wpf awlpikers is going to be even more of a plague than a team of archers and throwers is now.

4.) Are you going to adjust the amount of damage you get from wpf? I was under the impression that every 50 wpf past 100 is about equal to 1 power strike in terms of damage, so someone who gets 180-220 effective wpf is going to be getting the equivalent of ~2 PS on top of much faster swings.

5.) What's the problem with offering full respecs, exactly? If you're going to be making sweeping changes that affect the entire game (as opposed to just one playstyle or one weapon class), why would that not be something on the table? If you're going to say "that would set an unhealthy precedent", it most certainly would not be an issue. It's not like game-wide changes on the level of this one happen with any regularity or frequency.

Finally, I just want to say that it makes little sense to penalize people who have evenly split wpfs when you are already greatly increasing the value of having your wpf in one weapon class. There will be little reason for any pure melee to opt for an even split when it will disadvantage you by 80-110 wpf points (ie the current difference between an archer in melee against a melee in melee) compared to someone who has correctly assessed the new meta and adjusted his build accordingly to have tons of WM. It will be only worthwhile for melee/ranged hybrids.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: WITCHCRAFT on November 09, 2013, 10:34:12 pm
Finally!!!! the 36-3 39-3 and worse get screwed.... IT'S ABOUT TIME.

3-36 3-39 etc weren't viable so glad the other end get the same treatment...

Even more happy about this change for Strategus, since this game mode was heavily favouring STR build. (Multiple castle siege without room for maneuver... or stupid random map with hill everywhere that negate 90% of your athletics...  :|

The main reason i planned to switch from 18/24 to 24/21 was because STR builds are that much better in strat. You live longer so you preserve tickets and respawn faster. There's almost always plate armor available as well.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Malaclypse on November 09, 2013, 10:39:08 pm
Wow, would have been fine with my 18/24 build, my 15/24 build (though it was way too weak for my liking in Strat), and now I'll be fine with my 18/21 build. Bout time.

Also all these dudes saying STR builds are now dead are hilarious. If you've ever picked up a Longsword, Morningstar, Long Bardiche etc.with 1 wpf, you know that the lack of it isn't a huge impediment to dealing damage and killing folk (nor does it effect your swing speed much), even less so if you have 33+ STR/11+ PS.

39/3 will still be able to exist, just dealing a bit less damage and swinging a bit slower, and as Nehvar pointed out pages ago, 33/12, 30/12, 27/12 etc are all very hard hitting Strength builds. I've always operated under the principle that a good build has at least 18 of each attribute, personally, and people won't even be bound to that much investment. If anything, the people going from 33/3 and up to xx/12 are probably going to be more effective.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: chesterotab on November 09, 2013, 10:45:52 pm
So my 5wm 2h/pole/toplite/cav hybrid is just getting a flat out nerf? hurrah!

Who is really against free respecs for everybody?
(click to show/hide)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 09, 2013, 10:49:12 pm
I hate to say this but...

...Bjord is correct about the full respec.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Novamere on November 09, 2013, 10:50:39 pm
This is the time they should hand out full free respec for maybe a 1 week period and if not used within 1 week it goes away! And you only get to use it once.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kato on November 09, 2013, 11:16:56 pm
I am not sold on this change.
I can see all this level 34-35 players going for 27 - 30 agi builds with around 200wpf and superfast weapons and we are in territory when game become broken, a lot more phasing and so on...
And fighting bunch of people like this can be really annoying.
Just image server full of Kinngrims. :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 09, 2013, 11:24:10 pm
Some questions:

1.) Decoupling free hp from strength seems like an easier solution to this whole affair if your primary aim was to balance strength builds with everyone else. Is there a reason you didn't just go with that?

2.) Can you post the old wpf cost formula as well for the sake of comparison?

3.) Are you preemptively tweaking any weapon speeds in the same patch that this goes live? A server that's 30-50% 180+ wpf longsworders or 180+ wpf awlpikers is going to be even more of a plague than a team of archers and throwers is now.

4.) Are you going to adjust the amount of damage you get from wpf? I was under the impression that every 50 wpf past 100 is about equal to 1 power strike in terms of damage, so someone who gets 180-220 effective wpf is going to be getting the equivalent of ~2 PS on top of much faster swings.

5.) What's the problem with offering full respecs, exactly? If you're going to be making sweeping changes that affect the entire game (as opposed to just one playstyle or one weapon class), why would that not be something on the table? If you're going to say "that would set an unhealthy precedent", it most certainly would not be an issue. It's not like game-wide changes on the level of this one happen with any regularity or frequency.

Finally, I just want to say that it makes little sense to penalize people who have evenly split wpfs when you are already greatly increasing the value of having your wpf in one weapon class. There will be little reason for any pure melee to opt for an even split when it will disadvantage you by 80-110 wpf points (ie the current difference between an archer in melee against a melee in melee) compared to someone who has correctly assessed the new meta and adjusted his build accordingly to have tons of WM. It will be only worthwhile for melee/ranged hybrids.
"Correctly assessed the new meta and adjusted his build accordingly to have tons of WM." I can't say I agree with that assessment at all, actually.

1. It's not just to address the Str v Agi problem, although that is the focus. HP can be addressed at another time if that's the issue. The main problem is that WM isn't rewarding for melee and free wpf creates undesirable situations. Both of those two things are key.

2. The old(what is currently used) formula is represented in the graph, for specific splits of wpf, just use your STF character.

3. Yes.

4.Not at this time.

5. I'm going to stick with the generic "No to Min/Maxers" reply, here. I'm not sure full respecs are entirely off the table, but they're certainly not desirable. If possible, we'd really like to not do that. You see, balance is a fickle thing. It can be something like a self fulfilling prophecy. Kneejerk reactions will cause players to respec into what they think will be most effective. Thus you end up with reduced variety and an abundance of certain playstyles which will likely be considered "OP" due to popularity, but would otherwise have not been considered so after the first month.

For example, lets say STR currently was twice as effective as it is now. Literally every player would know that str is op and agi is almost entirely worthless. Then, a patch came out which brought us to the current mechanics we have now. Most people say Str is better than agility still, although there is at least some debate over the subject. People would see the massive change and say "wow, str is now entirely worthless, there's literally no reason to get str anymore". From their perspective, that's what it would seem like, objectively though, that simply wouldn't be the case at all.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Spurdospera on November 09, 2013, 11:25:35 pm
I am not sold on this change.
I can see all this level 34-35 players going for 27 - 30 agi builds with around 200wpf and superfast weapons and we are in territory when game become broken, a lot more phasing and so on...
And fighting bunch of people like this can be really annoying.
Just image server full of Kinngrims. :D
Any build is about as good/bad as the players skill is. Even 200 wpf does not help if you´re just plain bad at this game.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 09, 2013, 11:45:36 pm
Nerf for str builds is good and well deserved, buff for agi - high wpf builds... not so much. As few guys said already some very fast weapons are already very hard to block for majority of players, with even higher wpf they will be almost "unblockable" :P I have 18-24 shielder with 174 wpf (6 PS combined with high wpf and MW weapon is more than enough even on EU side). After patch I will have 184 wpf and if I'd change into 15-27 I'd have 198 wpf, 24 wpf more than currently... Even now this build is really strong according to me, espeically with fast weapons liek niuweidao, so I don't think this buff is justified.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 10, 2013, 12:05:22 am
...
Just image server full of Kinngrims. :D
i dont have 11 WPM, i have 11 shieldskill, so ...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kato on November 10, 2013, 12:17:18 am
i dont have 11 WPM, i have 11 shieldskill, so your argument is mute

yeah, I referred more to athletics, but with new wpf curve going full wm(220+) instead of shield looks attractive and pretty much broke the game, its 2010 all over again.
Especially now when so many people have high level cause of strategus.
Theres no single reason to go strong builds, when you get massive damage bonus from wpf and as strong build you cant even stack if, because you need fill wpf first.

I hate strong builds to play or play against, but i am not sure if this change really improve balance between str and agi builds.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: PsychoTwins on November 10, 2013, 12:39:59 am
Nerf for str builds is good and well deserved, buff for agi - high wpf builds... not so much. As few guys said already some very fast weapons are already very hard to block for majority of players, with even higher wpf they will be almost "unblockable" :P I have 18-24 shielder with 174 wpf (6 PS combined with high wpf and MW weapon is more than enough even on EU side). After patch I will have 184 wpf and if I'd change into 15-27 I'd have 198 wpf, 24 wpf more than currently... Even now this build is really strong according to me, espeically with fast weapons liek niuweidao, so I don't think this buff is justified.

I feel like people have forgotten this. WPF increases have a greater affect on slow weapons, than fast ones.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Bulzur on November 10, 2013, 12:44:24 am
Good thing this change will finally see the day, after all the talk about removing free wpf from leveling up.


Will have to see how it goes for my thrower with 7 PT and 5 WM, but i don't mind having to give up on 1 or 2 IF for the extra WM.


I'm also against full respec, and think that the 6 less STR, and special attentions to low str/no WM characters should be enough.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tor! on November 10, 2013, 01:01:03 am
Nice change, I waited a long time for this, maybe have to play again now  :)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 10, 2013, 01:03:17 am
Nice change, I waited a long time for this, maybe have to play again now  :)
I miss seeing you and cooties on na topping score boards.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Sauce on November 10, 2013, 01:28:55 am
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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Matey on November 10, 2013, 01:33:46 am
You want to create diversity by forcing people to play builds that have been made obsolete by your radical "balancing" patch. Also, you believe this will be the solution to your "kneejerk reactions" and reduced play style variety? The most diverse this game has ever been was 3 years ago when you didn't fuck with balance and game mechanics patch after patch.  Yeah, strength builds are popular and effective at the moment, the solution however, isn't reworking the entire game in the opposite direction.

this game was only diverse 3 years ago because it was full of noobs who couldnt afford plated chargers and full plate. the balance back then was total shit and with people playing as long as they have been now... that old system would be nothing but dudes in full plate.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Bulzur on November 10, 2013, 01:41:42 am
You want to create diversity by forcing people to play builds that have been made obsolete by your radical "balancing" patch. Also, you believe this will be the solution to your "kneejerk reactions" and reduced play style variety? The most diverse this game has ever been was 3 years ago when you didn't fuck with balance and game mechanics patch after patch.  Yeah, strength builds are popular and effective at the moment, the solution however, isn't reworking the entire game in the opposite direction.

Overreacting much ?

I like how you think that bringing the "it was better 3 years ago" would give you points from us old time fellows, but it's definitely not the case. Balance was horrible, 170 wpf build from retirement, with a full str morningstar crushthrough character, pinpoint archer accuracy, etc... Everybody running in medium gear, except a few rich guys in plate, etc... No diversity, everyone aiming for the best equipment, best weapon possible. I don't regret thoses days the slightest. Only some of the players then.

I like how a great number of STR stackers are totally forgetting the fact that this change was BOUND to happen. It was talked about a while back, and all people sticking to their STR build or starting a new one should have known the risks. (no free wpf per level is a long-awaited and decided change)

Funny how an extra 20 wpf for 9 WM, and 10 wpf less for 5 WM Hybrid is consider by you to be "reworking the entire game in the opposite direction". Yes, your full STR stacker 36/3 build will be slower, with less wpf. And ? Is it completely impossible ? No. Has hard as a 3/36 build ? Depends.

I'll still like to see additional changes for STR requirements for armor (going to 21 str for some of the higher stuff for example), but that's another matter, and i deeply await the next patch. NErf rondel daggers, longsword speed, awlpike speed, and buff WM while removing free wpf. It's like an early christmas present.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Sauce on November 10, 2013, 01:46:20 am
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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 10, 2013, 01:57:52 am
Ya'll need some perspective. All the 36/9 zero WM builds will use their free respec points to go 30/15 5WM, they will still wear the same armor. People that were full agility builds before will continue to be so, swinging less than 1% faster and doing about 2% more dmg, and they will still be 1-shot by the 30/15 guys.

Based on the tears on here, you'd think we're talking about giving agility builds an "I win" button on a 5second cooldown or something.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phantasmal on November 10, 2013, 02:04:38 am
I'm getting absurdly buffed. My main is 18/27 with 9WM.

I saw something like this coming, so I tried to suggest a workaround to getting tons of wpf (http://forum.melee.org/game-balance-discussion/balancing-strength/) where armor reduces the same amount of wpf at any point so high wpf builds can use a good 5-10 extra points and low wpf builds lose 5-10 points. It was my second time suggesting it much earlier than the date in the link. I guess we'll see how giving me 200wpf pans out.

You could always add polearm proficiency to diversify your build as well. That way you have more options to play if you ever get bored of 1h and gives a cav counter as well.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Akynos on November 10, 2013, 02:21:20 am
Nice patch, it was sure too easy to have 111 wpf as a full str. It will be more realistic and playable that way.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Switchtense on November 10, 2013, 03:14:06 am
free wpf respec but no free general respec?
i got a balanced build (1:1) with only 1 wm though, so basically i get the same nerf as all those str crutchers without being able to get some more wm with the same str:agi ratio...

finally found a good build and its being nerfed right down :rolleyes:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: DaveUKR on November 10, 2013, 03:24:40 am
My personal concern is about ranged. So with these changes you also have to change stats for all ranged weapons as such wpf boost will make all of them much more powerful than now.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 10, 2013, 03:29:48 am
You could always add polearm proficiency to diversify your build as well. That way you have more options to play if you ever get bored of 1h and gives a cav counter as well.

Been there, done that:
(click to show/hide)

Cav was fun, but I started to miss infantry fighting. Whenever I was infantry, I was just jealous of the pure builds and wanted a change. I'm glad I made that change even at a high cost.

3agi builds are pretty terrible, but 9+agi isn't that bad at all. It's still a sizable nerf, though.

Funny how an extra 20 wpf for 9 WM, and 10 wpf less for 5 WM Hybrid is consider by you to be "reworking the entire game in the opposite direction". Yes, your full STR stacker 36/3 build will be slower, with less wpf. And ? Is it completely impossible ? No. Has hard as a 3/36 build ? Depends.

I'll still like to see additional changes for STR requirements for armor (going to 21 str for some of the higher stuff for example), but that's another matter, and i deeply await the next patch. NErf rondel daggers, longsword speed, awlpike speed, and buff WM while removing free wpf. It's like an early christmas present.

Surprisingly, small wpf changes are pretty huge. It's just that after armor mitigation, 1WM at the moment only gives you like 5-6 points. Even for fast weapons, even 14wpf is similar to an increase in 1 weapon speed. 20wpf is also almost half of 1PS + 3strength of damage. It's changing 'fast' to 'blazingly fast.' 9WM is also a good point before diminishing returns kicks in (although 10WM is also pretty dang enticing). In addition, the wpf difference between builds is even larger, so it means that pure builds with higher agi can spam more easily than they can currently.

Even though unsaid, 200wpf feels like some legendary number that shouldn't be reached without a lot of sacrifices.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 10, 2013, 04:28:42 am
I've seen a lot of people seconding my sentiment (that we should definitely reduce the speed of LOW speed stat users, but not necessarily increase the speed of HIGH speed stat users at the same time)...and wanted to add something...

...my concerns are similar to what others have said about super agi w/ fast weapons creating situations which are bad for general gameplay.  One thing I wanted to add is that the faster combat becomes, the more the differences between players pings becomes a factor.  Don't get me wrong, I like fast combat, but if you have 70-80 ping now it's already hard to fight a decently fast player with lets say 10-30 ping, even if the skill levels are similar. 

--

On a different note - when are we expecting this to be implemented?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HarryCrumb on November 10, 2013, 04:29:48 am
In regards to the respec allowed for skill points, will we be able to swap out 12 skill points from our current builds as well as 6 STR? Do those skill points need to come from STR based skills? I'm assuming the respec specifics aren't fully decided but it would be great if you (Tydeus) would give us a few realistic possibilities for respecs that you believe chadz would approve, so we could give our input on what we would prefer.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Sandersson Jankins on November 10, 2013, 04:56:33 am
Players that have their main as 36-3 or other obscene strength builds will simply use a 30/33-12 strength build now, which is more effective than a 36-3 build regardless of any change.

And that's just fine.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: FRANK_THE_TANK on November 10, 2013, 06:14:08 am
Just nuke every account to 0 and then give everyone three loom points.

Problem solved wooooo.

After looking at the number, it still looks like an agility heavy build is going to be inferior to a stranth heavy build. I'll reserve me abuse for a latter date however.

----

Think I might have to bring old throwy mc fuck face out of retirement.

9-30 shall be a right shit with +3 throwing daggers :D

I've seen a lot of people seconding my sentiment (that we should definitely reduce the speed of LOW speed stat users, but not necessarily increase the speed of HIGH speed stat users at the same time)...and wanted to add something...

...my concerns are similar to what others have said about super agi w/ fast weapons creating situations which are bad for general gameplay.  One thing I wanted to add is that the faster combat becomes, the more the differences between players pings becomes a factor.  Don't get me wrong, I like fast combat, but if you have 70-80 ping now it's already hard to fight a decently fast player with lets say 10-30 ping, even if the skill levels are similar. 

--

On a different note - when are we expecting this to be implemented?

Tots agree.

It's really the biggest factor.

Max speed should still allow for just above average reaction times. As in the weapon shouldn't be able to spam at a speed that is much greater than the average human reaction time.

If you do that then the skill is more than just point and click reaction timing. It's about thinking beyond the next move and predicting the opponents attack and patterns.

If you however go the other way you also lose all the edginess and the meta of the combat.

The idea of slowing weapons down instead of speeding others up is a very valid one.

Let the grand experiments begin!

Start with 2h >:D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 10, 2013, 07:04:24 am
Btw, thanks for restoring overtime on siege in last patch :P

Wait...what?
Do you mean restoring as in removing it or adding it?

Overtime came back on NA2 for a day or two but now it's gone again!  Is it still there on EU2?
Either way (and sorry this is off topic) - THE PLAYERS WANT OVERTIME (at least from what I've seen)...so leave it in!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 10, 2013, 07:23:37 am
With slow and fast animations, it's easy to have an idea for what attack's going to be used. The people with 70+ ping will barely even be able to see that or respond properly after a block unless they use the fastest available weapons. I think having only a single direction that comes out a tiny bit faster is fine, though.

In general, I believe agi will still have some disadvantages, but specific balanced agi builds around 15-18 strength and 24+agi get a sizable boost. Expect 15/24, 15/27, 18/24, skipping out on IF to get more athletics and weapon master. WM gives great boosts until 10WM. The wpf boost would move 15/18 strength builds to more viable damage values.

I think that right now, the best high level melee is something like 27/18 followed closely by 24/18 high IF = 24/21 low/no IF. After this change, I really can't say for sure. I believe it'll be 21/24, closely followed by 27/18 = 18/27 = 24/21, then 21/21 = 18/24 = 24/18 = 15/27 = high strength builds 9-15 agi.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dionysus on November 10, 2013, 08:06:40 am
Last time I voted on changes I thought would be great, I ended up thoroughly regretting my decision. So, I'm going to let the smarter folks hash this one out while I sit around drunk because I'm a wine-o.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jona on November 10, 2013, 08:13:48 am
My only concern with this patch is that weapon proficiency isn't actually being reworked for melee purposes. Everyone knows that you can pick up any random weapon with 1 wpf and still perform decently as long as you are at a skill level where you can block reliably. WM always felt like something that only rewarded someone who dumped 7-8 skill points into it. There is barely any difference felt in the 1-5 or 6 WM ranges when compared to 0WM. Even at 7 or 8 WM with all wpf poured into one weapon type the changes between that and a 0 WM build are minuscule. I have heard that the difference between 0 Wm and 8ish WM is like .75 - 1% faster swings... which amounts to almost nothing. And the damage is negligible compared to having more PS instead.

So with melee wpf being the same after the patch, in that it really gives almost no bonuses, I see no reason for all the QQ from str builds and all the hate/envy for the few agi whores who will be getting even more wpf. My REAL worry is what about ranged? I heard crossbow wpf maxes at ~160... so now any hybrid crossbower will be able to have sufficient points in both crossbow and a melee weapon of their choice. And archers? They will all have super accurate shots. Same for throwers. I only hope that the effects of this buff on all ranged classes will be taken into account.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gmnotutoo on November 10, 2013, 08:27:27 am
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also buff katana speed and nerf it's damage.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: FRANK_THE_TANK on November 10, 2013, 08:46:16 am
Haha xD oh dev's spend so long not implementing WPF change people have wanted so long, now they decide to implement it, the moment i decide i'm safe to go for 45/3 build xD haha. Oh fate is cruel, and agi-whores gonna spam worse than ever.

Dem feels.....
......
.....
....
...

...Anyone interested in a gen 16 CD key with multiple looms and a cool banner?

16$ one for every gen yo.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Brutal on November 10, 2013, 08:50:13 am
Alright, this has probably been asked about more than anything else, so here are some examples of what some wpf splits could look like.

8 WM with 24 Agility could give you 184 WPF in one type or...
170/73
167/84
135/135
135/94/94

5 WM with 15 Agility could give you 139 wpf in one type or...
110/81
120/62
97/97

versus what we have now

5 WM with 15 Agility could give you 139 wpf in one type or...
110/81  vs   110/113   
120/62  vs   120/102

8 WM with 24 Agility could give you 184 WPF in one type or...
167/84   vs  167/55
135/135  vs  135/130



This is gonna hurt a lot hybrid builds. Kep in mind tha hybrids ussually doesn't have insane agi becuz they are hybrid.
You can see that  even at 8 mw a hybrid get less total wpf he doesn't invest a ridiculous low amount of wpf.

So an archer or an xbower with 21/18 or 18/21 build will have less wpf than he used to have to fight in melee - > so he will fight less in melee ? did you think of that ?

a 21/15 thrower is screwed  120/62   62 wpf in melee, that's sucks !!!

This is some strange adjustement to be honest.
Can't make your formula works but i m sure i could have shown more pertinant example with 18/21 agi.
Can you show what you have acutally entenred into excel ?

I though tihe point was to nerf a little pure strenght build but what your doing is
-
really grimping build with less than 9/12 agi read post below for that point
-Nerfing by a lot second competency of balanced build(hybrid and capacity of ranged to fight in melee)
-Buffing high agi build
-Promoting kitting

WPf curve need to be changed but hurting balanced build ? buffing agi ? why alway bring new issues ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tretter on November 10, 2013, 08:54:31 am
Yall make me log in for this shit.

So using the formula from *source omitted*:

damage = (1 + 0.08 * PS)(0.85 + 0.0015 * WPF) * BASEDAMAGE + STR / 5

if you are only interested in damage bonus, here is a table of new and old damages for a weapon with base damage 40 (average greatsword damage)

BaseDamage: 40

str ps agi wm if wpfold wpfnew damold damnew
36 12 3 0 11 111 20 86.8936 76.192
33 11 6 2 8    123 76 84.3944 79.0928
30 10 9 3 7 130 100 81.24 78
27 9 12 4 6 138 121 78.1216 76.3672
24   8   15   5   5   146   139   74.9264   74.2376
21   7   18   6   4   154   155   71.6544   71.748
18   6   21   7   3   163   170   68.3944   69.016
15   5   24   8   2   172   184   65.048    66.056
12   4   27   9   1   180   198   61.536   62.9616

These are the generic level 30 builds which are most commonly used. As you can see, WPF plays almost no part in the damage calculation, and full str builds are still more than viable under the changes. The major fault with the current system is the insanely low swingspeed increase per wpf (something like .0001 per WPF if i remember correctly? so 200 wpf is 2% increase...) and the fact that STR gives 1 hp per raw stat, and is tied to iron flesh. Neither of these issues are addressed, so I don't know what this change accomplishes.

I will make a note that none of this includes speedbonuses, which I have no idea how to factor in. Also, 27/12 or 30/9 will be the new cheese builds that everyone complains about. 
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tears of Destiny on November 10, 2013, 08:57:22 am
We believe what would be most appropriate is reimbursing something like 6 Strength attributes and however many skill points that amounts to(This is currently the plan).Edit 1: I guess I forgot to state this, but your wpf will be reset.
If this is true, then I'll be one happy camper.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Bobthehero on November 10, 2013, 09:19:48 am
Ah fuck no, this means that's wearing armor will slow you down even more, it sucks.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Xeen on November 10, 2013, 09:39:20 am
Sounds completely awesome.

I can't believe anyone actually thinks this will "kill" purestrength.  Hell this might actually convince me to play pure strength again since it will pretty categorically be more about "tanking" than it used to be.

It seems like there is a possibility that this will generally increase infantry speed(due to a lot of respecs and new speedy flavors of the month) by a pretty large margin, resulting in more archers getting caught while they try to kite with their greatmaul ammo holsters.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Brutal on November 10, 2013, 10:19:21 am
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Welcome back kitters   :rolleyes:

It seem that WM7 is now where it average out for non pure build so you get benefit if you go over 7 wm.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Quentry on November 10, 2013, 10:23:06 am
The new formula is a great buff for 18/27 dedicated my old friendchers, so nerf my old friendchery :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: FRANK_THE_TANK on November 10, 2013, 10:35:08 am
Many moons hence I thought the solution to this problem was to seriously ramp the fuck out of the curve for WM and reduce speeds of weapons across the board so that wpf made a difference to the out come.

I however now think that the wpf str/agi system is such a flawed model it's not worthing trying to "even things out".

Your far better off trying make more fighting styles viable through individually fucking about with weapons and armour sets than to try a blanket wpf improvement.

It's like shifting deck chairs around on the Titanic. It's just bloody pointless.

All this will really do is move the goal posts a bit, perhaps even shrink the size of the goal down.

I'll be interested to see what happens once it goes live. It can always just be flipped back so it's no harm no foul really.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lars on November 10, 2013, 10:47:35 am
Atm my build level 32 is 21/18 6WM    124 Wpf in throwing and 116 Wpf in polearm.

I haven't read everything, but if i understood correctly, in the next patch you won't lose wpf if you have 6WM, unless you play an hybrid build.


With my current armor i need at least 124 wpf in throwing,  could you please tell me how many proficiency points i can put in polearms ( or another spec) after the patch? 



Nvm, fuck that, time to go full pole with 7 WM and IF  * plus heavier armor and 7 Athletics



Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tindel on November 10, 2013, 11:19:24 am
When will this happen?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Strudog on November 10, 2013, 11:29:31 am
i see no problem with the current wpf system. Plus this will make a rondel dagger build with 238 wpf ridiculous, at the moment with 190 it can pretty much 2-3 hit most people with 0 PS, but with the new formula that will change to 1-2.

And why the nerf to STR builds? i thought this was a game of diversity? fuck having to have more agility and a full STR tin can is so rare these days.

Please dont do this
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: PsychoTwins on November 10, 2013, 11:31:29 am
i see no problem with the current wpf system. Plus this will make a rondel dagger build with 238 wpf ridiculous, at the moment with 190 it can pretty much 2-3 hit most people with 0 PS, but with the new formula that will change to 1-2.

And why the nerf to STR builds? i thought this was a game of diversity? fuck having to have more agility and a full STR tin can is so rare these days.

Please dont do this

*Hint* Rondel is getting nerfed :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kalp on November 10, 2013, 11:47:57 am
Quote
Edit 1: I guess I forgot to state this, but your wpf will be reset.
Only wpf or WM too ?

If only wpf then, well ....  :rolleyes:

This change will affect on many builds, so full respec would be desirable.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: DaveUKR on November 10, 2013, 11:52:14 am

So an archer or an xbower with 21/18 or 18/21 build will have less wpf than he used to have to fight in melee - > so he will fight less in melee ? did you think of that ?


The archer/xbowman will always use his ranged weapon over melee even if he has the same melee capabilities, because using ranged weapons is an advantage and using advantages is smart. Crossbowman with 21/18 build is either not a crossbowman or has a fail build. You can call it a melee player with a crossbow.

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 10, 2013, 11:54:52 am
Now with that out of the way, we can get to the part where we want the community’s input. Of course there is the obvious “what do you think of the change?” but what we’re more interested in, is what you believe the minimal reimbursement would be for implementing this. We believe what would be most appropriate is reimbursing something like 6 Strength attributes and however many skill points that amounts to(This is currently the plan). It’s clear that full respects aren’t desired on our end (chadz says no), so what could you get by with, without an excessive amount of QQ?  :P

Edit 1: I guess I forgot to state this, but your wpf will be reset.

So you can lose 6 stats from str and convert so you have 12 skill points to spend if I read that right. Its not really much for max str guys, but people with 0 WM who already have some AGI shouldn't be affected too badly I believe

Would be nice to give more though for guys with very low agi
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Vermilion on November 10, 2013, 12:41:12 pm
I know this is going to mess with a lot of peoples builds.. but it's always interesting to have something new/changed (at the moment everyone has their perfect build).

I don't see why you have increased the max WPF? People are already able to spam like crazy / headshot across the map.

Currently 110 for melee and ~135 wpf ranged are enough to be suitably effective IMO



I think the soft cap on WPP should be increased (no one needs over 140-150 WPF). This would increase the amount of people with hybrid ~100/100 builds rather then just increase the amount of spammers / sniper archers.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Fips on November 10, 2013, 01:02:40 pm
So many complaints about full str builds being completely useless. You can still have that 36/3 build, taking a ton of damage and hit like a truck, but now it will finally be super slow, because that's what should happen when you don't invest in agility at all.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Boerenlater on November 10, 2013, 01:12:45 pm
I just have no idea how this idea will pan out for the average non hybrid player. But imo hybrids are kinda fucked.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Mr.K. on November 10, 2013, 01:19:15 pm
I just have no idea how this idea will pan out for the average non hybrid player. But imo hybrids are kinda fucked.

Only high power throw throwers are fucked. Archers aren't really hybrids anyway with ~50wpf in melee and nobody plays xbow hybrids with less than 7WM. With 7WM you'll have the same build after the patch. Maybe give some love to throwers by adjusting the wpf requirement for throwing?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 10, 2013, 01:21:18 pm
...But imo hybrids are kinda fucked.
if that would lead to less overall ranged on the servers, then it is a good thing. All other hybrids :(
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 10, 2013, 01:26:53 pm
I just have no idea how this idea will pan out for the average non hybrid player. But imo hybrids are kinda fucked.

6WM will have you at ~113 in each.

So you lose 7 WPF from each at 6 WM I think, although not sure what level Osiris is at, might be that you lose less that 7 at lvl 30. WPP for weapons doesn't matter so much in small changes. Its when you pump lots of points into 1 weapon that you will notice the difference, or if you have it very low. I don't think you should expect to multi class well with low WM
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Weren on November 10, 2013, 01:39:48 pm
Sounds like a good one, just worried how this will affect my characters as most of them are hybrids or even tripleds(?).  :P
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 10, 2013, 01:49:27 pm
Breaking my own personal rule here (do not comment on game balance because it's like special olympics) but... I applaud you for removing free wpf but other stuff you've done make no sense.

First of all, ranged hybrids and melee hybrids are not the same and therefore, shouldn't be treated the same. Ranged hybridization gives a player so many options while melee is basically the same way of disposing the enemy while using different animations. Ranged hybrids are an issue, melee not at all.

What you've done here is nerfing full str builds while buffing already quite good balanced/agi builds who invested in WM. And that's good idea but your implementation is awful. Instead of giving more wpf to single profficiency, you should put a damn wpf cap, promoting melee hybridization that way. Ranged hybridization can be fixed with penalties.

But you're Tydeus, and you're working in cooperation with Paul the Master Troll so no wonder you made this mess together... (huge thanks Paul for Commander mode, now cRPG trolls have another way to piss off players by constantly spamming Commander polls mid round)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: LaHire on November 10, 2013, 01:59:57 pm
Spam power ,gay update
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: FRANK_THE_TANK on November 10, 2013, 02:32:30 pm
Launch the patch!!!

Lets see if it finally kills the mod :D

M O D is DEAD! 2013
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 10, 2013, 03:24:32 pm
You are takling all the time that 18/27 archers will get a huge buff, but I'm wondering how many archers have this bulid.

I have one very simple idea: remove additionall dmg from WPF from ALL clases. It will stop whining about archers, because they will loose some dmg.

All hillarious agi builds like rondel bundle of stickss will get additional dmg only from movement speed, and PS will still be needed to deal a serious dmg.

What do you think about it?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 10, 2013, 03:27:51 pm
I think some of you need to add or subtract 10-20 wpf from your melee builds(while staying above an effective 100 wpf amount) so you can get a better idea of how much speed were not talking about.

Indeed, what does sadden me, is that low-medium WM hybrids with 1:1, 1:1:1, or some similar wpf splits will be hurt. Unfortunately there isn't a way to keep both of these two where they are. When one type of split gets better the other gets worse. The high ratio splits (2:1 or greater) remain the more important of the types and therefore were chosen to be what was catered to. Most important, because we want archers and crossbowers and especially throwers, to be able(to want) to melee.

For throwers, we can did* easily change the wpf per PT requirement if that has been deemed necessary(probably should), as we're already altering other, similar formulas. Again, for reimbursements to the low str, 0 WM builds, my suggestion is to, on top of the previously mentioned reimbursements, reduce all agi based skills by 1 point. This would allow players to get at least a few more points in WM. Remember, high agi builds do not need 3+ WM because of the points they get purely from their agility.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 10, 2013, 03:36:19 pm
Points from agility?

Now I'm lost :)

So, when is this going to happen again? Near future or December 2010?

Edit: And stop asking the community anything. It's pointless. You'll get 10 opinions from 7 posts and nothing is gained. Announce it properly 1 week exactly before you implement this the way you people think it's best and be done with it :P
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Mendro on November 10, 2013, 03:37:17 pm
For throwers, we can easily change the wpf per PT requirement if that has been deemed necessary(probably should)

Thanks  :D

Example : I'm lv35 , 30 str / 15 agi. The new forumula sound great, but I will have a probleme with the wpf requirement.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: justme on November 10, 2013, 03:38:57 pm
i will not go to the dark (agi) side..

stronk to the END!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 10, 2013, 04:05:51 pm
my suggestion is to, on top of the previously mentioned reimbursements, reduce all agi based skills by 1 point.

Can you just allow 6 stat points to be adjusted however we like (including skill conversions)? I.e. 3 str+3agi, 3str+6 skills, 12 skills, etc? For instance, I can see a lot of hybrid throwers (4-6 power throw) wanting to ditch throwing now, because they no longer have enough wpf to go around. But none of the reimbursement concepts presented so far allow for those 4-6 points in power throw to be refunded. I'm thinking people like Turboflex, who are something like 27/12 with 5 power throw.

After all, the proposed reimbursement will allow people to easily switch from one pure class to another (just switching wpf from 2h to pole or whatever), but hybrid melee/ranged will be "stuck" as hybrids, since their points in PT/PD won't be reimbursed. Considering this change can potentially screw hybrids, there should be some provision to allow them to switch to a pure melee build.

Thanks for your consideration Tydeus.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 10, 2013, 04:29:27 pm
Can you just allow 6 stat points to be adjusted however we like (including skill conversions)? I.e. 3 str+3agi, 3str+6 skills, 12 skills, etc? For instance, I can see a lot of hybrid throwers (4-6 power throw) wanting to ditch throwing now, because they no longer have enough wpf to go around. But none of the reimbursement concepts presented so far allow for those 4-6 points in power throw to be refunded.

Thanks for your consideration Tydeus.
It's harder to implement and the -6 str and skill reduction has already been coded. Still, I'm not the one deciding the outcome of the final reimbursement (at least not alone), I'm just keeping the conversation going and throwing out my suggestion for what is the most minimally invasive, least game changing approach.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 10, 2013, 04:38:39 pm
It's harder to implement and the -6 str and skill reduction has already been coded. Still, I'm not the one deciding the outcome of the final reimbursement (at least not alone), I'm just keeping the conversation going and throwing out my suggestion for what is the most minimally invasive, least game changing approach.

What about instead of the -1 to each agility skill, how about a full reimbursement for a single skill of our choosing? This would allow hybrids to drop their PD or PT secondary. After all, a hybrid crossbowman (who already gets the best deal of all the hybrids), gets to easily drop xbow, but a hybrid archer or thrower will be "stuck".
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Vermilion on November 10, 2013, 04:40:51 pm
I think some of you need to add or subtract 10-20 wpf from your melee builds(while staying above an effective 100 wpf amount) so you can get a better idea of how much speed were not talking about.

If you're referring to my post in this statement, I meant a soft cap making WPF max out for most players around 120 rather than being able to reach 170+. I'm not talking about the additional 10 wpf archers will receive. (Though I do think the wpf penalties would have to be reduced for ranged, or a lower soft cap for ranged WPF so ranged can still reach about 150WPF)

For throwers, we can did* easily change the wpf per PT requirement if that has been deemed necessary(probably should), as we're already altering other, similar formulas.

YES :) this sounds very good! A lot of work to have each class (or at least ranged) have its own formula, but I think in the end this would be the best system.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 10, 2013, 05:00:13 pm
What about instead of the -1 to each agility skill, how about a full reimbursement for a single skill of our choosing? This would allow hybrids to drop their PD or PT secondary. After all, a hybrid crossbowman (who already gets the best deal of all the hybrids), gets to easily drop xbow, but a hybrid archer or thrower will be "stuck".
Because you're bordering on changes that are analogous to a full respec. We don't want people to change classes but to some extent, it can't be helped. I am highly doubtful that most players will be doing so, especially because crossbowers are the least affected by this patch out of all classes. Regardless of what people may think, xbows just don't require much wpf to reach max accuracy with. It's not like shieldless players will be respeccing to shielded 1hers or hoplites, that would require skills(in could happen, but would require converting str attributes to skills). This leaves us with the only common or easily accessible class change being 2h to poles and vice versa.

All that has to be done right now, from my understanding, is simply pulling the character data from the database and then running a script that modifies all character stats by lowering str and a few skills, it's not done by the website. Letting players "choose" the skill to fully reimburse would have to be done at the website, and is a feature that would only get used this once.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 10, 2013, 05:07:22 pm
More agi builds? ok...

Edit 1: I guess I forgot to state this, but your wpf will be reset.

As soon as this happens you have yourself lvl 32 Archer :*

EDIT: unless... dunno didn't read all 15 pages  :mrgreen:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 10, 2013, 05:22:52 pm
sure lvl 32 archer with no PD :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 10, 2013, 05:25:15 pm
sure lvl 32 archer with no PD :D


ah yes, no full respec just 6 str and wpf, just read it... damn, so close  :mrgreen:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 10, 2013, 05:37:59 pm
Because you're bordering on changes that are analogous to a full respec.

A 24/18 full 2h player will be able to easily respec to 18/24 archer, which is as close to a full class change as possible. Yet a polearm/thrower can't make the much more minor switch to dedicated polearm?

Here's something that can be scripted: if melee wpf>bow or throwing wpf, refund all PD/PT points. How's that?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Brutal on November 10, 2013, 05:43:52 pm
For throwers, we can did* easily change the wpf per PT requirement if that has been deemed necessary(probably should),

My problem with throwing is that for throwing lance the only build that s kind of ok is 21/18 because of the 7 pt requirement.


which mean thats the best you can do is 120/100  wpf which mean you have bad accuracy. (you used to be able to do that with 5 wm)

I think you should have okish accuracy(130-135 wpf) with at leat 100wpf in melee .

Reduce throwing lance to 6 pt requirement pretty please.


People that say it's fine to have the lowest wpf possible for throwing don't really rely on throwing or have not experimented with it much...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 10, 2013, 05:50:02 pm
Phew, if you want to get rid of your PT buy training lessons for 1 mln gold...  :rolleyes:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 10, 2013, 06:04:45 pm
A 24/18 full 2h player will be able to easily respec to 18/24 archer, which is as close to a full class change as possible. Yet a polearm/thrower can't make the much more minor switch to dedicated polearm?

Here's something that can be scripted: if melee wpf>bow or throwing wpf, refund all PD/PT points. How's that?
Sure, if they're willing to sacrifice something that is already good, for a really poor build(only 4PD when they could have 6 with that amount of str, that's a 28% raw damage loss). This is what I was talking about, it's illogical and ineffective to do this, so I doubt many will, thus it's a non issue. What would be more likely, is that people would convert str attributes to skills and go 18/21. But I can assure you, there's no reason to think this will happen either. A 7WM 154/73 wpf split will remain exactly a 154/73 wpf split after the patch. So again, why use this change to respec from something that is almost completely unharmed, to something that is literally unchanged? A mere 6 wpf loss isn't very convincing.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Brutal on November 10, 2013, 06:05:40 pm
The archer/xbowman will always use his ranged weapon over melee even if he has the same melee capabilities, because using ranged weapons is an advantage and using advantages is smart. Crossbowman with 21/18 build is either not a crossbowman or has a fail build. You can call it a melee player with a crossbow.
All i know is when i have 3 ps with 90 wpf i am more enticed to go into melee if i think i can influence things than with 0wpf and 0 ps.
If i know putting some wpf into melee will be horribly expensive it is then logic to do as you say and totaly give up melee which i think we wont to avoid yeh ?

I don't know about crossbow but from the damage i take from some arrows i am pretty sure there is a lot of archers with 21/18 or 24/18 build.

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 10, 2013, 06:06:35 pm
Interesting fact, for high levels, the free wpf we have is so good that only those well above 7WM will notice a large change.

Level 35:

7WM:  168 wpf, -2 compared to new values
8WM:  176 wpf, -8
9WM:  184 wpf, -14
10WM:192 wpf, -18
11WM:201wpf, -22

And so on. 15/30 looks intriguing for a high level because of the wpf difference. Looking at my damage calculator, the damage difference is so negligible for damage values ~30-34 compared to 18/27 that it might be worth switching to it.

Edit: Negligible compared to current 18/27 values, not new ones.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 10, 2013, 06:07:08 pm
Phew, if you want to get rid of your PT buy training lessons for 1 mln gold...  :rolleyes:

Since I have 7 WM, I have plenty of wpf to support 5 PT, even in heavy armor. So I'll be fine. But there are hybrid throwers with 5 PT and only 12 AGI, and they will be totally screwed by this change.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 10, 2013, 06:43:40 pm
and the -6 str and skill reduction has already been coded.
Don't throw us a bone and then deny us the pleasure chewing on it.
(click to show/hide)

----------------------------------------------------------------------

Perhaps a poll would help?

Suggestion 1)
changeable 6 attr and skill points

Suggestion 3)(Tydeus suggestion)
6 str respec and 3 skill points

Suggestion 3)
special respec for 400k gold, available for 1 month, once per player

Suggestion 4)
use the "all thine hard work has payed of", so that also within a month anyone who would win this message, gets a free respec, again only once per player. (i quite like this idear, as you may get also the player more active this way. A goal given a goal reached)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Sauce on November 10, 2013, 06:45:26 pm

visitors can't see pics , please register or login
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HardRice on November 10, 2013, 06:46:48 pm
Sorry if this is a repeat question, but when is this patch coming out?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Life on November 10, 2013, 07:04:11 pm
XBow accuracy caps fairly low, actually. I'm fairly sure she's already at the accuracy cap with her current build, assuming she hasn't changed it recently.
what is the xbow wpf cap at? just need a number (180?). also, whens this rework supposed to be implemented?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Hobb on November 10, 2013, 07:04:30 pm
I'm confused, we are getting a WPP respec? -6 str points, and -6 skill points that can only be used for retracting strength based skills?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Pentecost on November 10, 2013, 07:13:50 pm
Indeed, what does sadden me, is that low-medium WM hybrids with 1:1, 1:1:1, or some similar wpf splits will be hurt. Unfortunately there isn't a way to keep both of these two where they are. When one type of split gets better the other gets worse. The high ratio splits (2:1 or greater) remain the more important of the types and therefore were chosen to be what was catered to. Most important, because we want archers and crossbowers and especially throwers, to be able(to want) to melee.

Are you saying it's not desirable to adjust the wpf cost curve so that costs at the lower end of wpf (say, sub 100) decrease while the costs at the upper end of wpf (160+) increase? It's not as though it would subvert what you're trying to do here--the current changes will force people to buy WM regardless--and doing so would address some of the concerns presented here in this thread. Tweaking the cost curve would:

1.) Artificially limit the amount of wpf that minmaxers can stack
2.) Allow ranged to have some melee capability while keeping them from shooting lasers
3.) Not unduly penalize melee who have evenly split proficiencies
4.) Lessen some of the pains associated with this change for people who have builds that are poorly optimized for the rework but are otherwise relatively normal (ie not 36/3)

If you think this has some merit, I would be willing to offer more specific input about just how exactly the cost curve should be modified.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 10, 2013, 07:34:32 pm
I'm confused, we are getting a WPP respec? -6 str points, and -6 skill points that can only be used for retracting strength based skills?
At the current moment, with nothing relating to this area having been changed(yet) after the the OP was created, this is how it will work.

The patch will come out and people will log in to begin playing. They will then notice they have 6 more attributes that they can spend and 6 less str than what they had before. They will also notice that any skill points they had that would have required higher values of str than what they currently(the moment after the patch goes live) have, were also refunded. So 18str and 6 powerstrike and 6 iron flesh gets turned into 12 str, 4 powerstrike, 4 iron flesh and you're credited the points.

Edit: Corrected*
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: dynamike on November 10, 2013, 07:40:37 pm
1:1 split wpf hybrids will have about 5% less wpf in each type. a 50/150 split or a 90/170 is basically the same as what they have now.

Tydeus, can you help me understand how this change will affect special cases like myself? I am playing as a triple WPF hybrid (2hd, pole, xbow) with maxed out WM, the bare minimum of WPF points in every section and evenly distributed points:

Level 34

Attribute points:0
Strength:21
Agility:18
Weapon points:1

One Handed:1
Two Handed:101
Polearm:101
Throwing:1
Crossbow:108
Archery:1

Skill points:0
Weapon Master:6
Athletics:6
Riding:6
Iron Flesh:7
Shield:3
Horse Archery:0
Power Strike:7
Power Draw:0
Power Throw:0

My build is already not very viable in any particular "class", but the diversity of it allows for adaptability in different maps and keeps it interesting for me to play. Would be a shame if I had to give this up...

In general I applaud the long over due changes though! Keep up the good work!  :)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Macropus on November 10, 2013, 07:41:24 pm
So 18str and 6 agility and 6 riding gets turned into 12 str, 4 agility, 4 riding and you're credited the points.
That's where I started being really confused.  :o Is that a typo or am I missing something?

I like this change in general.
Please note, that it's not much like agi builds get buffed, it's more like pure strength builds get nerfed.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Utrakil on November 10, 2013, 07:42:35 pm
At the current moment, with nothing relating to this area having been changed(yet) after the the OP was created, this is how it will work.

The patch will come out and people will log in to begin playing. They will then notice they have 6 more attributes that they can spend and 6 less str than what they had before. They will also notice that any skill points they had that would have required higher values of str than what they currently(the moment after the patch goes live) have, were also refunded. So 18str and 6 agility and 6 riding gets turned into 12 str, 4 agility, 4 riding and you're credited the points.
now you got me totally confused.
why suddenly 2 aggi are reduced and what has riding to do with str??
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 10, 2013, 08:07:00 pm
(click to show/hide)
You're level 34 you suffer a penalty basically(removal of free wpf based on level), but you've also got that triple hybrid build, so the numbers aren't going to be pretty.

Here are what some of the possible splits would look like.

88/88/88
82/82/98
75/75/108

Lowering STR by 3 and getting one more WM gives...

99/100/100
95/95/108
88/88/118

For the sake of upkeep though, I'd consider making sure your highest effective melee wpf stays above 100.

now you got me totally confused.
why suddenly 2 aggi are reduced and what has riding to do with str??
Haha, very sorry. I corrected it.
That's where I started being really confused.  :o Is that a typo or am I missing something?
Yeah, that was a typo, very sorry.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Zlisch_The_Butcher on November 10, 2013, 08:27:16 pm
Sounds exciting.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 10, 2013, 08:35:03 pm
The 6 STR refund might be a bit too little for some high level players.  Doesn't necessarily justify changing it...just thought I'd point that out.

For me personally it's probably enough - but again just wanted to bring this up.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 10, 2013, 08:36:59 pm
The 6 STR refund might be a bit too little for some high level players.  Doesn't necessarily justify changing it...just thought I'd point that out.

For me personally it's probably enough - but again just wanted to bring this up.

Plumbo, allers, etc are just going to keep their 39/3 builds anyway, so it probably doesn't matter.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Algarn on November 10, 2013, 08:37:31 pm
This patch is butan's death. GIVE HIM A FREE RESPEC, YOU MONSTERS !
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 10, 2013, 08:39:33 pm
More agi builds? ok...

Maybe if battle is only game mode you play. On siege there're definitely more str builds. But none of those are important when it comes to cRPG balance. Strategus is what they balance for and in strategus everyone is str build with ton of HP and in plate most of the time.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 10, 2013, 08:46:40 pm
Maybe if battle is only game mode you play. On siege there're definitely more str builds. But none of those are important when it comes to cRPG balance. Strategus is what they balance for and in strategus everyone is str build with ton of HP and in plate most of the time.


Indeed, I only whore Battle since it's the only mode I really enjoy, never cared much for Strat, Siege gets borring after 20 mins.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jarlek on November 10, 2013, 08:51:53 pm
You're level 34 you suffer a penalty basically(removal of free wpf based on level), but you've also got that triple hybrid build, so the numbers aren't going to be pretty.

Here are what some of the possible splits would look like.

88/88/88
82/82/98
75/75/108

Lowering STR by 3 and getting one more WM gives...

99/100/100
95/95/108
88/88/118

For the sake of upkeep though, I'd consider making sure your highest effective melee wpf stays above 100.
Haha, very sorry. I corrected it.Yeah, that was a typo, very sorry.
Wait, WHAT!?!?!?

Currently with 18 agi, 6 WM you can have 100 wpf in 3 different types at lvl 30.

With the new system, you would get 88 in 3 with 6 Wm and 18 AGI (as you said) and 99/100/100 with 7 WM and 21 AGI.

Why fucking over hybrids so much? 1 more WM in new system will be needed for the same wpf levels for current equal-split hybrids.

I like the change for the Str-vs-Agi balance, but come on, why keep fucking over hybrids? The worst is that the "semi-hybrids" who go 150/50 will stay the same (according to my understanding) while equal-split hybrids will be punished more. Not cool, man.

EDIT: Yeah, I know it's not a big difference, but considering pure builds with 7 WM get more wpf, while hybrids with 7 WM gets less. There's almost no one going hybrids already (especially melee hybrids) and further increasing the difference between hybrids&pure builds isn't exactly helping the battlefield diversity.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: pepejul on November 10, 2013, 09:04:37 pm
I already asked this in other thread but this one seems to be better for me :

With my  build :

visitors can't see pics , please register or login
 (http://www.hostingpics.net/viewer.php?id=972711PEPEBUILD.gif)


What will change ? Must I change something before being lvl 33 ?

thanks for help ! (I m poor brainless french)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Life on November 10, 2013, 09:05:27 pm
(click to show/hide)

Nice "leet" kills
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 10, 2013, 09:07:59 pm
Give this patch and let ppl whine on other threads ^^
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: pepejul on November 10, 2013, 09:09:03 pm
(click to show/hide)

Nice "leet" kills

erh ? Can you translate for me ? (joke about my poor K/D ?  :mrgreen: )
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Testicleez on November 10, 2013, 09:14:07 pm
erh ? Can you translate for me ? (joke about my poor K/D ?  :mrgreen: )

1337 = LEET
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tzar on November 10, 2013, 10:41:57 pm
Alright, this has probably been asked about more than anything else, so here are some examples of what some wpf splits could look like.

8 WM with 24 Agility could give you 184 WPF in one type or...
170/73
167/84
135/135
135/94/94

5 WM with 15 Agility could give you 139 wpf in one type or...
110/81
120/62
97/97


Sooo... hybrids are fucked then??

I currently have 6 wm 139 1h and 90 throwing after this patch it looks like im fucked....

Well fuckit... dun have time to play anyways, so no more respeccing adventures for me... fighten lvl 35 steamrollers get tiring.. putting mah stuff in the armory and ima take a leave ciao every1
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on November 10, 2013, 10:45:54 pm

Sooo... hybrids are fucked then??

I have 6 wm 139 1h and 90 throwing after this patch im fucked....

Well fuckit... dun have time to play anyways, so putting mah stuff in the armory and ima take a leave ciao every1

in the end...the str will all stay while all the unique hybrids leave...lol

well played
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dooz on November 10, 2013, 11:34:36 pm
i'm sure it's been discussed for 17 pages, but fuck that

how much am i boned?

18/21, 7wm, 140 2h, 115 pole
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Wrangham on November 10, 2013, 11:37:18 pm
Tydeus explains why hybridization is too easy:
(click to show/hide)

Every time I see Tydeus on NA1 he is using a different weapon. He probably understand items' relative power better than any other player, most of whom do 19 generations with their +3 Longsword and are suddenly experts in everything cRPG. You may not agree with Tydeus but his well-reasoned conclusions deserve your respect. Imagine if other community leaders exhibited this kind of initiative and effort: a fun map rotation, better game modes/not-broken-siege, Canary's wild west admins removed from office, a marketplace that makes sense; the possibilities are endless.

So stop posting whiny responses about how you are quitting or asking Tydeus to interpret the graph the rest of us learned to read in kindergarten. I proclaim this the year of Tydeus.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Eugen on November 10, 2013, 11:37:28 pm
Please keep it simple:

What will be changed:

Old way:


(click to show/hide)


what will be the new way. Give me a list like this -spoiler- above.

or i will just ignore this shit and play as if nothing happened and if it turns out bad, i wait for battlegrounds or bannerlord.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 11, 2013, 12:04:44 am

Sooo... hybrids are fucked then??

I currently have 6 wm 139 1h and 90 throwing after this patch it looks like im fucked....

Well fuckit... dun have time to play anyways, so no more respeccing adventures for me... fighten lvl 35 steamrollers get tiring.. putting mah stuff in the armory and ima take a leave ciao every1

How about waiting and seeing how it actually affects you when the patch hits? You might lose some WPF but it wont be too much. Tydeus mentioned they are changing the throwing WPF requirement too, so you might not even need that much throwing

Not saying I think throwing needs any buffs though, its very strong already, making it easier to take is probably not such a good idea
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 11, 2013, 12:06:04 am
Tydeus is playing a good cop here, bad cop is staying silent (Paul, who else). I think that whole idea to this patch is to force players to retire and change their builds. Because of strategus, everyone is high level and in strategus everyone wears plate which means that massive strat battle lasts longer and gives insane amount of XP. With more agi oriented builds, we'll have less plate in strat and battle will last shorted therefore giving less XP.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Clockworkkiller on November 11, 2013, 12:13:10 am
lets all just shoot ourselves and start a mass exodus to NW, where we all form a NW regiment called the remnants_of_crpg_my old friends or RoCF for short, we can have our own server (1 server, NA+Eu, togther) where everyones an admin and the build points are set to unlimited so we can all spam engineer builds and TNT. we can participate in clan Linebattles (as an alternative to strat) but instead of forming a line, we would all just not listen to whoever is in charge on TS and do our own thing instead, we would be the top shit clan and would ban anyone on our server we dont like or has a bigger e-penis than ours
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: bilwit on November 11, 2013, 12:16:46 am
It's funny how people moan about "more agi whores." If anything we'll see more balanced builds.. unless you're a STR crutcher who considers 18/18 agi whoring :?

Sucks that high level players get boned out of the extra WPF though.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HUtH on November 11, 2013, 12:27:51 am
Well, that rework is not that bad(I don't like these str maul builds :P) but I don't like this, that it will hit a bit damage of yet normal str builds(3 to 5 wm) but agi builds seems to be buffed to much(that jump from ~175 to 200 wpf + more dmg :| WOW). The thing I don't like the most is nerfing balanced hybrids, that's just wrong. WRONG.
Need to rethink my builds...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: NJ_Legion_Icedtea on November 11, 2013, 12:55:37 am
Am I the only one who thinks that I might just go str whore after this? yeah I would be slow but with the giant increase in agi builds I would be taking like fuck all damage :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Torben on November 11, 2013, 01:09:43 am
agi builds do a fuckton of damage...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 11, 2013, 01:25:44 am
Well, that rework is not that bad(I don't like these str maul builds :P ) but I don't like this, that it will hit a bit damage of yet normal str builds(3 to 5 wm) but agi builds seems to be buffed to much(that jump from ~175 to 200184 wpf + more dmg :| WOW). The thing I don't like the most is nerfing balanced hybrids, that's just wrong. WRONG.
Need to rethink my builds...
8WM right now allows you to get 172 WM, after the patch it'll be 184, as per the graph in the OP.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dooz on November 11, 2013, 01:27:19 am
thanks graph
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HappyPhantom on November 11, 2013, 01:30:55 am
Yes.

Hmmm, as far as I've noticed higher WPF seems to affect the length of time I can hold a small reticule, and my arrows go straighter rather than veering off. Increasing this IMHO isn't a huge buff to an archer.

It's still up to the archer to manage trajectory and timing, which isn't made that much easier.

As long as it doesn't affect strength of hit I don't think melee will notice much of a difference in archers?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jarlek on November 11, 2013, 01:35:23 am
Hmmm, as far as I've noticed higher WPF seems to affect the length of time I can hold a small reticule, and my arrows go straighter rather than veering off. Increasing this IMHO isn't a huge buff to an archer.

It's still up to the archer to manage trajectory and timing, which isn't made that much easier.

As long as it doesn't affect strength of hit I don't think melee will notice much of a difference in archers?
You forget that WPF also makes your arrows do more damage.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dooz on November 11, 2013, 01:39:36 am
reimbursing something like 6 Strength attributes and however many skill points that amounts to(This is currently the plan)

i don't understand. added to whatever we already have? or be able to respec up to those amounts? or what.

-edit-
oh saw edit cool
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 11, 2013, 01:41:33 am
Instead of getting fun patch aka buffed melee hybrids, we are getting lazy ass spammer patch :(

Seriously, how come none of you see advantages of melee hybrids running around in packs. Playing whole time with just one weapon make you specialized because you're used to it and its length. But when you use more than one weapon per round/map you'll have to adapt a little bit every time and won't be as effective like when using one weapon all the damn time. Also, using more than one weapon is fun.

Bring us fun patches!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Radament on November 11, 2013, 01:42:18 am
wpf_gained_per_WM_increase = 55 + 20 * new_WM_value
wpf_gained_per_AGI_increase = 14
sum formula: 15+55*WM+20*(WM*(WM+1)/2)+14*AGI
cost formula: floor(.0005*wpf^2+3)

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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 11, 2013, 02:01:57 am
You forget that WPF also makes your arrows do more damage.
Hmmm, as far as I've noticed higher WPF seems to affect the length of time I can hold a small reticule, and my arrows go straighter rather than veering off. Increasing this IMHO isn't a huge buff to an archer.

It's still up to the archer to manage trajectory and timing, which isn't made that much easier.

As long as it doesn't affect strength of hit I don't think melee will notice much of a difference in archers?
Tested this already with Urist's archery damage calculator.

So if for an 18/27 6PD 9WM archer you think 1.4 (61.30 to 62.69) more raw(meaning you can expect the actual difference to be cut down to half a point after armor) damage is a large difference, then sure. Huge buff. Keep in mind this is 1/3 of the damage you'd gain if we buffed ammo or bows by 1 damage, or 1/6 of what you'd gain by adding 3 more str and 1 more PD.  :wink:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: En_Dotter on November 11, 2013, 02:09:28 am
Arrow damage is also reduced by distance, dont forget it. Those numbers (if they are accurate) apply only for point plank hit. The further the target the lest the damage.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: dynamike on November 11, 2013, 02:13:43 am
You're level 34 you suffer a penalty basically(removal of free wpf based on level), but you've also got that triple hybrid build, so the numbers aren't going to be pretty.

Here are what some of the possible splits would look like.

88/88/88
82/82/98
75/75/108

Lowering STR by 3 and getting one more WM gives...

99/100/100
95/95/108
88/88/118

For the sake of upkeep though, I'd consider making sure your highest effective melee wpf stays above 100.
Haha, very sorry. I corrected it.Yeah, that was a typo, very sorry.

Thanks for explaining Ty, I appreciate it.

This is very disappointing for me though since the only thing that kept me engaged in this game for this long was my variety in play styles (together with my thousand alts). If I am being forced to cut down to a simpler build it will take a lot of the fun out of it for me.

Plus in general, the nerf for hybrids seems like it would lead to a simplification in the game with less "class" variety. Is there no way to make the changes without hybrids being negatively affected? If you ask me, diversification should even be buffed, since it sacrifices the min/maxing capabilities of more dedicated "classes". It is also more team oriented to play as a hybrid, since you can switch to whatever role your team is lacking during a battle.

Any way to address this?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HappyPhantom on November 11, 2013, 03:12:31 am
Tested this already with Urist's archery damage calculator.

So if for an 18/27 6PD 9WM archer you think 1.4 (61.30 to 62.69) more raw(meaning you can expect the actual difference to be cut down to half a point after armor) damage is a large difference, then sure. Huge buff. Keep in mind this is 1/3 of the damage you'd gain if we buffed ammo or bows by 1 damage, or 1/6 of what you'd gain by adding 3 more str and 1 more PD.  :wink:

Ok.. good to know. I didn't realise WPF also added to damage.

How many 18/27 archers are around? I've only ever managed to go to level 32 at 18/24 (6WM / 172 Bow WPF)

Arrow damage is also reduced by distance, dont forget it. Those numbers (if they are accurate) apply only for point plank hit. The further the target the lest the damage.

Yup at point blank I'm usually about now dropping my bow (arrows) so I can make actual use of my AGI, and glance attacking on my  enemy with my no PS ;)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Huscarlton_Banks on November 11, 2013, 04:41:48 am
Think the bigger balance change for 18/27 archers is that they will be able to go 18/24 and more or less maintain the same WPF, freeing up 7 skill points.

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: WITCHCRAFT on November 11, 2013, 05:00:30 am
It has been mentioned over and over at this point that ranged will be balanced to match its current level of effectiveness. How long until the patch after this WPF/WM change, who knows. But it's the next thing on the table.

Also the more I mess around with a character calculator, the more I want to retire from 1H/shield to 18/24 or 18/27 2H when the patch comes around. Then I'll have to respec an alt so I can use all my +3 daggers and knives and cleavers...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 11, 2013, 06:19:17 am
Think the bigger balance change for 18/27 archers is that they will be able to go 18/24 and more or less maintain the same WPF, freeing up 7 skill points.
High conversion builds are never the way to go for maximum effectiveness, instead they're what you do when you choose to specialize in something, and that's what the build is all about. For a higher level character, 18/27 is the same as 18/24 is to a level 30. This probably won't happen though, because the status quo would have been changed. Another way to put it, is that a build's perceived effectiveness(18/27) isn't only about how well it does against other classes, but how well it does in comparison to other similar builds, primarily within its own weapon class(an 18/24 archer build underperforms an 18/27 with a bow, yet also underperforms an 18/21 as a hybrid build and thus outperforms it with a bow). And it's this perceived effectiveness, not actual effectiveness, that we base our decisions upon.

Any way to address this?
Yes, but I'm not convinced we should be catering to certain types of hybrids. Does hybridization bring variety to crpg? Yes, absolutely. Should variety be the overwhelming priority and focus in such a way that we might occasionally forsake other gameplay aspects? No. I love variety and I love customization(no one who has taken a look at the item patches this year can honestly state otherwise), but all things are best in moderation. Do I have a problem with double/triple melee hybrids? No. Do I have a problem with melee+ranged/cav hybrids? Yes, these are what worry me. I don't want to nerf ranged or cav, that would be far too broad of an approach with a wide range of consequences.

My issue, is that a 2:1 or 3:1 ranged:melee wpf split is better for gameplay than a 1:1 is. A 1:1 split doesn't have to make nearly as much of a sacrifice as a 3:1 does. Because of this, we have the current status quo which is too inviting to players to do certain melee/ranged hybrid builds, particularly but not limited to, those that involve crossbows. What I'd rather see done, is doing things like rebalancing the crossbow back to how it was pre-nerf, and changing hybrids so that it's less effective for those 1:1 ratio splits, and more effective for the dedicated/3:1 guys. Unfortunately, the current wpf status quo keeps us from doing this and thus limits the viable options a dedicated(specialized) player has to choose from.

Lastly, for melee hybrids the following would be ideal, although no promises are being made. This falls well outside of my realm and requires overlords.
"<Shik>  so tydeus
<Shik> wpf in any melee category having partial effect on other melee categories y/n
<Tydeus> yes.
<Shik> the only difficulty is coming up with the right sort of maths
<Shik> to make it make sense
<Shik> probably easier just to have combined melee wpf
"

tldr; this is the tldr version.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jona on November 11, 2013, 06:58:37 am
I personally still don't see this as much of a nerf to strength builds at all. Everyone knows that wpf in melee as of now is barely useful. Someone with 172 wpf (8WM) should be rewarded for their dedication to one weapon type (specialization) instead of choosing the more fun / versatile way of hybridizing, or choosing the full str alternative which has low wpf. However, as of now the damage increase with wpf is minimal, and the speed bonus is effectively non-existent. The only time 2 players with the same wep but different wpfs would see a difference is if they swung at the exact same time... and I mean EXACT same time. In a fast paced game like this, that just never happens. If you really wanted to nerf str builds, keep the wpf system as it is, but make wpf USEFUL. Many str builds will just stay as they are after the patch because frankly it doesn't do all that much to them. Does it hurt hybrids? Sure, maybe a little, but they really don't need all that much wpf anyways.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 11, 2013, 10:26:37 am
Can you create a melee cap based on your ranged WPF? Like add in some PS % damage reduction based on your ranged WPF. Then you don't need to worry about people hybridding ranged/melee so much and can let people have their melee hybrids

Otherwise, I think a lot of this hybrid discussion is about ranged guys that just want to be as good at melee as at ranged. Melee players don't expect to be strong at ranged too, neither should ranged. Right now xbows are far too really easy to hybrid without losing much melee effectiveness
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Casimir on November 11, 2013, 12:21:13 pm
basically having 6WM will now be useful.

bring on le spam.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tzar on November 11, 2013, 12:23:45 pm
People bitching about hybrids being super powerfull.... lol try it before you comment on it.

Decent pure build players will always beat hybrids in melee...

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 11, 2013, 12:51:21 pm
Ideally we should have both a ranged WM and a melee WM, then we can do away with melee WPF and have all 3 weapon types governed by the same skill. It would need to draw from a pool of points, putting points in melee WM subtracts from ranged WM etc

Depends on the type of hybrid atm though. If its a ranged/melee hybrid then you can't just look at melee balance, you have to consider that you can kill guys before they even get into melee, or make them die in fewer melee hits so their melee ability needs to be lower than a pure build.

If you want to spread WPF over 3 melee types then you just need to get 7wm and can go 99/100/100 or 88/88/118.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 11, 2013, 01:13:06 pm
I just don't get you ppl. You started whining about 18/27 archers, but there are only few ppl with this bulid and it's reachable on hi lvl (33 at least).

 
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Clockworkkiller on November 11, 2013, 01:28:03 pm
This fucks over my throwing lance hoplite hybrid

I was already having trouble trying to split WPF between pole an throwing
I can't hit shit, but Atleast when I do, with 7PT and 7PS, it dies in 1 shot


That's a fun build too, but I guess it's fucked now
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Pinche on November 11, 2013, 01:29:52 pm
I think this is going to fuck the mod even more than now.

Spammers rewarded and lots of builds and gameplays become unplayable.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Vermilion on November 11, 2013, 01:35:01 pm
I think that whole idea to this patch is to force players to retire and change their builds. Because of strategus, everyone is high level and in strategus everyone wears plate which means that massive strat battle lasts longer and gives insane amount of XP. With more agi oriented builds, we'll have less plate in strat and battle will last shorted therefore giving less XP.

Really? Did you even look at the requirements before making this post?

Gothic plate and Heavy Plate armor only require 15 strength.
Which means at level 30 you could have a 15:24 build with 8 WM & 8 athletics.

This will result in people being faster in plate with less HP, this means you will be able to kill more in the same period of time (ranged will be more effective due to people having less HP on average and people who stick with strength builds will only need a couple hits to kill people in plate). This will increase EXP not reduce it.

Also strat battle time limits are controlled by the number of tickets not the equipment so even if people did start bringing less plate (which most if not all factions will have already bought), the battles would last the same length of time.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 11, 2013, 01:49:22 pm
afaik its only going to hurt you if your something like 27+ str and 12 agi or less. hardly going to make everyone go 15-tonsoagi :P
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 11, 2013, 01:56:36 pm
Gothic plate and Heavy Plate armor only require 15 strength.

The top plate armors should require like 24 str, not 15/16. Heck, with only 12 str, you can get up to 64 body armor (lamellar armor+gaunts, both +3), so the medium armors should have slightly higher requirements also. 12 strength shouldn't allow anything higher than Heraldic Mail.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Sagar on November 11, 2013, 02:09:21 pm
Requirement lvl for all weapons and armors shod be raised.  (http://forum.melee.org/general-discussion/wpp-sum-and-cost-formula-rework%28includes-wm%29/msg891404/#msg891404)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tony007rammstein on November 11, 2013, 02:09:48 pm
When the changes will be integrated?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 11, 2013, 02:16:27 pm
When the changes will be integrated?

December 2010
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: chesterotab on November 11, 2013, 02:50:53 pm
Thanks for explaining Ty, I appreciate it.

This is very disappointing for me though since the only thing that kept me engaged in this game for this long was my variety in play styles (together with my thousand alts). If I am being forced to cut down to a simpler build it will take a lot of the fun out of it for me.

Plus in general, the nerf for hybrids seems like it would lead to a simplification in the game with less "class" variety. Is there no way to make the changes without hybrids being negatively affected? If you ask me, diversification should even be buffed, since it sacrifices the min/maxing capabilities of more dedicated "classes". It is also more team oriented to play as a hybrid, since you can switch to whatever role your team is lacking during a battle.

Any way to address this?

So much this. Once I can +1 on the forums, I am coming back to rep this post. It's like the devs want everyone to go pure 2h longsword, pure pole awlpike, or pure 1h espada. grim
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: XyNox on November 11, 2013, 02:56:45 pm
Questions:

1.) As some ( pure ) ranged builds may end up with more wpf than before, while others ( hybrid ) will possibly end up with less, what factor will this "ranged accuracy nerf" be based on ? Will it be case sensitive ( ie. accuracy simply doesnt scale as much as before with high end wpf levels ) so only the people, who actually have very high single wpf get an accuracy rework or will it be a blanket ranged nerf, even though that would mean some ranged hybrids may end up being nerfed twice with this patch ?

2.) Since all classes with high agi and pure builds will get buffed with this patch, not only ranged, why do devs even feel the need to nerf ranged as "compensation" in the first place ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 11, 2013, 02:57:52 pm
remove dmg from WPF and we are fine
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Segd on November 11, 2013, 03:31:24 pm
XBow accuracy caps fairly low, actually. I'm fairly sure she's already at the accuracy cap with her current build, assuming she hasn't changed it recently.
190 for mw arbalest. Still not a dot though.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 11, 2013, 03:36:27 pm
remove dmg from WPF and we are fine
But for all clases not only ranged.
WPF  should affect only accuracy and speed, not dmg.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 11, 2013, 03:40:35 pm
190 for mw arbalest. Still not a dot though.
Like I said, it caps fairly low.
Questions:

1.) As some ( pure ) ranged builds may end up with more wpf than before, while others ( hybrid ) will possibly end up with less, what factor will this "ranged accuracy nerf" be based on ? Will it be case sensitive ( ie. accuracy simply doesnt scale as much as before with high end wpf levels ) so only the people, who actually have very high single wpf get an accuracy rework or will it be a blanket ranged nerf, even though that would mean some ranged hybrids may end up being nerfed twice with this patch ?

2.) Since all classes with high agi and pure builds will get buffed with this patch, not only ranged, why do devs even feel the need to nerf ranged as "compensation" in the first place ?
1) Not all ranged is getting 'buffed' by this rework, and for the ranged that is getting buffed, the effects aren't exactly the same.
2) Because certain weapons get much better rewards from the wpf increase than others and this isn't something desirable for all cases. Melee weapon nerfs and buffs are planned as well.

remove dmg from WPF and we are fine
But for all clases not only ranged.
WPF  should affect only accuracy and speed, not dmg.
Tested this already with Urist's archery damage calculator.

So if for an 18/27 6PD 9WM archer you think 1.4 (61.30 to 62.69) more raw(meaning you can expect the actual difference to be cut down to half a point after armor) damage is a large difference, then sure. Huge buff. Keep in mind this is 1/3 of the damage you'd gain if we buffed ammo or bows by 1 damage, or 1/6 of what you'd gain by adding 3 more str and 1 more PD.  :wink:
Damage really isn't going to be affected much for builds we commonly see. The above is an archer build maximizing the wpf increase, but even there, the results are minimal.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gurnisson on November 11, 2013, 03:46:03 pm
190 for mw arbalest. Still not a dot though.

181 wpf in rags back in the days when I was crossbow on my main. I miss that! :lol:

(click to show/hide)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 11, 2013, 03:46:50 pm
Seen some people mention two things:

- Make strength requirements for different heavy items (heavy armor, etc) higher
- Separate ranged wpf and melee wpf but they both draw from the same pool
- Put a cap on a single wpf, let's say 180 (arbitrary), then you can make wpf more effective, and not worry about people becoming OP...this would also hurt hyrbids less

Just some things I thought were interesting and possibly good ideas.

Definitely glad we removed free wpf though...now we just need to make sure that not having enough makes you actually *SLOW* without (on the other end) making those with a bunch so fast that they break the servers.

My natural tendency towards a balanced build is pleased with this change overall though :) I had been forced to go more STR (27/15) since everyone else had, so this will be nice...(probably going either 24/18 or 21/21 ....am lvl 34)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 11, 2013, 03:57:51 pm
Like I said, it caps fairly low.1) Not all ranged is getting 'buffed' by this rework, and for the ranged that is getting buffed, the effects aren't exactly the same.
2) Because certain weapons get much better rewards from the wpf increase than others and this isn't something desirable for all cases. Melee weapon nerfs and buffs are planned as well.
Damage really isn't going to be affected much for builds we commonly see. The above is an archer build maximizing the wpf increase, but even there, the results are minimal.
pure agi players with rondel have some around 190 wpf( will have over 200)
1ps from 3 str + 2 from WPF(if I remember correctly 100 wpf = 1ps)= 3ps
with super high speed bonus we have really high dmg

that change will bring small change to dmg but players will be able to feel difference



Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Algarn on November 11, 2013, 04:10:10 pm
Please... The game is currently balanced enough to have fun, and the class you play doesn't matter. After this patch, hybrids will die, with all str biased builds (guys like Mendro, Butan, Nikodin etc will have to respec to another build, which will make those play styles die) .  And you will buff every guy with 21 agi, aka archers, lancers, rondelmy old friends , ninjas, etc ... -> already pretty annoying.

Having a new formula is fucking cool, but not in this way ... both agi and str should get advantages. As Stevee said, damages from WPF should be removed or nerfed to avoid another nerf, but this time on ranged's accuracy and speed.

Btw , nerf rondels, with or without new formula.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 11, 2013, 04:12:54 pm
Please... The game is currently balanced enough to have fun, and the class you play doesn't matter. After this patch, hybrids will die, with all str biased builds (guys like Mendro, Butan, Nikodin etc will have to respec to another build, which will make those play styles die) .  And you will buff every guy with 21 agi, aka archers, lancers, rondelmy old friends , ninjas, etc ...

Having a new formula is fucking cool, but not in this way ... both agi and str should get advantages. As Bobby said, damages from WPF should be removed or nerfed to avoid another nerf, but this time on ranged's accuracy and speed.
Stevee posted that 6 pages ago but everyone ignore archers sooo..
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Algarn on November 11, 2013, 04:16:02 pm
Didn't read every page of this thread, blame me :l
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 11, 2013, 04:23:39 pm
[...]ninjas, etc ... -> already pretty annoying.[...]
Hey!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 11, 2013, 04:46:58 pm
pure agi players with rondel have some around 190 wpf( will have over 200)
1ps from 3 str + 2 from WPF(if I remember correctly 100 wpf = 1ps)= 3ps
with super high speed bonus we have really high dmg

that change will bring small change to dmg but players will be able to feel difference
You missed the multiple posts from myself and others where I said weapons(particularly the rondel dagger) was getting nerfed. Both in speed, and in damage.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: CrazyCracka420 on November 11, 2013, 04:58:10 pm
I've got 6 WM on a pretty balanced build, so this will not affect me at all.  That being said, I think this is going to hurt people who have full str, no WM in their high level builds. 

I think this is a much needed change, I just think without a decent respec for these people, it will really fuck them over.  I never thought you should get free WPF when you level, only when you put some points into Agility or WM.

Thanks for the change, but like all the other major game play changes, this is going to really hurt people if they don't get a proper respec (looking at you riding difficulty changes! [which was a great change, but fucked people over on "final" builds without a proper respec]).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: BlueKnight on November 11, 2013, 05:10:03 pm
You missed the multiple posts from myself and others where I said weapons(particularly the rondel dagger) was getting nerfed. Both in speed, and in damage.

hmmm, so this time developers reacted only few months after sombody suggested it! Compared to suggested 'commander of the team' which took nearly 3 years to implement, we have a nice dev-progress!

(click to show/hide)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Fips on November 11, 2013, 05:32:05 pm
hmmm, so this time developers reacted only few months after sombody suggested it! Compared to suggested 'commander of the team' which took nearly 3 years to implement, we have a nice dev-progress!

(click to show/hide)

None of the devs get paid for what they are doing, something many people tend to forget when it comes to changes to this mod. So stop expecting so much for this. Just be happy that there are still some people working to improve this mod, although changes take quite some time.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 11, 2013, 05:42:20 pm
You missed the multiple posts from myself and others where I said weapons(particularly the rondel dagger) was getting nerfed. Both in speed, and in damage.
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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jarlek on November 11, 2013, 05:50:50 pm
Tested this already with Urist's archery damage calculator.

So if for an 18/27 6PD 9WM archer you think 1.4 (61.30 to 62.69) more raw(meaning you can expect the actual difference to be cut down to half a point after armor) damage is a large difference, then sure. Huge buff. Keep in mind this is 1/3 of the damage you'd gain if we buffed ammo or bows by 1 damage, or 1/6 of what you'd gain by adding 3 more str and 1 more PD.  :wink:
Don't trust the damage calculator if that's the results it's showing.

Back when I was 2h/archer hybrid (yeah, long time but no archery damage mechanic changes has been mentioned since then), me and shema (who was also archer/2h hybrid) did some damage test on butan while waiting for a strat battle to start. We had identical builds, except I had less archery wpf and more melee. He needed 3-4 headshots to kill butan with a horn bow and bodkins, while I needed 5-6, we only tested it 3-4 times each though. I don't know the mechanics behind it, but the extra damage you get from wpf is very noticeable.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 11, 2013, 06:22:25 pm
100 effective wpf = 1 PS is a myth. It takes a lot less wpf to match one power strike level. I had 8 WM for two years and now with same build but with 1 WM can feel the massive difference in damage. Check san's posts in guides section, you'll see how much wpf affects damage.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gmnotutoo on November 11, 2013, 06:24:54 pm
Don't trust the damage calculator if that's the results it's showing.

Back when I was 2h/archer hybrid (yeah, long time but no archery damage mechanic changes has been mentioned since then), me and shema (who was also archer/2h hybrid) did some damage test on butan while waiting for a strat battle to start. We had identical builds, except I had less archery wpf and more melee. He needed 3-4 headshots to kill butan with a horn bow and bodkins, while I needed 5-6, we only tested it 3-4 times each though. I don't know the mechanics behind it, but the extra damage you get from wpf is very noticeable.

You just validated the need to increase damage and weapon proficiency by saying someone survives 3-6 headshots.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Zlisch_The_Butcher on November 11, 2013, 06:29:44 pm
You just validated the need to increase damage and weapon proficiency by saying someone survives 3-6 headshots.
Butan survives two throwing lance (teammate) headshots.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gmnotutoo on November 11, 2013, 06:30:35 pm
Butan survives two throwing lance (teammate) headshots.

I can't even survive one of those at my legs. :( Also, butan was supposed to duel me. Agi whore vs str slut.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HarryCrumb on November 11, 2013, 06:31:29 pm
hmmm, so this time developers reacted only few months after sombody suggested it! Compared to suggested 'commander of the team' which took nearly 3 years to implement, we have a nice dev-progress!

(click to show/hide)

The only update more obnoxious than the 'commander of the team' update was the zero damage report update
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 11, 2013, 06:38:36 pm
100 effective wpf = 1 PS is a myth. It takes a lot less wpf to match one power strike level. I had 8 WM for two years and now with same build but with 1 WM can feel the massive difference in damage. Check san's posts in guides section, you'll see how much wpf affects damage.
Saul was the first to open my eyes, all credit to him. I just made a few functions based on this and came to some of my own conclusions. Take note that this doesn't include the strength/5 damage bonus which is actually quite good, too.
http://forum.melee.org/general-discussion/wpf-and-damage/
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The higher your PS, the more wpf helps your damage. Getting a lot of wpf isn't as effective with very low PS. Wpf differences also seem to result in a larger change on the lower end, too (don't know exactly why for this).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Turkhammer on November 11, 2013, 06:45:55 pm
1:1 split wpf hybrids will have about 5% less wpf in each type. a 50/150 split or a 90/170 is basically the same as what they have now.

Why would you want to nerf a balanced build?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Turkhammer on November 11, 2013, 06:53:08 pm
But for all clases not only ranged.
WPF  should affect only accuracy and speed, not dmg.

LOL, if you can hit more accurately with higher speed, that results in more damage. 
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 11, 2013, 07:41:44 pm
Please tell us when patch is planned to be out, even a general idea is good.

Also, please tell us which weapons are being adjusted.  :)  THanks!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: dynamike on November 11, 2013, 07:42:10 pm
Yes, but I'm not convinced we should be catering to certain types of hybrids. Does hybridization bring variety to crpg? Yes, absolutely. Should variety be the overwhelming priority and focus in such a way that we might occasionally forsake other gameplay aspects? No. I love variety and I love customization(no one who has taken a look at the item patches this year can honestly state otherwise), but all things are best in moderation. Do I have a problem with double/triple melee hybrids? No. Do I have a problem with melee+ranged/cav hybrids? Yes, these are what worry me. I don't want to nerf ranged or cav, that would be far too broad of an approach with a wide range of consequences.

My issue, is that a 2:1 or 3:1 ranged:melee wpf split is better for gameplay than a 1:1 is. A 1:1 split doesn't have to make nearly as much of a sacrifice as a 3:1 does. Because of this, we have the current status quo which is too inviting to players to do certain melee/ranged hybrid builds, particularly but not limited to, those that involve crossbows. What I'd rather see done, is doing things like rebalancing the crossbow back to how it was pre-nerf, and changing hybrids so that it's less effective for those 1:1 ratio splits, and more effective for the dedicated/3:1 guys. Unfortunately, the current wpf status quo keeps us from doing this and thus limits the viable options a dedicated(specialized) player has to choose from.

Lastly, for melee hybrids the following would be ideal, although no promises are being made. This falls well outside of my realm and requires overlords.
"<Shik>  so tydeus
<Shik> wpf in any melee category having partial effect on other melee categories y/n
<Tydeus> yes.
<Shik> the only difficulty is coming up with the right sort of maths
<Shik> to make it make sense
<Shik> probably easier just to have combined melee wpf
"

tldr; this is the tldr version.

I understand that especially melee/ranged hybrids CAN be a powerful combination in CERTAIN situations, but they lack the power to stand up to any dedicated class:

With my build I can neither play an effective long range sniper xbow (xbow WPF too low), nor a horse xbow (no HA WPF), nor a dedicated dueler (balanced STR/AGI), nor outcav other riders with anything but skill (bare minimum Courser riding skill). I can't hoplite effectively (pole WPF too low, shield skill low), can't run away from others (medium AGI) and can't tank (medium STR/IF).

What I can do is stab peasants in the back on my horse when the map is open and run around with my xbow on roof passages when the map is a village. I can poke foes through the front lines when my team needs it and I can hold a shield when the catapult is under archer fire.

I can do many things when the situation requires it, but I can do none of them especially well.

What I can though, is have fun while doing it.

I'd be open to any alternative changes, as long as hybrids do not get jeopardized.
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Love your hybrids, they are the future.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 11, 2013, 07:47:32 pm
Also, I have a archer/1h/thrower alt, and this is pretty much going to screw up that character.

I really think there should be a way to respec Powerdraw and/or powerthrow so that hybrids like this can choose one or the other.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 11, 2013, 07:56:44 pm
Saul was the first to open my eyes, all credit to him. I just made a few functions based on this and came to some of my own conclusions. Take note that this doesn't include the strength/5 damage bonus which is actually quite good, too.
http://forum.melee.org/general-discussion/wpf-and-damage/ (http://forum.melee.org/general-discussion/wpf-and-damage/)
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The higher your PS, the more wpf helps your damage. Getting a lot of wpf isn't as effective with very low PS. Wpf differences also seem to result in a larger change on the lower end, too (don't know exactly why for this).
As in +20 wpf when you have a low amount, will grant far more damage than +20 wpf when you already have a lot of wpf. Thus adding 18 wpf to archers(14% damage*PD rather than the 8% from PS) when they already have high wpf, amounts to such a small change in raw damage as mentioned in my previous post.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 11, 2013, 07:57:45 pm
I respecced for the first time today to do a rather small adjustment (removed throwing, got 3 more agi) and I will feel boned if we get free partial respecs.

I think that people should only be allowed to transfer a few skill points of their choice towards WM and completely respec their wpf allocation, not make attribute changes.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Byrdi on November 11, 2013, 07:59:02 pm
Dear devs.

Yes, it is unfortunate that 1:1 hybrids are getting nerfed, but I feel like it is a fair price to pay for the way STR positive builds have been dominating the metagame the last few months.

Just letting you know that I (and probably a lot of other people) agree with this soon to come change, because it seems like this thread is drowning in complains.

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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 11, 2013, 08:01:56 pm
Also, I have a archer/1h/thrower alt, and this is pretty much going to screw up that character.

I really think there should be a way to respec Powerdraw and/or powerthrow so that hybrids like this can choose one or the other.

Anyone with power throw or power draw are pretty much the only people that don't get a "full" respec option out of this deal. The current proposition allows:
-anyone to switch from any kind of melee or melee hybrid to any other type of melee/melee hybrid
-most full melee can switch to full archery, xbow, throwing, shielder, or cav
-xbow can switch to just about anything they want

The people that will already be screwed the most by the change (melee/ranged hybrids) are about the only people that can't respec into a pure class.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jarl_Hangus on November 11, 2013, 08:07:35 pm
I feel like people have forgotten this. WPF increases have a greater affect on slow weapons, than fast ones.

So if you want to hit hard and on tincan we must go on agibuild like 18 24 instead of 24 18 with polearm ? The strength courbe must be the same as agi  for ps when you have more than 18 str if you really want to balance. If you specialise you must have an advantage i m agree, but if you want to hit on heavy armor, you  must be fuck without piercing weapon ? Actually even with 7 ps on heavy armor with cut dmg i glance a lot.  If you want to use 1h weapon doing dammage and don't be overspam or backpedal by 2h full agi or pole full agi with heavy armor, what's the plan ?

Btw polearm user can allready instastab in close range, i m talking about pike, something will be do about this ?

I play 1h cav since 3 years maybe, i m not the best but i can tell horse are really outmaneuver against people with more than 24 agi in light armor if you don't use an arabian. And with the new 1h stab who is the new anticav what 1h cav can expect ?

I think give back to horse their old maneuver stats will be a good things against the new agi mod who will be install to c-rpg. I can allready ear the" QQ, 1h cav is op blabla".



For the respect system, i have 21 18 build, and 5 shield 5 wm, i put 5 shield cause 5 or 6 wm was not a huge difference, but now with the new system i want to go to 4 shield 6 wm, i will be fuck ? I have to respect my lvl 34 ?

It will be cool if we can change 1 or 2  skill in agility part for this kind of thing, shielder put more in shield than wm cause it was more efficient but now i think a lot hybird with shield will want to change 1 or 2 point in shield to go in wm. I m sure a lot of hybrid will need the same sort of little adaptation to their build.

I got allready fucked when requirment for horse change, plz dont add some sand.

Thanks.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 11, 2013, 08:19:41 pm
About the changes themselves, I think it's great that people are still working to improve the mod. Tydeus has been dealing with important problems upfront instead of trying to partially patch things up hiding the symptoms in a semi broken way like we were used to (I hope nobody will take offense at that). I think more builds should dedicate more points to WM, and it will indirectly reduce IF stacking which is nice. However, I do not think increasing the maximum reachable wpf values is a good idea. The engine can hardly keep up with the fastest builds already, making them faster would further increase problems with very high agi builds.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tzar on November 11, 2013, 08:22:08 pm
Worst part is, this patch does more bad then good.

TBH: idc about str whores... ive never found them to be an issue. Most of the time they are just free kills because u can dance/spam em to death...

I feels its a shame you end up fucking over us hybrids....

Anyways, this patch just kills throwers and hybrids...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 11, 2013, 08:25:42 pm
I don't understand the hybrid problem. Doesn't this only affect hybrids under 6WM?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tzar on November 11, 2013, 08:28:16 pm
Alright, this has probably been asked about more than anything else, so here are some examples of what some wpf splits could look like.

8 WM with 24 Agility could give you 184 WPF in one type or...
170/73
167/84
135/135
135/94/94

5 WM with 15 Agility could give you 139 wpf in one type or...
110/81
120/62
97/97

If you know how much wpf you gotta have per power throw then yes, it will fuck over throwers fx.. i will go from 140 wpf in 1h to 100 to be able to use my 6 pt...

Unless i wanna go pure thrower tard..... which inst really desirable for a main character..

I all ready use a reinforced leather scale armor... cant go much lower in armor to reduce my wpf for my 6 pt...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: SP1N on November 11, 2013, 08:31:33 pm
I'd say having a 110/81 split with just 5 WM is still pretty damn good.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 11, 2013, 08:31:43 pm
Worst part is, this patch does more bad then good.

TBH: idc about str whores... ive never found them to be an issue. Most of the time they are just free kills because u can dance/spam em to death...

I feels its a shame you end up fucking over us hybrids....

Anyways, this patch just kills throwers and hybrids...
WPF per PT requirement has been lowered for the next patch.

I don't understand the hybrid problem. Doesn't this only affect hybrids under 6WM?
Unless they're triple split hybrids, yes.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tzar on November 11, 2013, 08:32:23 pm
Nwm: I guess Tydeus thought this change trough, so it only effect str cruthers, and not the rest of us silly hybrid tards which cant be arsed to go with the regular FOTM build.

Cheers  :wink:

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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Mendro on November 11, 2013, 08:44:41 pm
WPF per PT requirement has been lowered for the next patch.

So what is the new requirement per PT ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 11, 2013, 09:04:27 pm
WPF per PT requirement has been lowered for the next patch.
Unless they're triple split hybrids, yes.

Like me. :(
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 11, 2013, 09:07:03 pm
Like me. :(
In which case you get 7 WM to have roughly the same and 8WM to have more.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 11, 2013, 09:52:21 pm
WPF per PT requirement has been lowered for the next patch.

From 13 to _?

Also, it would be nice the know the current wpf weight penalty formula to avoid the "your proficiency is too low" message. None of the formulas posted in the game mechanic megathread or various throwing threads are even close to correct for every armor weight combo I've tried.

Thanks
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Boerenlater on November 11, 2013, 09:58:13 pm
From 13 to _?

Also, it would be nice the know the current wpf weight penalty formula to avoid the "your proficiency is too low" message. None of the formulas posted in the game mechanic megathread or various throwing threads are even close to correct for every armor weight combo I've tried.

Thanks
I'm curious as well.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: BlueKnight on November 11, 2013, 10:00:07 pm
None of the devs get paid for what they are doing, something many people tend to forget when it comes to changes to this mod. So stop expecting so much for this. Just be happy that there are still some people working to improve this mod, although changes take quite some time.

It's not that I expect them to do everything or instantly but sometimes it looks like they totally neglect the fact that sometimes crpg community/players may actually know what decreases the fun-experience while playing the game. I'm totally aware that +50% posts about balancing is actually a useless whining but it doesn't change the fact that some of the posts are accurate or worth reading which should draw devs' attention.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 11, 2013, 10:04:19 pm
Let's get some patch specifics and a general timeline for release.

1. throwing wpf requirement is changing to _____________
2. ______, ______, & ______ are weapons being re-balanced
3. The patch should come out around ___________




:)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: CrazyCracka420 on November 11, 2013, 10:15:12 pm
Let's get some patch specifics and a general timeline for release.

1. throwing wpf requirement is changing to _____penis________
2. __fart____, ___butt___, & ___chadz___ are weapons being re-balanced
3. The patch should come out around _____Thursday______





Oooh I love mad libs!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 11, 2013, 10:21:21 pm
Let's get some patch specifics and a general timeline for release.

1. throwing wpf requirement is changing to ___potato___
2. _C. Sites_, _Flaming Katana_, & _Voulge_ are weapons being re-balanced
3. The patch should come out around _the world .



 :)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: KingBread on November 11, 2013, 10:26:48 pm
So its closer than December 2010 good much more realistic approach
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Vermilion on November 11, 2013, 10:59:00 pm
Let's get some patch specifics and a general timeline for release.

1. throwing wpf requirement is changing to ___potato___
2. _C. Sites_, _Flaming Katana_, & _Voulge_ are weapons being re-balanced
3. The patch should come out around _the world .



 :)

WOW.. finally construction sites are finally getting nurfed! BOUT TIME!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rhaelys on November 12, 2013, 01:20:24 am
WPF per PT requirement has been lowered for the next patch.

11 WPF per PT

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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lt_Anders on November 12, 2013, 01:25:55 am
11 WPF per PT

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except it's already there?

Go test it. 7 PT +9.6 Skutatos armor, 1.8 Roman Helmet, .8 Rus cav boots(and leather gloves) only needs 100 WPF right now.(exactly, 100)

So it's something more like 12 unless they did a major armor change.

I do believe this will gimp throwers, unless they do make a nice change to the "Not enough WPF" requirement. Its much more important for throwers than it is for the other ranged units.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 12, 2013, 01:28:44 am
except it's already there?

Go test it. 7 PT +9.6 Skutatos armor, 1.8 Roman Helmet, .8 Rus cav boots(and leather gloves) only needs 100 WPF right now.(exactly, 100)

So it's something more like 12 unless they did a major armor change.

I do believe this will gimp throwers, unless they do make a nice change to the "Not enough WPF" requirement. Its much more important for throwers than it is for the other ranged units.

Any change to throwing wpf requirement needs to be accompanied with the release of the real wpf penalty due to armor weight equation. None of the posted formulas are accurate anymore.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rhaelys on November 12, 2013, 01:33:12 am
Any change to throwing wpf requirement needs to be accompanied with the release of the real wpf penalty due to armor weight equation. None of the posted formulas are accurate anymore.

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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 12, 2013, 01:46:15 am
except it's already there?
No, it's not. Please refrain from making statements that could easily spread misinformation.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 12, 2013, 01:51:46 am
Yeah, hopefully there'd be a post for us to update the game mechanics thread once the next patch comes. Thanks for the info.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Larvae on November 12, 2013, 01:55:46 am
Looks and sounds great. It will surely deal with the excessive amount of str builds that we have around right now, which gives the combat a very slow and sloppy feel on the servers. I would be fine with a reimbursement of 6 attributes, it should be more than enough to deal with the changes of this new formula, unless you have a crazy build of some sorts ofc. I hope this works and creates more diverse melee builds. 1+ from me.

Indeed Gtx,may then i will be able to beat u more then 1 of 15 :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lt_Anders on November 12, 2013, 02:20:38 am
No, it's not. Please refrain from making statements that could easily spread misinformation.

But it isn't 13. Go test it, they ninja edited PD requirements(i mean, it wasn't even a dev that POSTED that info, yet it has been confirmed), so we have assumed they have fidled with throwing requirements as well(me and the other fact checker who keeps the mechanics thread up to date). I know that I went from 105 min to 100 and heavier armor not long after that change. So they have done something, just what, I don't know.

Post what it is right now, cause what I posted earlier is what my level 29 thrower alt has and his armor is pretty heavy(12 total weight) and he's got exactly minimum with 7 power throw and that armor.
(that is, unless they really changed armor stuff, but even then, I went from roughly .8 weight helmet to 1.8 weight helmet and lost the minimum required by 5)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 12, 2013, 02:36:00 am
But it isn't 13. Go test it, they ninja edited PD requirements(i mean, it wasn't even a dev that POSTED that info, yet it has been confirmed), so we have assumed they have fidled with throwing requirements as well(me and the other fact checker who keeps the mechanics thread up to date). I know that I went from 105 min to 100 and heavier armor not long after that change. So they have done something, just what, I don't know.

Post what it is right now, cause what I posted earlier is what my level 29 thrower alt has and his armor is pretty heavy(12 total weight) and he's got exactly minimum with 7 power throw and that armor.
(that is, unless they really changed armor stuff, but even then, I went from roughly .8 weight helmet to 1.8 weight helmet and lost the minimum required by 5)
This is exactly what I'm talking about. You say it's not 13 as if it's a fact, then later you say something was done but you don't know what. Yes, something was done, that's obvious. Why does it have to be the wpf per pt requirement and why haven't you done your test with a naked character?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lt_Anders on November 12, 2013, 03:02:50 am
This is exactly what I'm talking about. You say it's not 13 as if it's a fact, then later you say something was done but you don't know what. Yes, something was done, that's obvious. Why does it have to be the wpf per pt requirement and why haven't you done your test with a naked character?

(14*PD)-((1.4)^PD)
It's not a hard Skill*number.

I like this formula over that other way. Perhaps this would be an efficient use of it.

(and it is 13, armor penalty got toned down way way more then I actually realized.)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 12, 2013, 03:11:23 am
Tell me more about this global melee proficiency :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 12, 2013, 03:13:16 am
except it's already there?

Go test it. 7 PT +9.6 Skutatos armor, 1.8 Roman Helmet, .8 Rus cav boots(and leather gloves) only needs 100 WPF right now.(exactly, 100)

So it's something more like 12 unless they did a major armor change.

I do believe this will gimp throwers, unless they do make a nice change to the "Not enough WPF" requirement. Its much more important for throwers than it is for the other ranged units.

Huh? If you have 100wpf, that equipment gives you 95.6wpf. 7*13 is 91, of course you'd be over...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lt_Anders on November 12, 2013, 05:02:04 am
Huh? If you have 100wpf, that equipment gives you 95.6wpf. 7*13 is 91, of course you'd be over...

Naw, if i go UNDER 100, it won't work. 99 doesn't work.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Aldogalus on November 12, 2013, 05:24:59 am
giving back 6 str points is as good as a free respec to anyone with a decent amount of str. Works for me
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 12, 2013, 05:26:22 am
Oh, ok, that is weird then. If you have 99wpf and wear that gear, you'll go below 91? It'll be easiest if you check naked at 91 then just mess with different stf builds, but it might not even be worth trying and just wait for the next patch.

effective_weight =  2*head+ body+ leg+ 4*hand - 10
final_wpf = wpf * (1 - 0.01 * effective_weight);

What I was using. Might be a different formula for throwing, just used the general one.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 12, 2013, 06:31:30 am
1 Question: when it will be released? I would like to know when you will nerf bows :)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: This_Isnt_Gomer on November 12, 2013, 09:26:07 am
I was hoping that combat speed would increase not decrease...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Macropus on November 12, 2013, 09:47:23 am
I was hoping that combat speed would increase not decrease...
Good.
Now, how is that relevant to this change we're discussing here?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Algarn on November 12, 2013, 12:50:31 pm
Tydeus, you said that you will nerf archery to don't give them a free buff, can you include about what (Speed, accuracy, damages from wpf, etc ...) ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Macropus on November 12, 2013, 12:58:41 pm
I think it's to early to talk about "compensating nerf" for ranged, it will probably depend on how the effectiveness of ranged will change, and if it's not a problem, there might be no need for such nerf at all.
Not a lot, but it's true, it will be a buff. We're aware, and nerfs aren't off the table to keep effectiveness the same for ranged.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 12, 2013, 02:23:40 pm
Tydeus, you said that you will nerf archery to don't give them a free buff, can you include about what (Speed, accuracy, damages from wpf, etc ...) ?

Nobody said nerf, he said ranged wpf will be adjusted meaning you won't get ridiculous damage and accuracy bonuses with high wpf, they will probably tone it down so it resembles current values.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 12, 2013, 02:34:00 pm
Tell me more about this global melee proficiency :D
Urist, Shik and myself came to the conclusion that it would be great to have and it doesn't necessarily require wse2 work(so cmp won't be distracted from his current work). Each of us seems to have come to this conclusion by themselves and at roughly the same time, so it must be a good idea, right? Nothing much to say about it at this point, except that you'll still most likely end up putting *some* points into the other melee proficiencies if you really enjoy changing things up.

Could still end up getting stopped from seeing the light of day, but I doubt that's how this will end.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 12, 2013, 02:45:06 pm
I am support     .
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 12, 2013, 03:18:13 pm
Urist, Shik and myself came to the conclusion that it would be great to have and it doesn't necessarily require wse2 work(so cmp won't be distracted from his current work). Each of us seems to have come to this conclusion by themselves and at roughly the same time, so it must be a good idea, right? Nothing much to say about it at this point, except that you'll still most likely end up putting *some* points into the other melee proficiencies if you really enjoy changing things up.

Could still end up getting stopped from seeing the light of day, but I doubt that's how this will end.

Will this come in a separate patch to this new one? Are we months away from the next patch or weeks?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Suchechka on November 12, 2013, 03:20:25 pm
Forced to have 18 agi. BULLSHIT.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 12, 2013, 03:21:55 pm
Will this come in a separate patch to this new one? Are we months away from the next patch or weeks?
It would need to come with the wpf patch.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 12, 2013, 04:05:24 pm
Sounds like a time frame of 6 months the way he is avoiding any information about an ETA. Everyone go back to bed :P
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 12, 2013, 04:24:13 pm
effective_weight =  2*head+ body+ leg+ 4*hand - 10

Wasn't it changed to 11 some time ago?  :?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 12, 2013, 05:12:49 pm
It would need to come with the wpf patch.
But when WPF patch will come?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 12, 2013, 05:17:11 pm
But when WPF patch will come?

Although it would be nice for him to say, if they don't really know its best they don't say anything. Just limits what they can do in the timeframe. They could have given an ETA in the OP and then they probably wouldn't have considered this new unified melee WPF thing, or they would have had to make a new ETA that might piss people off

So devs usually will say "when its ready" rather than put pressure on themselves I guess

Still would be nice to know if its months or days we're looking at
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Mendro on November 12, 2013, 05:17:25 pm
But when WPF patch will come?

December 2010
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 12, 2013, 05:33:26 pm
Still would be nice to know if its months or days we're looking at
I don't foresee it taking months to be ready, at the very least.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Vermilion on November 12, 2013, 07:28:06 pm
TBH I don't really care how long this takes to implement it doesn't effect us from being able to play now (not like when siege equip was bugged and it was messing with strat). We can just continue to play as normal till this is released.

Thanks for giving us the new formulas before releasing the update so people can update the build calculators and mechanics threads.
(I hope they are working on that rather than just complaining how long it's taking to get a patch)

Would be great if you can keep updating the OP with the new formulas for throwing and archery changes etc.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: The_Bloody_Nine on November 12, 2013, 07:48:41 pm
sounds great, what about armour weight penalties? same as now? (whatever it is right now)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Micah on November 12, 2013, 07:59:55 pm
I must admit that i dont get all the fuzz about it .. on both ends of the line ... the players and the balancers side
Imho ... its just a "change" ... a "shift", considering , that any wpf curve function that meets certain rough criteria would be sufficient for the purpose of the game...
Afterall, a player has to adopt to the quirks of the mechanics offered ... would it be the one or the other formular presented by the balancers.
Look at it this way : What will REALLY change ? some points more or less on a particular build, making it more or less viable, resulting in a meta change that can be good or bad ... or better said WILL result in a rather unpredictable meta change, fixing things on the one end and fucking up things on the other end... Will the game change itself ? Will it become "better" ? What does "better" mean afterall in this context ? Will it be more fun to play ?
Nothing of it will change the game in its core gameplay, nothing will really fix core glitches or unsufficientcies ... will the ping latency difference change ? Will Ranged-mechanics and related issues change? Will the overall gameplay change ?
No! Because all the QQ is caused by the players themself ... in their mind .. from their natural behavior to hate what doesnt stroke their e-peen (not talking about real bugs - whatever that means ).

The change itself is a virtual solution to a virtual rage bubble caused from bored players ( i admit, that im one of them in many occasions  :oops: )
Rangers will still shoot unshielded players and horses, Polearmers will still find some "OP-ness" in 2h mechanics and vice versa, shielders will still QQ about imb4 2h reach and will keep exploiting stab mechanics until it gets nerfed... nothing will really change from a different wpf-curve! ... its just an different balance, with no real advantage or disadvantage in gameplay.
Eventhough i do appreciate changes and additions of multiple kinds and types .. I do consider thisone rather unneccessary from a theoretical PoV, yet i do appreciate change itself ; It keeps the wheel rolling and keeps playership busy figuring out new things to bragg about  :P
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HUtH on November 12, 2013, 08:00:58 pm
Hey Tydeus, couldn't that formula be something like that(pink line):
(click to show/hide)

So it could still be bad for ultraSTR builds and very good for ninjaAGI builds but wouldn't affect that much normal builds with AGI/STR between 4-7, so also it wouldn't be bad for balanced hybrids.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Bobthehero on November 12, 2013, 10:52:17 pm
And I hope you're reducing the ratio WPF/Repairs, otherwise you're going to break out people playing STR build. And its even more of a bitchslap to those who wear heavy armor (as if that didn't suck already).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Testicleez on November 12, 2013, 11:57:41 pm
TBH I don't really care how long this takes to implement it doesn't effect us from being able to play now (not like when siege equip was bugged and it was messing with strat). We can just continue to play as normal till this is released.

Thanks for giving us the new formulas before releasing the update so people can update the build calculators and mechanics threads.
(I hope they are working on that rather than just complaining how long it's taking to get a patch)

Would be great if you can keep updating the OP with the new formulas for throwing and archery changes etc.

I was just about to retire & try a new build, and this WPF rework is not what's holding me back (I already have that planned out actually), it's the item patch that's coming along with it. I'm unsure if the weapon I'm going to want to use will be nerfed. Guess I'll just have to play on my alts until it comes out. Or Tydeus could tell me if the HBS is getting nerfed! :twisted:


Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: robert_namo on November 13, 2013, 04:17:43 am
This is great and all, but will this affect those glitchy stabs in a way?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dooz on November 13, 2013, 06:58:53 am
when is this miracle happening
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Bobthehero on November 13, 2013, 07:41:51 am
Never, hopefully.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Sagar on November 13, 2013, 10:16:23 am
And I hope you're reducing the ratio WPF/Repairs, otherwise you're going to break out people playing STR build. And its even more of a bitchslap to those who wear heavy armor (as if that didn't suck already).
This

So many things are against str builds. What are the benefits for str build anyway? Any agy build with 15str can use all weapons and armors in game.
In this topic I heard many times "good changes, it is the end of domination str builds at battlefield", and nonsense like that.
STR builds dominate cRPG battlefield? Really? Where? When?
Right now - with this state of cRPG, top scores and kills make only agility builds in heavy armors. Now devs will buff them ...

So I ask dev team, what are the current, and what will be the new benefits for STR builds?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 13, 2013, 10:29:51 am
This whole discussion seems to lack a definition of terms. Everyone seems to understand the terms "str-build" and "agi-build" in a different way.
Let's try to set those 2 terms with a definition most can agree with. Should make this discussion way easier.

I start: 15/24 is an agi-build. 24/15 is a str-build.

In Battle and in Strat the 24/15 will always outperform the 15/24 with ease - there are always exceptions but most of the time it will be like that.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 13, 2013, 12:24:18 pm
This whole discussion seems to lack a definition of terms. Everyone seems to understand the terms "str-build" and "agi-build" in a different way.
Let's try to set those 2 terms with a definition most can agree with. Should make this discussion way easier.

I start: 15/24 is an agi-build. 24/15 is a str-build.

In Battle and in Strat the 24/15 will always outperform the 15/24 with ease - there are always exceptions but most of the time it will be like that.

In Strat sure but in Battle 15-24 in let's say transitional will outpreform 24-15 in the same gear. I am in favor of plate armors requring atleast 18 str.

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Torben on November 13, 2013, 12:42:09 pm
This whole discussion seems to lack a definition of terms. Everyone seems to understand the terms "str-build" and "agi-build" in a different way.
Let's try to set those 2 terms with a definition most can agree with. Should make this discussion way easier.

I start: 15/24 is an agi-build. 24/15 is a str-build.

In Battle and in Strat the 24/15 will always outperform the 15/24 with ease - there are always exceptions but most of the time it will be like that.

it really depends.  str builds are more hardhitting and forgiving,  the average player will do better with them.  agi builds give you more power over your fate and a ton more of possibilities,  making them better for the guys specializing in them.
(although 15str isnt enough in the plate battles of late strat unless you use stabby polearms maybe : )
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 13, 2013, 12:51:11 pm
Anything less than 8 PS or 24 STR is inadequate for strat battles/sieges. I think that on EU2 norm is 24 STR or higher. Dunno for battle mode, haven't played that for a month or so.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 13, 2013, 01:49:35 pm
The game should be balanced around what mode people spend their time on the most. Balance strat around the game, not the game around strat. So armour and str builds the norm in strat? Make changes within strat to limit armour, make the battles less stationary etc

On battle I feel too slow with 24/18 in my 12.6 armour. I will be going 18/24 or 21/21 because its better imo, dont really care about strat
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 13, 2013, 03:26:07 pm
Or Tydeus could tell me if the HBS is getting nerfed!

For any item patch, you can assume that the likelihood of HBS/Longsword getting nerfed is nil. A couple patches ago they buffed Longsword, even though it was already pretty much the most popular and effective 2h.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 13, 2013, 03:57:06 pm
if i may adapt your
... definition of ... "str-build" and "agi-build"

leq =  lesser or equal
geq = greater or equal
equ =equals

15 leq / 24 geq is an agi-build
24 geq /15 leq is a str-build


15 geq / 15 geq  goes towards balanced

A true balanced build is when agi equ str. On higher levels the margin between agi and str can increase while the build still counts as balanced.


... Any agi build with 15 str can use all weapons and armors in game ...
while not absolutly true, i agree with the thought behind, to increase some weapons/armors str req and some weight values(depending on the weapon length there perhaps too).

The Agi 2h/pole have a combination of very deadly capabilites to their disposal

Weapons length
+
movement speed
+
weapon speed

If a good player with really good motorskills, who is blocking nearly everything uses this, he is in duel situations always up front. In 1:n situations he can backpeddal spam or beckpedal jump much more effectively, or if he would be with the "n" players get much more easily into the back of the followed target...

An agi player should get less advatages the higher the str requirments for a weapon are and he still would use it, str = less weight problems, less str = more weigth problems, slows you down, doesnt let you jump too high and far. Idealy a limiting factor of agi if less str and higher weights.

When i started in 2010 at some point afterwards i went agi based because i couldnt stand the situation anymore that those who couldnt block shit still were able to outmanouver or spam me, sadly enough i feel now often even worse as addiotnalyl tehy now can block, doesnt matter often that the 2h/pole dudes use armor which is heavier then mine and weapons x times the length. Dont get me started that a shield has so much advantages because of ranged, i stopped playing eu1 1 1/2 years back. because of the ranged clusterfucks their, a trend i warned 2 years ago and afterwards, now from not my words but those of others i asked about the situation and was told that in avverage roughly 60% of players in eu 1 have ranged. The only patch which nearly did get a change done was retracted after a ranged shitstorm in teh forum. If this patch reduces ranged hybrids we all win.

Devs, how about making statistics public on a monthly base? So we all would know how many ranged overall, archers, HAs, HXs, 2h infantry, pole inf, pole cav, etc several combinations of what we can use so we have a base for a discussion here. I have seen those statistics before. As many admins had seen those with different types of builds of their own, as many opinions there had been how to interpret them. We all are biased ^^
Depending on how far you could provide these numbers in detail, the less room for interpretation there would be and the discussion here or afterwards could use those facts.(can you provide us with graphs of the amount of different weapons used over the years on a montly base, weekly daily, hourly? I guess we would find a few peeks, which are in need of interpreation)

Anyhow, if i would have the choice, i would get a fix on how many of a certain type of weapons are allowed to be used(spawned with) at the same time on a server, and people would be allowed on the fly to chose different builds/characters so they would be still able to join the server. Or any solution who would limit the amount of certain types of weapons.

That way you define army compositions for eu1 and differently for eu 2 and balance by yet another factor, the amount of players for one weapon. This could change on a daily/weekly or monthly base, so that you get certain army compositions on the server adn the commanders could plan their tactics accordingly(fuck the banner balance). As it looks to me, you never did get a complete grip on balancing by increasing or decreasing certain values of a weapon or a skill or an attribute.

Another way would be to increase even more the need for slot amount, i always enjoyed it when i started, searching for a nice weapon which would complete my outfit, but i werent able to buy yet.
Make looting again a nessacity.

In any case playability should beat realism or

if it is enoyable but not realistic, then you havent found yet the perfect forumlar
if it is realistic but not enjoyable , who would want to play that shit anyhow


*morethenenoughsaid*

EDIT:
In Strat sure but in Battle 15-24 in let's say transitional will outpreform 24-15 in the same gear. I am in favor of plate armors requring atleast 18 str.
I would also like that agi based playstyles are more included for strategus tactics, this seems to be mostly achievable only for overland battles and if the clan/faction cares about it.
Having the highest value armors using 18 to 21 str i also would support.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 13, 2013, 04:49:04 pm
Having the highest value armors using 18 to 21 str i also would support.
Have any of you guys actually thought that maybe this would set a STR constraint on how little you can have if you want a viable strat character? Scaling str requirements up to 18 might not be so bad for battle, but scaling them to 21 would have serious limitations on how viable 12 - 15 str characters can be.

Edit: Armor makes a huge difference in this game, I would actually argue that of all items and character stats, armor value(or effective HP) makes a larger difference in a fight overall, than anything else .
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 13, 2013, 04:51:50 pm
Have any of you guys actually thought that maybe this would set a STR constraint on how little you can have if you want a viable strat character? Scaling str requirements up to 18 might not be so bad for battle, but scaling them to 21 would have serious limitations on how viable 12 - 15 str characters can be.

Or strat would have to be something besides all plate users?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 13, 2013, 04:52:19 pm
So armour and str builds the norm in strat? Make changes within strat to limit armour,

Simple solution to gayness of current strat - introduce limit for heavy armors, let's say armies can use no more than 500 armors over 17 weight in one battle. Bah, end of full plate armies.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 13, 2013, 04:54:28 pm
Or strat would have to be something besides all plate users?
If that is the goal, there are several other ways of reaching those results, many of which do not even have implications outside of strategus.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 13, 2013, 05:03:20 pm
Or strat would have to be something besides all plate users?

No, they'd just deny those melee who can't wear plate.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: SayAttack on November 13, 2013, 05:04:49 pm
Does this affect the debate on the decision to change or is it just a talk?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 13, 2013, 05:19:13 pm
Edit: Armor makes a huge difference in this game, I would actually argue that of all items and character stats, armor value(or effective HP) makes a larger difference in a fight overall, than anything else .

Don't really agree with that. Depends on your playstyle, and if you don't move fast enough you severely limit yourself. People don't dominate in Milanese plate on EU1 at least. Strat might be different, but thats to do with the style of fighting you get, less ranged, respawing and limited mobility in the fights

Armour can get a bit strong when people aren't affected by the encumbrance much or for people who move slow even in light-medium armour. Otherwise I feel the weight just isn't worth it for the heavier armours
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 13, 2013, 05:22:54 pm
No, they'd just deny those melee who can't wear plate.
That is already happening for quite some time. I have been told twice lately that my 15/24 build is useless in Strat. Since then I don't even bother checking the battle list any more.

Last big Strat battle I fought in was only cuz Crymoar was so nice to take me in, telling me to "run up down the back walls and call/fight single ladders". I don't mind doing that at all. That's what Strat battles are about, right? Actually having proper orders and good teamplay. I got my orders and fulfilled them quite successfully.
Still, I am too squishy for Strat cuz the overall mindset is: Strength above all... that's why I welcome this change a lot. Maybe now I can get in a few Strat battles cuz everyone is closer to the agi side like I am...

I know I am not the best player, far from it, but I bring something to the table that a lot of players don't have: discipline. I listen and I follow cuz like I said: that is the whole point of those battles in my eyes.

/rant

Sorry... Just saying...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 13, 2013, 05:28:37 pm
If that is the goal, there are several other ways of reaching those results, many of which do not even have implications outside of strategus.

I loathe the thought that cRPG balance decisions are affected by Strategus. cRPG is about customizing your character, and obviously gear is a critical element to that. You don't even wear your character's gear in Strat, so I think it's a shame that so many people choose their cRPG build based on efficacy in Strat plate antics. Agility builds shouldn't be able to wear plate in cRPG; if that screws up Strat, then like Tydeus said, Strat can be changed.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: polkafranzi on November 13, 2013, 05:33:26 pm
buff heavy lance.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 13, 2013, 05:54:46 pm
Don't really agree with that. Depends on your playstyle, and if you don't move fast enough you severely limit yourself. People don't dominate in Milanese plate on EU1 at least. Strat might be different, but thats to do with the style of fighting you get, less ranged, respawing and limited mobility in the fights

Armour can get a bit strong when people aren't affected by the encumbrance much or for people who move slow even in light-medium armour. Otherwise I feel the weight just isn't worth it for the heavier armours

Strategus battle is nothing like EU1 battle server, it's more like siege on open plains with organized teams (believe it or not we do play siege on open plains on EU2 siege server).

AGI and ATH stats are almost useless in Strategus (for close combat situations) thanks to abundance of anti-agility weapons such as pikes.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Royans on November 13, 2013, 05:58:39 pm
  Not going to read to those 27 pages, and just learn about this futur patch.

  But if i understood well, your going to bring everyone to nearly the same build at the end, isn't it ?

  No more str pure build since it wont be competitive anymore, no more diversity, this is what c-rpg is, or what the point of playing this mod.
I dont even get why ppl are complaining about str build lol.

  Seriously, i know ur trying to do something nice about this mod. But most of us are players that play this mod for years and dont want change like this or we would not be there anymore isnt it ? And if we  keep playing, its because this mod is fine like it is, your just on the way to remove more and more people with every of your currents updates..

I won't be affected by this kind of update, tho, i do think thats gonna be shitty to see everyone playing the same build after few weeks, and losing more and more players than we already did.

Maybe im wrong and did not understand well. Just giving my opinion and fears about what ur doing atm...

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 13, 2013, 05:59:54 pm
Have any of you guys actually thought that maybe this would set a STR constraint on how little you can have if you want a viable strat character? Scaling str requirements up to 18 might not be so bad for battle, but scaling them to 21 would have serious limitations on how viable 12 - 15 str characters can be.
yes, increasing the need for armies buying more different armors, thereby having a more deversified army and perhaps getting some different tactics. Would that tehn really accure, no idear, but the thought exactly was to get a bit pressure onto the equiping of armies.

Edit: Armor makes a huge difference in this game, I would actually argue that of all items and character stats, armor value(or effective HP) makes a larger difference in a fight overall, than anything else .
If you want to keep it mostly as it is, then at least the weigth values to armor res to movement speed ratio needs to be thought over, that + the 2h/pole effect on movement speed.

(click to show/hide)
what you may or may not know, cRPG was always seen as the first step, but the goal was strategus.
So cRPG customization is a sub module to Strategus, if you would go with the intention it was created.
That at least is what i recall from several statements of chadz over the years.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Fartface on November 13, 2013, 06:08:14 pm
Id say scale heavy armours even higher, would add more diversity and fun IMO.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 13, 2013, 06:10:52 pm
I think agi is pretty good in strat. You just have to play it similar to a cav, just can't stay on the front lines for too long but instead dart in and out and be strategic about your positioning.

Raising armor difficulty does make sense, but increasing it to 21 and the like will really only affect strategus applications. There aren't many agi builds in very heavy armor and my limit in battle with a 9ath build is medium-heavy armour around 17 weight. Agi build in heavy armor is quite good imo, but it's all tradeoffs for attack, defense, and speed: Poor/mediocre attack, good defense, good speed (which indirectly affects attack/defense). Strength build in plate is great attack, great defense, and poor speed.

If armour difficulty gets raised, I think strat should be tweaked a little bit so agi builds would get recruited.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 13, 2013, 06:22:26 pm
To be perfectly honest here, I dislike strategus. It doesn't suit my playstyle and I have low fps while playing those massive battles. Also, strategic part doesn't interest me the slightest bit. But I've started to play as mercenary because of epic XP.

Somehow, I have a feeling that most strategus mercs feel the same way as I do. If public battle/siege server gave us the same XP as strat battles I doubt many mercenaries would play strat at all. Always felt like a victim of strategus, wish it was just another part of the game not the main event. Because of strat many players have suffered and that ain't right (remember Bars voulge).

For those who don't know this fact, during solid strategus battle that last for about one hour you can get almost one million XP or possibly even more. That's the main reason why so many players apply for those battles, it's certainly not because Strategus is interesting game mode... On EU side, I know that Grey/Druzhina are very active in strategus, also Wolves. On NA side I see Bird clan playing strat regularly. Other major clan haven't shown interest in strategus for awhile and I hope that developers of this mod (or what's left of them) will take that into account next time they'll be making changes.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: xxkaliboyx on November 13, 2013, 06:46:52 pm
Can someone be so kind and "Cliff Note" the 27 pages, thanks in advance

v/r
TheAmerican
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 13, 2013, 06:49:05 pm
True, make Strat XP equall to Battle or Siege and you'll have a handfull of players playing it. Balancing cRPG for Strat = sadface.jpg
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 13, 2013, 08:22:56 pm
I loathe the thought that cRPG balance decisions are affected by Strategus.

At least in my mind - and probably 90% of the population's - cRPG is Battle, Siege, DTV, and Duel
Strategus is a side element that needs work (and most people just play it for XP)

I hope that the devs always would solve balance issues limited to Strategus by *changing Strategus*, and NOT by changing cRPG.
Balance cRPG for cRPG and balance Strat for Strat...keep them separate.

Even make them two different characters entirely if need be to accomplish balance and keep them from affecting each other.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dooz on November 14, 2013, 12:49:38 am
Can someone be so kind and "Cliff Note" the 27 pages, thanks in advance

v/r
TheAmerican

yeah. read the first post. then imagine the community responding to it. should be pretty accurate.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 14, 2013, 03:07:21 am
At least in my mind - and probably 90% of the population's - cRPG is Battle, Siege, DTV, and Duel
Strategus is a side element that needs work (and most people just play it for XP)

Given that we have 50v50 strat fights without problems (some even get refused) all the time (this scenario is decreasing with the playerbase), I think Strategus battles have been more or less played by the same 90%, thus there should be as much incentive to balance out all those gamemodes.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Hoppster on November 14, 2013, 05:35:39 am
meh, i can fight with 121 wpf, cant bully me into changing a build ive used for 2 years...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kalp on November 14, 2013, 07:47:45 am
Can we have less 6 AGI too ?  :rolleyes:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 14, 2013, 01:47:04 pm
Can we have less 6 AGI too ?  :rolleyes:


Would be hella cool

visitors can't see pics , please register or login
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 14, 2013, 02:23:50 pm
Can we have less 6 AGI too ?  :rolleyes:
3 should suffice, why do you need more than that?

OP Updated with some mechanics stuff.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 14, 2013, 02:27:19 pm
[...]
Edit 3: WPF per PT requirement reduced from 13 to 11. Putting wpf into any melee type will grant bonus wpf to the other melee proficiencies.
What's the ratio for those global wpf?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kalp on November 14, 2013, 02:30:51 pm
3 should suffice, why do you need more than that?

OP Updated with some mechanics stuff.
I will be very grateful even for 3  :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 14, 2013, 02:55:03 pm
Quote
Putting wpf into any melee type will grant bonus wpf to the other melee proficiencies.
dont play with us and explain it
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 14, 2013, 03:12:34 pm
dont play with us and explain it
How can I properly nerf your items if I never play on EU?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 14, 2013, 03:27:41 pm
How can I properly nerf your items if I never play on EU?
made my day

but If you need halp here is my set up

Longsword/danisch/morningstar

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 14, 2013, 03:31:35 pm
nerf Rebelyells door shield plz :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 14, 2013, 03:39:57 pm
What's the ratio for those global wpf?
Not releasing that yet. One important thing to note about it though, is that it was created to be beneficial for all sorts of splits that a person could do. So a 3:1 melee/melee, and 1:1 melee/melee, a triple melee hybrid, 2 melee +1 ranged, etc. Basically how it works, is that when you put wpf into one melee proficiency, you gain a certain amount of points to both of your other melee proficiencies. So you'll still need to have WM and you'll have to raise the wpf of any type of melee you're serious about using, it just won't be so costly. I might end up giving the exact formula at a later time, but for now, you're going to have to rely on the above text. And because I've already been asked; No, ranged receives no bonus from this what-so-ever.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 14, 2013, 03:47:00 pm
Tydeus, can we possibly have 8 Strength refunded instead of 6?  :mrgreen:

At higher levels (33, 34, 35), 6 might not be enough to adjust to a new build that the user might prefer....

Can't hurt to ask, right?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: polkafranzi on November 14, 2013, 03:52:24 pm
Tydeus, can we possibly have 8 Strength refunded instead of 6?  :mrgreen:

At higher levels (33, 34, 35), 6 might not be enough to adjust to a new build that the user might prefer....

Can't hurt to ask, right?

This.  Just reached lvl 34 recently before all this nonsense, and built a full str character for strat, and 6 won't really help much ^^
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: dynamike on November 14, 2013, 03:54:22 pm
it was created to be beneficial for all sorts of splits that a person could do. So a 3:1 melee/melee, and 1:1 melee/melee, a triple melee hybrid, 2 melee +1 ranged, etc.

You make me love you again  :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 14, 2013, 03:56:55 pm
You make me love you again  :D
I do what I can :D

I used to have a triple hybrid character myself, it's one of my favorite builds.

Oh, and on a side note, alt modes for 2hers should actually be used with this change and the stat buffs they're getting.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 14, 2013, 03:59:12 pm
I do what I can :D

I used to have a triple hybrid character myself, it's one of my favorite builds.

Oh, and on a side note, alt modes for 2hers should actually be used with this change and the stat buffs they're getting.
with 2h wpf?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Moncho on November 14, 2013, 04:30:10 pm
with 2h wpf?
Not so important any more since you will have some pole wpf just from putting it into 2her.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 14, 2013, 04:40:57 pm
Oh, and on a side note, alt modes for 2hers should actually be used with this change and the stat buffs they're getting.

This is actually a massive nerf to the servers full of +3 Longsword wielders. They will be so paralyzed by the decision between ultra long range spinning lolstabs, and high damage pointe-blank instastabs, that they will just get killed while they stand there mashing X with crippling indecision.


Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Konrax on November 14, 2013, 04:59:04 pm
Not fair really to even give a respec.

I saw this coming too and went agility focused, strength builds wanted to abuse game mechanics and should continue to sleep in the beds they made.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 14, 2013, 05:08:46 pm
Not fair really to even give a respec.

I saw this coming too and went agility focused, strength builds wanted to abuse game mechanics and should continue to sleep in the beds they made.

Well, some of us aren't super strength builds necessarily but 6 or more STR return would still be good.

For instance, I used to be 18/21, then I went 21/21 as I got higher level, but in the days of strength was unable to do much dmg to crutchers, so I went 27/15 - rather reluctantly mind you.  Now I am lvl 34, 28/15 (last point in Strength made more sense than putting it into Agi at the time).
I would prefer to go 21/21 now, but with 6 STR returned I will still have 22 strength.  If not, I will just go 24/18 but I would prefer 21/21.

Many other higher level players will be in the same situation even if they arent 40/3.   Super strength crutches will still be stuck with their decision whether 6 or 8 STR is returned.....giving back a bit more strength will help people who adjusted slightly for the age-long era of strength as a necessity but whom couldn't abandon agility completely out of personal convictions ;)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 14, 2013, 05:10:46 pm
This is actually a massive nerf to the servers full of +3 Longsword wielders. They will be so paralyzed by the decision between ultra long range spinning lolstabs, and high damage pointe-blank instastabs, that they will just get killed while they stand there mashing X with crippling indecision.

Phew, anytime you wanna borrow my +3 Longsword I'll put it in the armoury for you - I can tell you are jelly.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HUtH on November 14, 2013, 05:20:43 pm
Putting wpf into any melee type will grant bonus wpf to the other melee proficiencies.
This is awesome, finally 1/2h weapons might be just enough useful to be named 1/2, and not just a heavy metal stick while holding shield.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 14, 2013, 05:55:32 pm
Phew, anytime you wanna borrow my +3 Longsword I'll put it in the armoury for you - I can tell you are jelly.

Naw man, Tydeus shared the gift of lolstab with 1h, so I don't feel left out anymore.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jona on November 14, 2013, 06:10:19 pm
This is actually a massive nerf to the servers full of +3 Longsword wielders. They will be so paralyzed by the decision between ultra long range spinning lolstabs, and high damage pointe-blank instastabs, that they will just get killed while they stand there mashing X with crippling indecision.

My guess is that some might try to switch modes, realize it sucks, and then go back to 2hand lolstabbing all the time. Polestab just cant compare to 2hand animations range-wise with such a short weapon.

However, instead of being a "huge nerf" I can see it being a buff to anyone who gets the hang of switching. It would be real useful in tight spaces. Granted, 2handers already swing through walls like a lightsaber, but let's say one finds themselves cramped in a tight corridor... well now they can just switch to polearm mode and have point blank stabbing capabilities.

We can only hope they get severely nerfed in 2hand mode if polearm mode is getting a buff. It is long overdue, anyways.





(click to show/hide)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jarlek on November 14, 2013, 06:37:59 pm
I do what I can :D

I used to have a triple hybrid character myself, it's one of my favorite builds.

Oh, and on a side note, alt modes for 2hers should actually be used with this change and the stat buffs they're getting.
Curses. Now I won't be the only one using the secondary mode anymore :(

What stat buffs, btw? Even more stab damage would be retarded, so I'm assuming more cut/speed?

Also: With the "get secondary melee wpf for free when you take melee wpf", how useful will it still be to still take secondary melee wpf directly?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 14, 2013, 06:41:39 pm
This sounds like a big crazy-cool patch coming out.

Sounds like a wpf buff, half-swording buff, rondel nerf, a bit of a hybrid buff too.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 14, 2013, 06:43:17 pm
Curses. Now I won't be the only one using the secondary mode anymore :(

What stat buffs, btw? Even more stab damage would be retarded, so I'm assuming more cut/speed?

Also: With the "get secondary melee wpf for free when you take melee wpf", how useful will it still be to still take secondary melee wpf directly?
It will be a necessity if you are really interested in actually using the other proficiencies. It's just something to incentivize and make easier those types of hybrid builds.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Novamere on November 14, 2013, 06:44:37 pm
Not fair really to even give a respec.

I saw this coming too and went agility focused, strength builds wanted to abuse game mechanics and should continue to sleep in the beds they made.

Abuse what game mechanics you mean being extremely tamky and doing alot of damage but sacrificing all mobility? Id like to know what abuse of game mechanics they have hahaha
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Canuck on November 14, 2013, 06:51:52 pm
Release this damn patch already!  :) I was already planning on a 1h/2h build using a langes and with this global proficiency thing it'll be even better!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jarlek on November 14, 2013, 06:56:14 pm
It will be a necessity if you are really interested in actually using the other proficiencies. It's just something to incentivize and make easier those types of hybrid builds.
Would it be possible to make it so melee wpf in one category makes melee wpf in others "cheaper"?

Aka, getting 100 wpf takes 200 wpp, but if you got 100 wpf in one melee wpf, than the others only cost, say, 150 wpp to get to 100.

Could also be capped so the reduced price is only for "half" the main wpf or something.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 14, 2013, 07:03:57 pm
If you buffing halfswording make GS's a point faster and and buff swing damage in secondary mode, I'm sure that will take away some lolstabbers  :mrgreen:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kampfkarotte on November 14, 2013, 07:06:30 pm
I hope pure STR builds won't be fucked up, they are really fun to play.  Game is quite balanced at the moment, but score is not.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 14, 2013, 07:18:18 pm
Would it be possible to make it so melee wpf in one category makes melee wpf in others "cheaper"?

Aka, getting 100 wpf takes 200 wpp, but if you got 100 wpf in one melee wpf, than the others only cost, say, 150 wpp to get to 100.

Could also be capped so the reduced price is only for "half" the main wpf or something.
Not without a hell of a lot more work. Just wait a bit till the patch comes, then take a look at how it works. I think people will be satisfied with what we decided on.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jarlek on November 14, 2013, 07:28:53 pm
Not without a hell of a lot more work. Just wait a bit till the patch comes, then take a look at how it works. I think people will be satisfied with what we decided on.
That was what I thought. Would have been interesting, though.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 14, 2013, 07:29:33 pm
Abuse what game mechanics you mean being extremely tamky and doing alot of damage but sacrificing all mobility? Id like to know what abuse of game mechanics they have hahaha

I don't think anyone is really complaining about the damage that strength builds do; they do sacrifice mobility to get that damage like you said.

The "abuse of game mechanics" people refer to is the MASSIVE animation sweetspots that are enabled with high power strike. This allows strength builds to effectively swing faster than agility builds, since they can turn so far into their swings that they connect right as the animation is beginning. I don't think taleworlds had 40/3 +3 Miaodao wielders in mind when they came up with the animation sweetspot mechanics.

I've always thought that sweetspot size should be a function of wpf, and not damage.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Novamere on November 14, 2013, 07:47:40 pm
I don't think anyone is really complaining about the damage that strength builds do; they do sacrifice mobility to get that damage like you said.

The "abuse of game mechanics" people refer to is the MASSIVE animation sweetspots that are enabled with high power strike. This allows strength builds to effectively swing faster than agility builds, since they can turn so far into their swings that they connect right as the animation is beginning. I don't think taleworlds had 40/3 +3 Miaodao wielders in mind when they came up with the animation sweetspot mechanics.

I've always thought that sweetspot size should be a function of wpf, and not damage.

Ahhhhh okay that makes sense now thanks for clearing it up!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lt_Anders on November 14, 2013, 10:05:29 pm
Concerning point redistribution:
Knock all player points over 18 down to 18(whether agi or strength) and then let people build from there.

Since 18/18 would be a nominal, baseline build, that should be fair to all sides in the upcoming change.

So, a 24/15 becomes 18/15. A 21/21 becomes 18/18, etc...
Perhaps with a max of like 15 total points allowed. (so the 40/3 gets dropped to 25/3 instead of 34/3)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 14, 2013, 10:32:32 pm
Since 18/18 would be a nominal, baseline build, that should be fair to all sides in the upcoming change.

None of the proposed "refund" scenarios (yours included) help out the classes most harmed by this change; melee/ranged hybrids (xbow excluded; they basically get a free respec). The refund scenario in the OP allows certain wholesale class changes (such as 2h->archer or polearm->xbow+1h), while excluding much more minor class changes (melee primary+archer secondary->pure melee).

If hybrid xbowmen are allowed to dump their xbow wpf, why can't hybrid archers dump their PD and hybrid throwers dump their PT?

I say have the refund script do the following: If a player's wpf in any melee proficiency is greater than their wpf in archery or throwing, refund their skill points in PD/PT. Otherwise you are going to end up with a lot of melee+ranged hybrids that no longer have the available wpp to support their build.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 14, 2013, 11:06:12 pm
The patch will make my desired 15/30 build annoying to make with that pesky 2 shield skill in the way since I miss out on a skill point. That's why I need to level up before the big update.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lt_Anders on November 14, 2013, 11:24:08 pm
None of the proposed "refund" scenarios (yours included) help out the classes most harmed by this change; melee/ranged hybrids (xbow excluded; they basically get a free respec). The refund scenario in the OP allows certain wholesale class changes (such as 2h->archer or polearm->xbow+1h), while excluding much more minor class changes (melee primary+archer secondary->pure melee).

If hybrid xbowmen are allowed to dump their xbow wpf, why can't hybrid archers dump their PD and hybrid throwers dump their PT?

I say have the refund script do the following: If a player's wpf in any melee proficiency is greater than their wpf in archery or throwing, refund their skill points in PD/PT. Otherwise you are going to end up with a lot of melee+ranged hybrids that no longer have the available wpp to support their build.

Cause, that's basically more or less full scale respec. My change(and his) are to allow people who put to much, one way or the other, to actually get BACK their skills. What you're asking for is, essentially a repec out of Class 1 into class 2.

By making it 18/18 or some combination, it's a not a full respec, and your choice to this point still MATTER, but it won't be a you get screwed over from a change. And if you're an archer NOW, the likelihood of you switching is extremely low. Also, melee will still have their skills above whatever scheme we talk about. Every class is effect, not just archers, so stop whining.

Also: melee ranged hybrid will still be just fine(just you'd have something like a 100/80 split or 97/97 split. Infact, this update WOULD have screwed thrower hybrids over if they didn't change PT from 13 to 11. In fact, I'll have +20 more wpf for throwing lances even though I'd LOSE 3 points.

They are also nerfing Archer accuracy with this patch to, to compensate for the wpf change and increase in accuracy that it'll bring.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 14, 2013, 11:25:40 pm
The patch will make my desired 15/30 build annoying to make with that pesky 2 shield skill in the way since I miss out on a skill point. That's why I need to level up before the big update.

Can you guys hear the world's tiniest violin playing for the dude that'll be running around with 200 wpf and a 103 speed weapon? :wink: Maybe I don't want to drop power throw after all; because a lucky spear to the head will probably be my only chance to kill him now. His Liuyedao will have a higher effective speed than a Rondel Dagger wielded with 1wpf.

P.S.-San, what helmet will you wear once you have 15 str?

Quote
Cause, that's basically more or less full scale respec. My change(and his) are to allow people who put to much, one way or the other, to actually get BACK their skills. What you're asking for is, essentially a repec out of Class 1 into class 2.

My point is that over half the player base effectively get a full scale respec anyway (you can switch from any pure melee class to almost anything else, and from xbow to almost anything else). So the strength 2h that have dominated the game for years get to adopt the latest flavor of the month build for free, while classes that are already weaker (melee+ranged hybrids) have no choice other than a slightly worse version of what they were before. Using this opportunity to allow melee+ranged hybrids to dump their secondary role cuts down on the overall amount of ranged (which I think everyone wants), while allowing people to escape builds that are potentially screwed up by this patch.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: ShinySpoons on November 14, 2013, 11:31:01 pm
My plans for a 1h primary/pole/thrower arabian cav hybrid will finally come into fruition! mwuahahahaha
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lt_Anders on November 14, 2013, 11:36:02 pm
My point is that over half the player base effectively get a full scale respec anyway (you can switch from any pure melee class to almost anything else, and from xbow to almost anything else). So the strength 2h that have dominated the game for years get to adopt the latest flavor of the month build for free, while classes that are already weaker (melee+ranged hybrids) have no choice other than a slightly worse version of what they were before.

How are you getting hurt? Please explain. And it's also debatable if a hybrid is "weaker" than a non.
(and, while it's not really efficient, my character is actually specced 1h/HX, but I rarely use the xbow. With this change, I'll still be the same, but I'll actually be probably 130/90 which is better than my 140/70.)

For your edit:
Quote
Using this opportunity to allow melee+ranged hybrids to dump their secondary role cuts down on the overall amount of ranged (which I think everyone wants), while allowing people to escape builds that are potentially screwed up by this patch.

If you can't play with a 18/18 build, your playing retardo war. 18/18 is the baseline from which you can compare all other builds. My change makes everyone, more or less restart there. So no, no build will be screwed up, and if it "is," it's because of the player trying to min/max themselves to much.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 14, 2013, 11:42:13 pm
How are you getting hurt? Please explain. And it's also debatable if a hybrid is "weaker" than a non.
(and, while it's not really efficient, my character is actually specced 1h/HX, but I rarely use the xbow. With this change, I'll still be the same, but I'll actually be probably 130/90 which is better than my 140/70.)

I'm fine, because I'm 18/21 and have 7 WM. I'm thinking of the "Huscarl" types (Turboflex build): 27/12 with 5 PT, in medium-heavy armor. That build really isn't viable with the proposed changes anymore, and a lot of these players would rather just drop throwing and be 27/15 pure melee than go 21/18 just to have enough wpf to go around.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lt_Anders on November 14, 2013, 11:57:51 pm
I'm fine, because I'm 18/21 and have 7 WM. I'm thinking of the "Huscarl" types (Turboflex build): 27/12 with 5 PT, in medium-heavy armor. That build really isn't viable with the proposed changes anymore, and a lot of these players would rather just drop throwing and be 27/15 pure melee than go 21/18 just to have enough wpf to go around.

You'd only need 55 min plus about like 20 with armor. he'll be fine.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 15, 2013, 01:34:40 am
You'd only need 55 min plus about like 20 with armor. he'll be fine.

"Huscarl"-type armor currently requires 100-110ishwpf to support 5PT. Hopefully the 2 wpf per PT drop to the throwing requirement offsets the significantly lower overall wpp that a 12 agi+4 WM player will have to work with.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Algarn on November 15, 2013, 12:01:19 pm
They are also nerfing Archer accuracy with this patch to, to compensate for the wpf change and increase in accuracy that it'll bring.

Why not just simply reduce the bonus given by spending wpf to really high values from 170 ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 15, 2013, 02:13:57 pm
Why not just simply reduce the bonus given by spending wpf to really high values from 170 ?
We're not setting some arbitrary cap on wpf, for any class. Doing that would remove one of the important reasons for doing this wpf rework(Making WM worth getting at higher levels).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 15, 2013, 03:21:31 pm
You're forgetting the main reason why we need to keep wpf points lower than pre-upkeep patch time, and that's the fact that some players have single digit ping while many have over 70 ping. Difference is quite noticeable and it's unfair to reward players based on location.

Giving us ability to be better melee hybrids is more than enough.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 15, 2013, 03:28:45 pm
You're forgetting the main reason why we need to keep wpf points lower than pre-upkeep patch time, and that's the fact that some players have single digit ping while many have over 70 ping.

Blame your ISP.


Anyway whatever happens in this patch it will bring as many oldmy old friends back than there will be QQ. Cannot separate the first from the second.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 15, 2013, 03:37:26 pm
My ping is fine, thanks for asking. But I still have issues blocking Winterfell (he has single digit ping, agi build and longsword). There will be many players with similar build/gear after patch.

Luckily for me, I'll be able to make very effective archer thanks to 6 STR reimbursement and wpf reset.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 15, 2013, 04:09:29 pm
Major update to reimbursements. Had a bit of a chat with chadz where I mentioned some concerns I had about the current reimbursements. Before you jump to conclusions or start planning your new builds, please remember to test all future builds with a stf character first. We would really like to avoid knee jerk reactions so again, please make sure you're really testing a build out with a STF before you decide to stick with a specific build for your characters.  chadz just confirmed we will in fact be doing full character respecs for everyone. Keep in mind that all item stats are subject to change, don't create a build around one specific weapon that you think is/will be OP, it could very well end up getting changed in the future and you will not be given another free respec.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 15, 2013, 04:18:19 pm
All hail chadz the Reasonable!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 15, 2013, 04:18:49 pm
Wow nice. Thanks chadz and everyone who made the decision for a full respec !

I was indeed not very pleased about the fact that attribute respec was a hardcap, I would have prefered a 50% respec of each stats or something, but a full respec is even better (especially if you believe the patch is game changing enough).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 15, 2013, 04:30:08 pm
@ Tydeus/chadz - Very kind of you guys.

@ Butan - even with a good ISP, as I'm sure you know, ping is affected by how far you live from the server (and how many major hubs are between, etc).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Algarn on November 15, 2013, 04:33:46 pm
Tydeus, will be any change about PD's penalties and bonus ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: pepejul on November 15, 2013, 04:37:04 pm
chadz will be buffed or nerfed ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: dynamike on November 15, 2013, 05:10:55 pm
Major update to reimbursements. Had a bit of a chat with chadz where I mentioned some concerns I had about the current reimbursements. Before you jump to conclusions or start planning your new builds, please remember to test all future builds with a stf character first. We would really like to avoid knee jerk reactions so again, please make sure you're really testing a build out with a STF before you decide to stick with a specific build for your characters.  chadz just confirmed we will in fact be doing full character respecs for everyone. Keep in mind that all item stats are subject to change, don't create a build around one specific weapon that you think is/will be OP, it could very well end up getting changed in the future and you will not be given another free respec.

Good stuff, one concern though: we won't be able to test builds for our level 31+ characters with a STF.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 15, 2013, 05:11:33 pm
Good stuff, one concern though: we won't be able to test builds for our level 31+ characters with a STF.
but you will get idea how they will work
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 15, 2013, 05:16:24 pm
Good stuff, one concern though: we won't be able to test builds for our level 31+ characters with a STF.
Not in one build at a time, no. I plan on leaving 'Tydeus' alone for a while and simply doing multiple tests on my stf to get an approximation of the overall effectiveness of the build I am thinking about switching to.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Byrdi on November 15, 2013, 05:19:09 pm
I still think free respec is a bad idea.

I fear this will lead to everyone going somewhat the same builds when the next item patch.
But then again: who knows?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 15, 2013, 05:21:32 pm
I still think free respec is a bad idea.

I fear this will lead to everyone going somewhat the same builds when the next item patch.
But then again: who knows?

All my 3 chars will stay as they're now. Fuck free respec :P
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 15, 2013, 05:25:44 pm
Full respec is lame!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 15, 2013, 05:34:14 pm
Will probably make the same mistake again and go for melee hybrid. Level 34 build: 21/21, 7 IF/PS/ATH/WM. Might throw some shield skill if I reach level 35 in time for patch :mrgreen:

That way I'll be able to play different role every round and shut the mouth of those who believe that stat allocation is what differentiate us players. Our playstyle makes us different :wink:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tzar on November 15, 2013, 05:37:33 pm
Major update to reimbursements. Had a bit of a chat with chadz where I mentioned some concerns I had about the current reimbursements. Before you jump to conclusions or start planning your new builds, please remember to test all future builds with a stf character first. We would really like to avoid knee jerk reactions so again, please make sure you're really testing a build out with a STF before you decide to stick with a specific build for your characters.  chadz just confirmed we will in fact be doing full character respecs for everyone. Keep in mind that all item stats are subject to change, don't create a build around one specific weapon that you think is/will be OP, it could very well end up getting changed in the future and you will not be given another free respec.

Whaaaaaat!!! so how about us people who recently respeced…  :mad:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 15, 2013, 05:38:46 pm
i feel ya i respecced last night while semi drunk :(
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 15, 2013, 05:40:55 pm
Why would you respec when you knew at least a partial respec was coming?

Anyhow - Tydeus...
Will there be a time limit on the respec?   Like we have 2 weeks to do it?  Or will it just be a standing respec until we use it.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 15, 2013, 05:48:40 pm
Full respec? Awesome thanks Tydeus/chadz

Will have to think long and hard on what to do. Probably going to ditch shield skill
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Akynos on November 15, 2013, 05:52:41 pm
So many people complaining that str builds won't be 'efficient' anymore...how ironic. I still remember the same guys QQing about me when I was full-str about how OP it was. Tssk..
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 15, 2013, 05:53:09 pm
Good Good..

visitors can't see pics , please register or login


Now all I need is a Yumi and a Warhorse...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Royans on November 15, 2013, 05:57:04 pm
Full respec? Lol... gj its total bull**it. Thanks in advance for killing this mod. Was fun!

Next time please just dont give a shit about balancing this mod just because of this useless strategus where 95%of ppl playing it is for free easy farming xp and dont give a shit  about conquest.

im really disapointed by how the things are going.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumpy_Nic on November 15, 2013, 06:01:30 pm
I. do. not. like. changes. at. all.
Mod was fine as it is right now imo.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Novamere on November 15, 2013, 06:03:33 pm
Major update to reimbursements. Had a bit of a chat with chadz where I mentioned some concerns I had about the current reimbursements. Before you jump to conclusions or start planning your new builds, please remember to test all future builds with a stf character first. We would really like to avoid knee jerk reactions so again, please make sure you're really testing a build out with a STF before you decide to stick with a specific build for your characters.  chadz just confirmed we will in fact be doing full character respecs for everyone. Keep in mind that all item stats are subject to change, don't create a build around one specific weapon that you think is/will be OP, it could very well end up getting changed in the future and you will not be given another free respec.

So with this said do you have a better eta on release? Since you have talked with the donkey man and all.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 15, 2013, 06:05:00 pm
Full respec? Lol... gj its total bull**it. Thanks in advance for killing this mod. Was fun!

Next time please just dont give a shit about balancing this mod just because of this useless strategus where 95%of ppl playing it is for free easy farming xp and dont give a shit  about conquest.

im really disapointed by how the things are going.
Whats wrong with that for you?
How that will hurt you on anything, I dont get that, you really hate str whores that much?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Royans on November 15, 2013, 06:08:11 pm
Bringing everyone to the same kind of build is going to be boring. Thats not crpg. Mod is fine as it is. Thats all.
stop try to change what it doesnt need to be change lol..
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 15, 2013, 06:08:48 pm
Can you guys hear the world's tiniest violin playing for the dude that'll be running around with 200 wpf and a 103 speed weapon? :wink: Maybe I don't want to drop power throw after all; because a lucky spear to the head will probably be my only chance to kill him now. His Liuyedao will have a higher effective speed than a Rondel Dagger wielded with 1wpf.

P.S.-San, what helmet will you wear once you have 15 str?


It was mostly just a joke, pointing out the fun that strength builds would get a more desired build while I can't even take off a useless skill point :). I'll probably just wear the nordic helm, I don't really need a heavy helmet. I knew a free respec was right around the corner ever since the summer but shelling out 3million for it a little early was still worth it.

I think 6-9agi strength builds would still be very good. Currently, a heavy strength build is inferior to a guy who's stacking even more strength. I think the tradeoffs of being slightly faster/slower than an opponent is pretty good with the change. Balanced builds are indirectly buffed, but they'll still have to worry about those who have slightly more strength or agility.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 15, 2013, 06:11:08 pm
Bringing everyone to the same kind of build is going to be boring. Thats not crpg. Mod is fine as it is. Thats all
wut
I still prefer 24 15 over agi one, peps will make whatever they want and with more  hybrid possibilities there will be way more different combos around in my opinion.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 15, 2013, 06:17:06 pm
Respec is fine.  It's the most fair way to do it.

Most people will just re-build the same character.  THIS WPF CHANGE IS NOT THAT BIG OF A CHANGE.

Str builds aren't even being affected that much -- they'll just have less wpf.  All this means is that most pure str (0 WM) builds will have to take 1 or 2 less Powerstrike (minus 1.5 - 3.5 damage per swing) and take some WM instead.

Not exactly ground-breaking folks. :)

I'm more interested in the item patch.

Tydeus-- is the item patch coming out at the same time as the wpf patch, or after? (sorry if you mentioned this already).  Also, are these patches going to be a 1-2 punch right after each other, or can we expect some time to elapse between them?

Thanks!  Love you!

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Royans on November 15, 2013, 06:23:26 pm
So ur saying they wont be affected so much. So why a full respec? Lol
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 15, 2013, 06:25:25 pm
Quote
They are also nerfing Archer accuracy with this patch to, to compensate for the wpf change and increase in accuracy that it'll bring.

I'm kind of curious about this.  Is wpf itself going to increase accuracy, or is it just anticipated that archers will be taking more wpf and applying it to archery?

If I read the changes correctly, archers with 4, 5, or 6 WM will not be getting any more wpf than before, (str archers may be getting less) so unless I'm missing something it wouldn't make sense to decrease accuracy across the board.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Algarn on November 15, 2013, 06:28:22 pm
I'm kind of curious about this.  Is wpf itself going to increase accuracy, or is it just anticipated that archers will be taking more wpf and applying it to archery?

If I read the changes correctly, archers with 4, 5, or 6 WM will not be getting any more wpf than before, (str archers may be getting less) so unless I'm missing something it wouldn't make sense to decrease accuracy across the board.

It's what I fear ... I fear that I get almost nothing from the patch, and then, eat a really good nerf right in my face.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 15, 2013, 06:29:11 pm
Am I correct that the effectiveness of WPF is not changing?  Just how much WPF you get from WM basically.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 15, 2013, 06:29:57 pm
So ur saying they wont be affected so much. So why a full respec? Lol
Lots of reasons. Simplicity, equal opportunities for all, you can ensure you aren't harming any player more than another? Then you get into tertiary side effects like a disproportionate number of players being able to switch to ranged/melee+ranged hybrids, rather than ranged/melee + ranged to dedicated melee, which would mean it's inevitably going to increase the number of ranged on the servers(which isn't desirable).

Oh, and this provides a better social experiment. :D

Edit: Archers aren't actually getting an accuracy nerf, this is because the 1s bows don't gain an effective accuracy increase by this change, even if they do find a way to sink an additional 20-30 points into their archery wpf. This is because those bows are already very accurate. The wpf per pd penalty is being very slightly tweaked so that very high pd builds keep their effectiveness. What is a larger concern for archer balance, is the rate of fire increase that comes with the additional wpf. This is the stat that we're lowering on bows, not accuracy.

Elindor, yes, the effects that each point of wpf grant stay exactly the same.
 
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 15, 2013, 06:36:02 pm
It's what I fear ... I fear that I get almost nothing from the patch, and then, eat a really good nerf right in my face.

That's what was kind of worried about too....my main is not an archer, but archers have been nerfed so much I don't see how reducing accuracy is called for.  They will be getting the same wpf changes as everyone else -- they will not be benefiting from this more than other classes.  Str archers will be hurt just like str melee will be hurt and will have to adjust.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: pepejul on November 15, 2013, 06:47:19 pm
the most important question is :

WHEN DO I RESPEC ????  :mrgreen:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 15, 2013, 06:51:23 pm
Elindor, yes, the effects that each point of wpf grant stay exactly the same.

Gotcha...something interesting to remind people of then is this quote from WaltF4 in the game mechanics megathread:

Quote
To put this in perspective, a level 30 character with 3 agility, no weapon master, and 110 polearm proficiency would attack ~5% slower than a level 30 character with 27 agility, 9 weapon master, and 180 polearm proficiency if both characters were to use a speed 94 polearm. The absolute difference in time per attack between these two characters would be ~0.06 seconds. This is significantly less than the 12% difference in attack speed one would expect if agility was providing the purported 0.5% reduction in attack speed per point and the difference of 70 proficiency was ignored.

With that in mind, after the patch, someone with 0 polearm WPF will swing around ~8-10% slower than someone with 180 polearm WPF from what I can tell.  This would roughly equate to ~0.10 seconds instead of the previous ~0.06 difference in absolute time per attack between characters.

So, bottom line remains the same people - small differences in WPF between you and your opponent are not going to change speed difference more than a couple percent (and probably less than a tenth of a second).

What this patch will do (as intended) is make it so that people that do not invest hardly anything in WM will be somewhat slower as they should be. 

Now, with the new WPF potential you can attain, characters who hit these 200+ wpf may be significantly faster than those with lower WPF...
And someone with 250 WPF will attack about 5% faster than someone with 170 WPF it would appear, or 0.06 seconds difference in absolute time per attack.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 15, 2013, 07:04:58 pm
Gotcha...something interesting to remind people of then is this quote from WaltF4 in the game mechanics megathread:

With that in mind, after the patch, someone with 0 polearm WPF will swing around ~8-10% slower than someone with 180 polearm WPF from what I can tell.  This would roughly equate to ~0.10 seconds instead of the previous ~0.06 difference in absolute time per attack between characters.

So, bottom line remains the same people - small differences in WPF between you and your opponent are not going to change speed difference more than a couple percent (and probably less than a tenth of a second).

What this patch will do (as intended) is make it so that people that do not invest hardly anything in WM will be somewhat slower as they should be. 

Now, with the new WPF potential you can attain, characters who hit these 200+ wpf may be significantly faster than those with lower WPF...
And someone with 250 WPF will attack about 5% faster than someone with 170 WPF it would appear, or 0.06 seconds difference in absolute time per attack.
A point of note for this, is that WaltF4 did his tests by seeing how many swings he could do in a minute. This means he was looking at the total time a swing takes from start to finish but in reality, we don't take nearly that long to hit an opponent with our swings. Generally we hit somewhere around 30(early hit thrusts,1h left swing, str builds turning into their swings)-50%. This means that the .1 and .06 second difference gets reduced to an effective .04~ and .02~, respectably.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 15, 2013, 07:09:25 pm
Right, so even less difference.

So, Strength builds, just adjust from 0 WM to like 3-4 at least and you should be fine :)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 15, 2013, 07:48:14 pm
Right, so even less difference.

So, Strength builds, just adjust from 0 WM to like 3-4 at least and you should be fine :)

However str archers will take additional WM to get the same wpf they had before, but they will still be less accurate.

BUT agi archers will have more wpf than they did before -- which is what prompts the accuracy nerf.

So we're pretty much getting rid of str archers then.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gurnisson on November 15, 2013, 07:52:36 pm
However str archers will take additional WM to get the same wpf they had before, but they will still be less accurate.

BUT agi archers will have more wpf than they did before -- which is what prompts the accuracy nerf.

So we're pretty much getting rid of str archers then.

Didn't Tydeus just say there would be no accuracy nerf, just a draw rate nerf?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 15, 2013, 08:05:33 pm
Didn't Tydeus just say there would be no accuracy nerf, just a draw rate nerf?
Yes, but not only that, the wpf per PD penalty formula is changing slightly to reimburse higher pd builds which aren't able to get sufficient WM due to other hidden penalties. :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Algarn on November 15, 2013, 08:17:34 pm
Yes, but not only that, the wpf per PD penalty formula is changing slightly to reimburse higher pd builds which aren't able to get sufficient WM due to other hidden penalties. :D

I love you.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 15, 2013, 08:22:23 pm
Right, so even less difference.

So, Strength builds, just adjust from 0 WM to like 3-4 at least and you should be fine :)

no
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thranduil on November 15, 2013, 09:01:03 pm
Well, so long as the spammy AGI build weapons like the Rondel Dagger are nerfed a bit, I think it looks good. That is to say, I won't be affected that much.  :P 
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 15, 2013, 09:08:21 pm
Started out promising - ended up being hot air not really changing anything. That's what I read in here by now.

Let's change something with wpf... but let's add an exception here, here, here and here... oh wait, and here.

Should become politician.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 15, 2013, 09:28:09 pm
Tydeus I'd say at this point with the full respec - if we could just know what the relative timelines of the wpf patch and the item adjustments patch will be.

Will they both be at the same time?
Will the wpf patch come well before the item adjustment patch?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 15, 2013, 09:31:03 pm
Tydeus I'd say at this point with the full respec - if we could just know what the relative timelines of the wpf patch and the item adjustments patch will be.

Will they both be at the same time?
Will the wpf patch come well before the item adjustment patch?
They need to be at the same time.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: pepejul on November 15, 2013, 09:32:29 pm
tell me if I m right : I will need more WPF to keep same speed and damages when I Hit than actually ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kalp on November 15, 2013, 09:34:37 pm
I bought respec few weeks ago, I should be angry  :P lost 3kk
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 15, 2013, 09:38:14 pm
They need to be at the same time.

I would suggest that item change patches like this one be accompanied with a cancellation of all existing marketplace offers at the time of the patch. Last item change patch, people that happened to log on soon after the patch took advantage of the sudden shift in item values to make a killing.

People that are the proud owners of newly buffed or nerfed items should get a chance to evaluate their "new" item before it gets snatched away by a pre-existing offer.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Paul on November 15, 2013, 09:39:37 pm
tell me if I m right : I will need more WPF to keep same speed and damages when I Hit than actually ?

You should always try to remember that you are never right.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Corsair831 on November 15, 2013, 09:40:26 pm
So are we removing this arc of death kick and the instant-1h stab whilst we're at it ? ;)

(Note i use the word 'we' when i have absolutely no intention of doing any work :D)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 15, 2013, 09:40:36 pm
tell me if I m right : I will need more WPF to keep same speed and damages when I Hit than actually ?

No no.  If you have 6 WM and 18 Agility, your wpf will be the exactly same as it is now.  If you have less, (like 0 WM, 6 agility) it will be less than it is now.  If you have more, (8 WM, 24 agility) you will have more than you have now.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 15, 2013, 09:42:22 pm
They need to be at the same time.

^ Agree.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 15, 2013, 09:47:21 pm
So are we removing this arc of death kick and the instant-1h stab whilst we're at it ? ;)

There is nothing "instant" about the 1h stab; iirc, 2h stab actually has a faster "ready" animation than even the 1h stab, and of course pole stab has always been very fast.

All three (four? if you count hoplite) stabs are very powerful, but it's not like blocking down is an impossible-to-achieve feat that only few have mastered. The only "issue" with 1h stab is the few weapons with unbalanced stats (Rondel and Side Sword, primarily). A polearm or 2h would be equally ridiculous if it was 34p at +3, with 113 speed.

But yeah, current kick just looks stupid and needs to be fixed. Cone size and duration should be cut at least in half, and cooldown should be at least as long as nudge cooldown.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: CrazyCracka420 on November 15, 2013, 09:48:59 pm
I'm looking forward to the full respec, now my level 34 (35 in 40 million) can be 24/18 instead of 21/18 (max skills)

Currently: 

(click to show/hide)

What I can do with free respec:
(click to show/hide)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Macropus on November 15, 2013, 09:51:38 pm
I'm looking forward to the full respec, now my level 34 (35 in 40 million) can be 24/18 instead of 21/18 (max skills)
Wow, do you actually think getting 1 PS more is worth losing 5 IF and 2 shield skill? Huh, I doubt that.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gurnisson on November 15, 2013, 09:53:07 pm
You'll miss those ironflesh points!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 15, 2013, 09:54:31 pm
I think IF should be more important for str builds, like WM will be for agi builds. I can make a build for next patch without IF that will be 33/15, 11 PS, 68 HP and what looks to be around 130 WPF. Otherwise I have to pump points into IF to maintain some HP if I don't go so high into str but lose out on the extra PS

Maybe tweak IF so it does more than +2HP, maybe instead its +1HP and some other benefit you don't get with str
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Penitent on November 15, 2013, 09:56:39 pm
I'm already very excited for this to come -- but if kicks are somehow fixed to have a smaller cone of attack I would giddy-up.  Also, if the "duration" of the kick was fixed.
I get kicked while the kicking player is putting their foot down. 

But, of course, we'll take what we can get. :)

I agree 1h stabs are fine, except for rondel mostly.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 15, 2013, 09:58:16 pm
Wow, do you actually think getting 1 PS more is worth losing 5 IF and 2 shield skill? Huh, I doubt that.

4 shield skill is everything what he needs, so the last 2 points are basically wasted.

You'll miss those ironflesh points!

7 hp for 1 PS seems like fair trade off...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 15, 2013, 10:01:27 pm
I'm going to be a pure archer anyway  8-)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 15, 2013, 10:24:16 pm
Post patch lvl 34 build... either 24/18 - or- 21/21

Can't decide...
Thoughts? :mrgreen:

Sorry, insanely off topic.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gurnisson on November 15, 2013, 10:38:50 pm
7 hp for 1 PS seems like fair trade off...

To each their own! I've barely played my main after my shitty decision of making it 24/21 after always being hybrid before (18/18, 18/21 and 21/18). Played with 2 wm and 0 if all the time and the damage difference between 6 ps and 8 ps was almost negligible. Maybe I'll play eu1 with him again and/or make him my strategus main if I make a more enjoyable build, which for me will include more weapon master and ironflesh. Fuck the skill-converter builds :wink:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 15, 2013, 10:54:20 pm
Started out promising - ended up being hot air not really changing anything. That's what I read in here by now.

Let's change something with wpf... but let's add an exception here, here, here and here... oh wait, and here.

Should become politician.
No flippin clue about ranged changes, but for melee..

Ponder this simple question: How much of an absolute increase is 1 point in weapon speed?
Translating character attributes into equipment stats is much easier to understand than that 5% increase, 0.02 second mumbo jumbo.

(click to show/hide)

Draw a horizontal line to match two plots and you see the wpf difference for making a slower weapon move as swiftly as a faster weapon. Around 12 to a little over 13 per point in speed.

1PS = +2 damage in the 30s and +3 damage in the 40s base damage. Now, 1WM is close to a little over 1 weapon speed and roughly 0.5 extra damage (including +3str and +3agi for both). It just balances the tradeoff between weapon damage and speed now. Strength builds only lose up to 3 speed and only a small % of damage, so if they're already using a quick weapon, it won't be that detrimental. It will be noticeable, so they'll have to compensate a little bit with quicker reactions and better turns, just like how agi builds have to get more hits to kill and often times glance at sharp angles.

Even if looking at numbers, if you view this game at 60 fps, a decrease in 3-6 frames for an attack is pretty nice when dual exchanges are taken into account.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 15, 2013, 10:58:21 pm
too much maths not enough crush
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 15, 2013, 11:15:34 pm
(1 skill left over, maybe shield)

Most definitely shield. That's my desired build as well. You can have 4 shield skill at level 35 :wink:

7 PS is enough for battle/siege. For strat it will never be enough, because lag and low fps will stay, which means those who have highest damage output and most HP will still be strongest in strat. Hopefully, 7 WM will be enough to have good melee hybrid (polearm/1h or even 2H if possible to have all three at 130ish wpf).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: dynamike on November 15, 2013, 11:25:30 pm
I just want to point out that Tydeus is actively discussing upcoming changes with us, listening to the community and providing answers when asked.

This, to my experience, has never happened to this extent before - and Ty is not even an official Dev (with the title to go with it)!

I demand a promotion for Tydeus or at least a community manager title! :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 15, 2013, 11:42:36 pm
A simple and probably a stupid question:
I will have a free respec for my main only or for alts also?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: ywllyht on November 16, 2013, 12:33:39 am
full character respecs ! 

I like this idea.

And I have the same question.  Could I respecify all of my characters?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Corsair831 on November 16, 2013, 01:58:24 am
full character respecs ! 

I like this idea.

And I have the same question.  Could I respecify all of my characters?

tydeus categorically stated it will ONLY BE CHARACTERS UNDER LEVEL 30 which get the free respec.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Hoppster on November 16, 2013, 02:13:15 am
tydeus categorically stated it will ONLY BE CHARACTERS UNDER LEVEL 30 which get the free respec.
thats shit, i feel sorry for any high lvl people being screwed over by this
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 16, 2013, 02:15:06 am
tydeus categorically stated it will ONLY BE CHARACTERS UNDER LEVEL 30 which get the free respec.
Oh god, I'm torn. I don't know whether to +1 or -1 this post.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gmnotutoo on November 16, 2013, 02:15:44 am
Oh god, I'm torn. I don't know whether to +1 or -1 this post.

make a multi account for the forums and do both.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 16, 2013, 02:16:59 am
tydeus categorically stated it will ONLY BE CHARACTERS UNDER LEVEL 30 which get the free respec.
chadz just confirmed we will in fact be doing full character respecs for everyone.

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 16, 2013, 02:18:24 am
OP says the respec is for everyone
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 16, 2013, 02:18:40 am
tydeus categorically stated it will ONLY BE CHARACTERS UNDER LEVEL 30 which get the free respec.

Corsair, those low level trolling skills of yours won't work here. You should stick to taleworlds forums, that's the place for mentally challenged.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dooz on November 16, 2013, 02:21:58 am
You should stick to taleworlds forums, that's the place for mentally challenged.

the guy in the asylum that doesn't know he's in the asylum

respecs also apply to alts i'm assuming? i can't see a scenario where they wouldn't be, just wanting to restate the obvious and get confirmation. cause i'm insecure.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 16, 2013, 02:26:08 am
It's easier to reset every character in database, so I guess alts too will get full respec.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thomek on November 16, 2013, 01:51:09 pm
it will be important to let everyone know about the respec in a decent way.. Should probably give out multi-language server messages so casuals who dont read forums dont get left behind..
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Falka on November 16, 2013, 01:54:48 pm
it will be important to let everyone know about the respec in a decent way.. Should probably give out multi-language server messages so casuals who dont read forums dont get left behind..

Eh? when they'll see 3-3 build instead of whatever they had before the patch I guess they'll realize what's going on...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thomek on November 16, 2013, 02:07:06 pm
yeah and then they start clicking the menu in-game and do mistakes, then they rage..
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 16, 2013, 02:34:22 pm
Yeah, had I thought about it in time, I would have made a statement last night during the strat battles.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elio on November 16, 2013, 05:12:44 pm
You're forgetting the main reason why we need to keep wpf points lower than pre-upkeep patch time, and that's the fact that some players have single digit ping while many have over 70 ping. Difference is quite noticeable and it's unfair to reward players based on location.
Yeah, I miss the day when chadz said cRPG will not be an agi-fest game to avoid ping advantage.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 16, 2013, 05:45:24 pm
On average there will be as much spamming as before, even less for most of the builds, except if everyone use his free respec to 3/39.


I dont believe the game should scale down for guys with average to high ping.
Whatever you do, as long as cRPG is a "skill" game (read, must block/attack in 1/10's seconds), if you have poor ping you will suck more than if you had good ping.

A quarter of a tenth of a second more or less wont kill your gameplay if you already have a fast build/fast weapon or both.



This patch is meant to give WM more worth as opposed to having NO WM AT ALL.
Basically if you had none-low WM, you will pay.
If you had average-high WM, you will not see much difference.

Tydeus's graph which explains all if you really look at it:
(click to show/hide)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Corsair831 on November 16, 2013, 05:47:45 pm
lol what's this talk about catering to high ping players ?!

 i'm of the opinion that if you have ping over 70 that's your problem, i don't think that the game should cater to the 5% that have super high ping, rather cater to the majority, and try to give them as fun an experience as possible
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Macropus on November 16, 2013, 05:58:17 pm
It's amazing how the only free respec in the history of cRPG happens exactly when I don't want to respec.  :rolleyes:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 16, 2013, 06:29:30 pm
@ Butan - Yeah I totally agree about the bottom end of the graph, it's as it needs to be...my only concerns are with the top end of the graph and the increase that is happening there...we'll so how much that affects things in game.

As for ping - the difference between two equally skilled players with roughly similar builds/weapons when one has lets say, 20 ping and the other has lets say 60-70 ping is actually pretty significant when it comes to actual in game actions/reactions.  And no, you should not "dumb down" the game to address this issue entirely, but you also shouldn't make the game so that someone with 10-20 higher ping than someone else cannot compete with him when all other factors are roughly equal. 
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Corsair831 on November 16, 2013, 07:30:19 pm
lol, making the game slower because 5% of the players don't have the connection to play it is really silly, why would you do that
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 16, 2013, 07:32:37 pm
Whatever you do, as long as cRPG is a "skill" game (read, must block/attack in 1/10's seconds)

That's not skill, just good reflexes. Skill is when you beat your enemy by using your brain.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Malaclypse on November 16, 2013, 07:42:05 pm
It's amazing how the only free respec in the history of cRPG happens exactly when I don't want to respec.  :rolleyes:

Didn't we get a free respec once before? Could've sworn we did.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Gurnisson on November 16, 2013, 08:03:49 pm
Probably before Macropus started playing. When upkeep was introduced, xp system was changed and looms halved (?), I believe we got a free respec.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 16, 2013, 08:06:06 pm
I think Fasader stole 2/3 of our looms back then.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 16, 2013, 08:07:05 pm
Fasader is useless!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 16, 2013, 08:09:35 pm
That's not skill, just good reflexes. Skill is when you beat your enemy by using your brain.


Just nitpicking with you Leshma  :P  but reflex comes from brain input!

But sure, a retard with good reflexes would be easy to beat in a duel, if he doesnt understand concepts like footwork and timing.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thranduil on November 16, 2013, 08:09:45 pm
If we're really that concerned about ping differences, then I would suggest turning the Combat Speed on the servers down. Last I heard, the Combat Speed was set to Fastest. If it was set to Fast or Medium speed, I imagine there would be more blocking, longer battles (less of those 50 second battles I'd hope), and people with higher ping wouldn't feel quite as helpless. You'll still have a lag difference between people with 20 ping and people with 60 ping. That's just a fact of computer engineering.

Of course, I'm assuming that the Combat Speed has any effect on gameplay at all, between wpf and the mod's coding.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 16, 2013, 08:13:09 pm
It would need testing but I'm pretty sure that it would turn 50s battles into 10mn fights where the first to gank would win (a bit like on the melee servers, even though I liked it a lot since ganks doesnt happen for no reasons).


It would also increase carpal tunnel syndrome by +3000%  :lol:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Huscarlton_Banks on November 16, 2013, 08:17:07 pm
Combat speed is already set to Medium.

The issue isn't the speed of footwork/projectiles/horses, it's the craziness of feints with speedy weapons on people with 80-100+ ping.

I don't think it'll be that much more of an issue unless they forgo anything heavier than 12-15 adjusted armor weight though.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Bobthehero on November 16, 2013, 09:02:52 pm
I think Fasader stole 2/3 of our looms back then.

Actually, I received a free loom point at that time :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 16, 2013, 09:03:44 pm
I feel that increasing the speed encourages players to ignore parts of the combat that make the game more skill intensive. If you can simply spam someone to death you will do that rather than employ other skills in the game imo. If people can block well then you often have to switch things up a bit, if its too fast then you go for more cheesy ways to kill people. I would say that blocking should be possible with the fastest weapons for players <~150 ping

At the same time though it shouldn't be too slow. Its a fine line that some 1 handers can get a bit too close too atm
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Teeth on November 16, 2013, 09:27:41 pm
From playing on NA my problem with high ping is mostly the packet loss, fucking hell the amount of times a hit goes through the correct block when I can't possibly ascribe that to a mere 120 ms delay. It's just seems to wrongly interpret my input all the time. I think catering the entire game to those rare few that play with a 150 ping is not a smart move. At the current point a slight speed up seems in order if you ask me, often I feel like a duel is more of a patience match than anything else. Whoever goes craziest to hit the other guy first because all else fails loses. Those fucking boring duellers who just simply right swing with a Great Long Bardiche win a lot of their duels for a reason.

Ever wondered why ranged and pikes have gotten nerf after nerf when other weapons seem to have been touched much less? It is because as average blocking skill increases, the relative deadliness of weapons that ignore blocks (ranged) or rely on forcing people to block two directions at once (support polearms) increases. The killing rate of a 2h sword continously reduces because people get better at blocking. Remember those archers that backpedalled and blocked with their shitty hammers until help turned up? The longspear from 2010 was ridiculously good compared to what it is now, yet the weapon is still amazing these days. People used to win 15 vs 1's while now even the best player has trouble with any gank unless he has a shit ton of athlethics.

We are getting too good for this game. The age of heroes is over because the skill gap between the best player and the average player has been reduced immensely because almost anyone can block. This turns the game into a game of numbers. Whoever brings the most teammates or the teammates with the longest weapons wins. Bad teambalance or banner stacking becomes all the more of a problem because of this. Speeding the game up will counter-act these problems as it increases the kill rate of the individual because people will have more trouble blocking.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Nehvar on November 16, 2013, 10:05:08 pm
Attacks frequently going through blocks? Yeah, that sounds like NA alright.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Zlisch_The_Butcher on November 16, 2013, 10:18:38 pm
In general speeding up the game is a bad thing, all it does is shit on people with bad fps or high pings, this patch won't really speed up the game very much though (however it does shit on hybrids, which I dislike). I'll repeat what I've said before, the game needs more shit like nudges, chambers, jumps, weaponstun (the way weaponstun is implemented is however, idiotic) and kicks, not buffing Germans with nice pcs and great internet.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thomek on November 16, 2013, 10:19:52 pm
You are right in many things there Teeth, but at even at 60-70ms some enemies become nasty because of ping difference.

I can see us speeding the game up a tiny bit, without the fastest weapons we have getting any faster. Some extreme builds are already half-broken because of swingspeed issues..  At least from my perspective of 40ish ping.

So sure, make it a bit faster, but keep the fastest weapons we have where they are..  Also what Zlisch said, far from everyone sits on a super-stable internet and modern computers.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Molly on November 16, 2013, 10:24:10 pm
Thomek in teamspeak "Got to go mate... Ping is 600 again."  :lol:  :P
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 16, 2013, 11:24:26 pm
If the fastest weapons remain weak, I think it's fine. If you have problems with ping and reacting after a block, you might have to use a fast weapon yourself.

At the speed this game plays, it's much slower than a fighting game and well within normal reaction times. If your connection is so bad that you can't see swings properly, you're going to have problems even against "slow" weapons that turn properly.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Elindor on November 16, 2013, 11:42:26 pm
As far as "balancing for pings", catering to 150 pings is a bad idea, as is catering to 20 ping.  I'd say the average ping levels are around 40-60, and that is probably what the game should cater to.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kalam on November 16, 2013, 11:52:25 pm
From playing on NA my problem with high ping is mostly the packet loss, fucking hell the amount of times a hit goes through the correct block when I can't possibly ascribe that to a mere 120 ms delay. It's just seems to wrongly interpret my input all the time. I think catering the entire game to those rare few that play with a 150 ping is not a smart move. At the current point a slight speed up seems in order if you ask me, often I feel like a duel is more of a patience match than anything else. Whoever goes craziest to hit the other guy first because all else fails loses. Those fucking boring duellers who just simply right swing with a Great Long Bardiche win a lot of their duels for a reason.

Ever wondered why ranged and pikes have gotten nerf after nerf when other weapons seem to have been touched much less? It is because as average blocking skill increases, the relative deadliness of weapons that ignore blocks (ranged) or rely on forcing people to block two directions at once (support polearms) increases. The killing rate of a 2h sword continously reduces because people get better at blocking. Remember those archers that backpedalled and blocked with their shitty hammers until help turned up? The longspear from 2010 was ridiculously good compared to what it is now, yet the weapon is still amazing these days. People used to win 15 vs 1's while now even the best player has trouble with any gank unless he has a shit ton of athlethics.

We are getting too good for this game. The age of heroes is over because the skill gap between the best player and the average player has been reduced immensely because almost anyone can block. This turns the game into a game of numbers. Whoever brings the most teammates or the teammates with the longest weapons wins. Bad teambalance or banner stacking becomes all the more of a problem because of this. Speeding the game up will counter-act these problems as it increases the kill rate of the individual because people will have more trouble blocking.

I've advocated slower speeds to lower the bar to new/slow/middle aged players for a long time, but I'm just about ready for a switch back to crazy speeds- mostly because I feel we've got the playerbase we're stuck with already. Also, I'm tired of not wrecking teams. :P
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Corsair831 on November 17, 2013, 01:26:05 am
i can't believe that people are actually suggesting that crpg gets slowed down, it's already massively slower than native

why should we make it slower because A - NA players want to play with us and B - people can't block ?!?!?

what is this madness
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Pollux on November 17, 2013, 01:47:13 am
In general speeding up the game is a bad thing, all it does is shit on people with bad fps or high pings, this patch won't really speed up the game very much though (however it does shit on hybrids, which I dislike). I'll repeat what I've said before, the game needs more shit like nudges, chambers, jumps, weaponstun (the way weaponstun is implemented is however, idiotic) and kicks, not buffing Germans with nice pcs and great internet.

I agree. Nudge is great, but we also need a way to headbutt our opponent in the balls.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thranduil on November 17, 2013, 02:10:41 am
Sheesh! I didn't think my comment would garner this much talk and abuse! I only meant it as a suggestion IF the Combat Speed was on FASTEST, which, IMHO, is ridiculous. If the Combat Speed is at Medium, then I would leave it where it is. I really don't think lowering it beyond Medium would help any either. If anything, it would be too sluggish.

i can't believe that people are actually suggesting that crpg gets slowed down, it's already massively slower than native

why should we make it slower because A - NA players want to play with us and B - people can't block ?!?!?

what is this madness
Native is at Medium by default unless you change it, so I think Medium (where it apparently is right now) is where it should be. I don't know what EU servers set their speed to, and I really don't care. I don't play EU. I can't play EU. Too much ping. It's as simple as that.

Also, technologically speaking, right now, most NA players aren't going to play on EU servers and expect great ping and vice versus. And really, I'm not that sure many players care. NA is mostly gonna play NA. Just as EU is gonna mainly play EU. And I'm fine with that. We'll occasionally hop the pond for Strat Battles though.  :D


It's a tricky business, Frodo, modifying your game. On the one hand, you want character customization. On the other hand, you want balance. The trouble is, you're dealing with humans. We always try to find a way around the system. All I really know is this: I need to hurry up and retire before the forced respec!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dooz on November 17, 2013, 03:18:28 am
is the effective wpf based on armor weight formula going to change? is the one from the mechanics thread currently accurate to begin with?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rhaelys on November 17, 2013, 04:18:33 am
is the effective wpf based on armor weight formula going to change? is the one from the mechanics thread currently accurate to begin with?

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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dooz on November 17, 2013, 04:30:43 am
do you know if repair costs are based on effective wpf or just having 100 is enough? i think i read in this thread it might be effective wpf, which would mean there's pretty much no point in having just 100 wpf unless you're naked or something right? not only because of the tepair, but also because there's some big dropoff in the stats of a weapon that isn't at or above 100 effective wpf?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: RuanXiaoQi on November 17, 2013, 04:48:42 pm
great news ive been waited long enough for this
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rhaelys on November 17, 2013, 06:28:55 pm
do you know if repair costs are based on effective wpf or just having 100 is enough? i think i read in this thread it might be effective wpf, which would mean there's pretty much no point in having just 100 wpf unless you're naked or something right? not only because of the tepair, but also because there's some big dropoff in the stats of a weapon that isn't at or above 100 effective wpf?

There is no "big dropoff". There is no "100 wpf threshold".

This is the wpf and powerstrike relation
(WPF*0.01*0.15+0.85)*(power_strike*0.08+1.0)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lt_Anders on November 18, 2013, 12:05:09 am
There is no "big dropoff". There is no "100 wpf threshold".

This is the wpf and powerstrike relation
(WPF*0.01*0.15+0.85)*(power_strike*0.08+1.0)

Incorrect(or maybe correct?) if below 100 wpf, your weapon does 85% of maximum damage(just look at your formula and you can see it there).

100 wpf is the "min" so to speak, to get full damage out of the weapon you use.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Teeth on November 18, 2013, 12:14:44 am
If you have 99 wpf, your weapon does 99,85% of weapon damage and if you have a 100 wpf it will do a 100%. Try the formula again and make sure you use 0.85 instead of 85. The progression is constant, which means that the difference between 90 and  100 wpf is the same as the difference between 100 and 110. So no need to worry about reaching that magic 100, because there is nothing magic about it.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Moncho on November 18, 2013, 12:21:45 am
If you have 99 wpf, your weapon does 99,85% of weapon damage and if you have a 100 wpf it will do a 100%. Try the formula again and make sure you use 0.85 instead of 85. The progression is constant, which means that the difference between 90 and  100 wpf is the same as the difference between 100 and 110. So no need to worry about reaching that magic 100, because there is nothing magic about it.

I thought that repairs reached their minimum at 100 wpf?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Dooz on November 18, 2013, 12:31:38 am
If you have 99 wpf, your weapon does 99,85% of weapon damage and if you have a 100 wpf it will do a 100%. Try the formula again and make sure you use 0.85 instead of 85. The progression is constant, which means that the difference between 90 and  100 wpf is the same as the difference between 100 and 110. So no need to worry about reaching that magic 100, because there is nothing magic about it.

i guess the point is if you're not at 100 effective wpf, you're not getting up to the stats listed for the weapon, though good to know the dropoff before that isn't anything severe and just progresses regularly. still unclear about repairs and effective or base wpf though.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Huscarlton_Banks on November 18, 2013, 12:33:24 am
The only way that 100 wpf seems magical to me is with the proposed wpf change + ridiculous strongfat builds.

42/9 14ps 3 wm = 2.12 multiplier
45/6 15ps 2 wm = 2.1208 multiplier
45/3 15ps 1 wm = 2.0185 multiplier
45/3 15ps 0 wm = 1.9525 multiplier

WPF above 100 will reduce repairs more.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thomek on November 18, 2013, 12:40:04 am
If someone may inform me.. I read earlier about max accuracy for a ranged weapon. Anyone knows at what wpf 6pt jarids stop making sense?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 18, 2013, 03:01:24 am
If someone may inform me.. I read earlier about max accuracy for a ranged weapon. Anyone knows at what wpf 6pt jarids stop making sense?
More than is possible to get with either wpf formula.

Imo, throwing damage should be slightly reduced while accuracy increased drastically.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phantasmal on November 18, 2013, 03:19:23 am
Are there going to be any changes to the effective WPF equations?


Equations (Hopefully the current ones, since I have been using them)

Armor weight modified proficiency = base proficiency * (1 - 0.01 * effective armor weight)
Effective armor weight = 2*head armor weight + body armor weight + leg armor weight + 4*hand armor weight - 10
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 18, 2013, 03:26:43 am
It's likely, can't say for 100% certainty.

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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Vermilion on November 18, 2013, 04:50:24 am
chadz just confirmed we will in fact be doing full character respecs for everyone.

Would be interesting to get some statistics on the percentage of player that do a full change to a completely new build/class, those that do a partial change 3/6 attributes and those that keep their current build.


Personally I'm going to keep my builds very similar but fix the mistakes I've made on pretty much every character (Even my "main" is a broken build due to me leveling further than I was planning, I've had a spare attribute and skill point throughout level 34).

Though it's pretty upsetting to hear all the roundel dagger  ***** builds won't be punished by it being nurfed.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 18, 2013, 05:11:54 am
Though it's pretty upsetting to hear all the roundel dagger  ***** builds won't be punished by it being nurfed.
Should never punish players for something like that.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Hoppster on November 18, 2013, 05:38:36 am
really looking forward to this patch, anyone metioned a date yet?? days? weeks? so many crappy builds to fix
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Vermilion on November 18, 2013, 05:55:37 am
Should never punish players for something like that.

For making a ridiculous build which is clearly just exploiting a stupidly OP weapon?? It's not like it was one guy running around. People knew what they were doing, they made their bed. Besides it always seemed to be alts/STF so it's not like it would have cost anybody that greatly if it was nurfed without a respec, especially after you consider the amount of gold they will have generated by playing with almost 0 upkeep.

Though tbh I blame you/other devs for including it at it's current stats for so long, not the players. People will always exploit any game mechanic they can to get an advantage. It should have been nurfed hard and fast after seeing it in action. IMO all updates/patches should be given a week or two then reviewed and adjusted as necessary. Then again maybe it's not the roundel daggers fault, maybe it's shields not requiring strength which allowed them to have such stupid yet successful builds. Either way, you're the item balancer and I'll leave it up to you.  :P


Anyway, thanks for keeping us updated with the current plans  :mrgreen:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 18, 2013, 12:39:21 pm
yeah i cant wait for the day i dont get two shot buy a guy with no strength no upkeep and moves so fast its hard to hit him before he stabs
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 18, 2013, 01:06:26 pm
From playing on NA my problem with high ping is mostly the packet loss, fucking hell the amount of times a hit goes through the correct block when I can't possibly ascribe that to a mere 120 ms delay. It's just seems to wrongly interpret my input all the time. I think catering the entire game to those rare few that play with a 150 ping is not a smart move. At the current point a slight speed up seems in order if you ask me, often I feel like a duel is more of a patience match than anything else. Whoever goes craziest to hit the other guy first because all else fails loses. Those fucking boring duellers who just simply right swing with a Great Long Bardiche win a lot of their duels for a reason.

Ever wondered why ranged and pikes have gotten nerf after nerf when other weapons seem to have been touched much less? It is because as average blocking skill increases, the relative deadliness of weapons that ignore blocks (ranged) or rely on forcing people to block two directions at once (support polearms) increases. The killing rate of a 2h sword continously reduces because people get better at blocking. Remember those archers that backpedalled and blocked with their shitty hammers until help turned up? The longspear from 2010 was ridiculously good compared to what it is now, yet the weapon is still amazing these days. People used to win 15 vs 1's while now even the best player has trouble with any gank unless he has a shit ton of athlethics.

We are getting too good for this game. The age of heroes is over because the skill gap between the best player and the average player has been reduced immensely because almost anyone can block. This turns the game into a game of numbers. Whoever brings the most teammates or the teammates with the longest weapons wins. Bad teambalance or banner stacking becomes all the more of a problem because of this. Speeding the game up will counter-act these problems as it increases the kill rate of the individual because people will have more trouble blocking.

Reducing the amount of hits required to kill the average Joe instead would also go a long way towards speeding up gameplay, reduce the influence of numbers and, unlike just speeding up everything, would not make the fastest katana builds even more easily spammable than now.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 18, 2013, 01:34:15 pm
From playing on NA my problem with high ping is mostly the packet loss, fucking hell the amount of times a hit goes through the correct block when I can't possibly ascribe that to a mere 120 ms delay. It's just seems to wrongly interpret my input all the time. I think catering the entire game to those rare few that play with a 150 ping is not a smart move. At the current point a slight speed up seems in order if you ask me, often I feel like a duel is more of a patience match than anything else. Whoever goes craziest to hit the other guy first because all else fails loses. Those fucking boring duellers who just simply right swing with a Great Long Bardiche win a lot of their duels for a reason.

Ever wondered why ranged and pikes have gotten nerf after nerf when other weapons seem to have been touched much less? It is because as average blocking skill increases, the relative deadliness of weapons that ignore blocks (ranged) or rely on forcing people to block two directions at once (support polearms) increases. The killing rate of a 2h sword continously reduces because people get better at blocking. Remember those archers that backpedalled and blocked with their shitty hammers until help turned up? The longspear from 2010 was ridiculously good compared to what it is now, yet the weapon is still amazing these days. People used to win 15 vs 1's while now even the best player has trouble with any gank unless he has a shit ton of athlethics.

We are getting too good for this game. The age of heroes is over because the skill gap between the best player and the average player has been reduced immensely because almost anyone can block. This turns the game into a game of numbers. Whoever brings the most teammates or the teammates with the longest weapons wins. Bad teambalance or banner stacking becomes all the more of a problem because of this. Speeding the game up will counter-act these problems as it increases the kill rate of the individual because people will have more trouble blocking.

I agree but I have feeling that when age of heroes ends age of bad players
begins, sometimes I am just shocked how that game can reward bad players with easy classes or combinations for some fight situations.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 18, 2013, 02:22:20 pm
Just a completely random and unrelated question, throwing spears in double sided lance mode use polearm wpf or throwing wpf?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Boerenlater on November 18, 2013, 02:25:59 pm
Just a completely random and unrelated question, throwing spears in double sided lance mode use polearm wpf or throwing wpf?
Throwing weapons in melee mode always use melee wpf (1h or pole).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: UnholyRolyPoly on November 18, 2013, 03:39:38 pm
lol what's this talk about catering to high ping players ?!

 i'm of the opinion that if you have ping over 70 that's your problem, i don't think that the game should cater to the 5% that have super high ping, rather cater to the majority, and try to give them as fun an experience as possible

Agreed.  I don't see the problem anyways.  I love to play EU1.  It's a challenge.  If you have high ping..... play ranged lol. 
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: arowaine on November 18, 2013, 05:40:39 pm
2 years later about time before the game die completly
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thranduil on November 18, 2013, 06:09:47 pm
It is done!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: protox2k on November 18, 2013, 06:14:38 pm
TOO MUCH WPF

GG to hybrids
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: protox2k on November 18, 2013, 06:15:53 pm
TOO MUCH WPF


Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Sauce on November 18, 2013, 09:08:37 pm
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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tzar on November 18, 2013, 09:11:07 pm
GG to hybrids
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Bobthehero on November 18, 2013, 09:27:27 pm
1/10, jimmies rustled, worst patch since upkeep.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Turboflex on November 18, 2013, 10:10:17 pm
Umm so I am not gonna read through all this but what's the best build now for 1h with a slash weapon to actually do some damage to all the guys in 65+ armor? Was 24-15 before, worked ok.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 18, 2013, 10:12:35 pm
Umm so I am not gonna read through all this but what's the best build now for 1h with a slash weapon to actually do some damage to all the guys in 65+ armor? Was 24-15 before, worked ok.

You dropping throwing turbo?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HarryCrumb on November 18, 2013, 10:13:27 pm
15/27 at 33/34. 15/30 at 36.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Turboflex on November 18, 2013, 10:27:08 pm
Rather not drop throwing. Need 5 PT and about 104 throw WPF, or I could live with 4 PT and about 80 throw WPF if needed.

lvl 35
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Boerenlater on November 18, 2013, 10:34:45 pm
Rather not drop throwing. Need 5 PT and about 104 throw WPF, or I could live with 4 PT and about 80 throw WPF if needed.

lvl 35
You know the requirement changed from 13 to 11 per pt?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 18, 2013, 10:39:39 pm
Rather not drop throwing. Need 5 PT and about 104 throw WPF, or I could live with 4 PT and about 80 throw WPF if needed.

lvl 35

As I posted earlier in this thread, str-focused huscarls like you will be hit hard by this change. The good news is that throwing requirements have dropped, so you can probably support 5PT with only 94 wpf now. The bad news is that with 5 WM, you can only get 100 wpf in 1h if you have 94 wpf in throwing.

You probably need to go  21/18 or so if you want reasonable 1h wpf to go with throwing. For these reasons, I'll be dropping throwing, and going 18/24 or 21/21, haven't decided.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Turboflex on November 18, 2013, 10:49:46 pm
Well I only went 24-15 so I could get 8 PS to actually hurt 65 armor 2h STR heroes with a slash weapon. If 15-24 can accomplish the same thing it's no big deal to me.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HarryCrumb on November 18, 2013, 11:15:18 pm
Your silly axe does pierce damage. You'll take a hit to your overall damage per swing but you will make some of that back up with speed bonus.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 18, 2013, 11:16:41 pm
Why you all respec to Horse Ranged! I hate you all!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 18, 2013, 11:18:45 pm
5PS can hurt 65+ armor with a blunt weapon or something like 37+ cut. Even if you have lower amounts of cut, you can circle them easily and still do decent amounts of damage (especially if you prioritize head hitting).

Easier for me to just use an agility build and carry 2 weapons.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 18, 2013, 11:51:40 pm
Dedicated archer works as always, I'm a bit more accurate, dmg is similar to one before path. 198 WPF is nice, helps to make long range shots :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tindel on November 19, 2013, 12:19:29 am
Was the insane ranged spam part of the patch-plan?
Werent you going to reduce the effect of wpf on ranged weapons?

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 19, 2013, 12:37:13 am
Dildo Mace is back to 1 slot, that's good news. Why you no focus on good thingz!
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 19, 2013, 01:02:22 am
Ranged got an indirect accuracy buff, time to nerf all missile speeds by 10 and finally introduce skill on both sides of the arrow
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Life on November 19, 2013, 01:04:14 am
what is this synergy bonus? if i am 1h, is it good to have my 1h wpf "green"? if so i will have to put about 70 into 2h, which doesnt make sense
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: oprah_winfrey on November 19, 2013, 01:15:30 am
Can you respec my looms while you're at it? :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on November 19, 2013, 02:00:26 am
lol 45 wpf :shock:...so far....aint all that bad :lol:

fuck diamonds, a str whore is forever :twisted:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Malaclypse on November 19, 2013, 04:06:51 am
lol 45 wpf :shock:...so far....aint all that bad :lol:

fuck diamonds, a str whore is forever :twisted:

Yeah, I didn't think it would really be that bad. Proficiency definitely helps, but playing 2h/pole/1h without prof never seemed much different to me when I played a 33+ STR build.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 19, 2013, 09:50:55 am
Ranged got an indirect accuracy buff, time to nerf all missile speeds by 10 and finally introduce skill on both sides of the arrow

Remember that timing and predicting where enemy will be is also a skill.

Why you want to reduce missile speed, fot top tier bows like rus and long bow arrows are already slow. Tiny bows have higher missile speed...

Standard lvl 30 archers with 6 pd almost don't have any byff from wpf change (few points only). Only high lvl one got bigger buff (I gained 15 WPF in archery).
But comapying my buff from wpf to buff wich melee have is nothing. Now melee with same wpf i have from all melee proficiencies in total 350 wpf like Corsair831 (hybrid).
Dedicated melee having same amount of wpf in his class have additional 33 wpf in 2 other classes...

You can say that hi lvl archers are OP now,  but we were op before path (I mean Bagge, Robin, Schokoshugi or me). Now you start complain about amount of HA on EU1 :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 19, 2013, 11:12:03 am
Remember that timing and predicting where enemy will be is also a skill.

Why you want to reduce missile speed, ....
a thought, so that it is more player skill based and less gear based?
Imagine, archers need to anticipate more ... perhaps they then would even learn not to shoot their own guys in melee ... mmmk not going to happen ... still.

EDIT: also there had always been some exceptional 'ranged' as with every class there had been exceptional players. I would but try not to judge ranged by them but by the avarrage experience ... which is i get more headshots nowadays then 9 months back, and 9 motnhs back i got more headshots then before one of these ranged balancing patches ...
and since i started playing cRPG my subjectiv feeling is that the overall amount of 'ranged' has grown, that the effect of high lvl ranged is not taken into consideration as well as high lvl melee players. That the skill increase of players with ranged has a bigger proportional effect then in comparison of melee or even cav.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Teeth on November 19, 2013, 12:29:24 pm
Remember that timing and predicting where enemy will be is also a skill.

Why you want to reduce missile speed, fot top tier bows like rus and long bow arrows are already slow. Tiny bows have higher missile speed...
Exactly because timing and predicting where your target will be is a skill. Reducing missile speed means archers will have to lead targets more, predict their movement, thus making the effectiveness gap between skilled and bad archers bigger. Also makes proper dodging more effective, as it often is not, even though I know how to dodge properly.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 19, 2013, 01:03:27 pm
Exactly because timing and predicting where your target will be is a skill. Reducing missile speed means archers will have to lead targets more, predict their movement, thus making the effectiveness gap between skilled and bad archers bigger. Also makes proper dodging more effective, as it often is not, even though I know how to dodge properly.

My thoughts exactly. The point of going towards lower missile speeds and higher accuracy is to remove the randomness of cone of fire mechanics with better accuracy, thus favoring skilled archers; and making target leading harder thus favoring skilled archer and people that can dodge. Right now dodging is very unrewarding, any decent archer will not let anybody he is aware of closer than 5 meters, and most of them can hit you anyway at 50 meters too even if you move like a cockroach.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Templar_Steevee on November 19, 2013, 01:11:14 pm
IMO missile speed on 6 PD bows is ok, and there is no reason to reduce or improove it. I can't tell anything about bows like tatar or nomad, because i'm not using them, same with x-bows

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Mendro on November 19, 2013, 01:55:58 pm
Exactly because timing and predicting where your target will be is a skill. Reducing missile speed means archers will have to lead targets more, predict their movement, thus making the effectiveness gap between skilled and bad archers bigger

Sounds like throwing  :mrgreen:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 19, 2013, 02:31:42 pm
love it when kinngrimm talks about balance and using skills over gear etc. makes my day  :mrgreen:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 19, 2013, 10:24:17 pm
love it when kinngrimm talks about balance and using skills over gear etc. makes my day  :mrgreen:
You may or may not remember the guide i wrote/compiled "worth of a player (http://forum.melee.org/beginner's-help-and-guides/the-worth-of-a-player/msg71025/#msg71025)", perhaps it is not all about skill but about who has not his head in his ars  :rolleyes:

EDIT: wonder if something in that guide still is of use
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: XyNox on November 20, 2013, 02:07:36 am
So choosing a low damage / high missile speed ranged weapon is bad because it gets easier to hit enemies, which however comes at ( wait for it ) the cost of damage ? Hence, lowering the missile speed would be a good thing because it would make ranged more skill based ?

By that logic, cant we just lower the speed rating of all 2h weapons by 20 so 2h gameplay would become A LOOOT more skillbased instead of just spam spam spam ?  :mrgreen:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 20, 2013, 02:19:35 am
So choosing a low damage / high missile speed ranged weapon is bad because it gets easier to hit enemies, which however comes at ( wait for it ) the cost of damage ? Hence, lowering the missile speed would be a good thing because it would make ranged more skill based ?

By that logic, cant we just lower the speed rating of all 2h weapons by 20 so 2h gameplay would become A LOOOT more skillbased instead of just spam spam spam ?  :mrgreen:

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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: _Sargon_ on November 20, 2013, 11:21:51 am
wonder if something in that guide still is of use

all of it =)

P.S.: it would be nice if you add some guidelines for the sielders.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: juv95hrn on November 22, 2013, 12:00:51 am
Was the insane ranged spam part of the patch-plan?
Werent you going to reduce the effect of wpf on ranged weapons?

Did you ever try to shoot a long range shot in cRPG or ever played range? Just wondering since most whining about range doesn't seem to ever have tried it themselves.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 22, 2013, 12:10:55 am
Did you ever try to shoot a long range shot in cRPG or ever played range? Just wondering since most whining about range doesn't seem to ever have tried it themselves.
I actually tested that very thing recently. Damage falloff from distance is quite minor at the moment. For archery specifically, I tested using bodkin arrows and a MW Long Bow and MW Horn Bow.
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 (https://dl.dropboxusercontent.com/u/24876970/cRPG%20Stuff/mb110.png)
Each distance increase you see in that image resulted in roughly a 5% raw damage loss. Considering the points in the longest distance trial, there really isn't much reason(if any) for archers to complain about damage reduction from distance. It might be more difficult to land the shots, but the further from combat you are, the safer you are. You can't both have your cake and eat it.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: juv95hrn on November 22, 2013, 01:59:32 am
Did you find it too easy to hit long range targets and moving targets? Cause I sure don't when I play my archer alt.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thomek on November 22, 2013, 03:17:40 am
Should it be easy?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Hoppster on November 22, 2013, 03:19:43 am
Should it be easy?

No it should not!! i know it makes life hard for new archers, but the high skill archers that exist would be alot more annoying if it was any easier
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: juv95hrn on November 22, 2013, 01:56:03 pm
Should it be easy?

Should it be harder like some 2-h:ers suggest?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 22, 2013, 02:06:40 pm
Should it be harder like some 2-h:ers suggest?

Eu 1 now is get a shot or leave, arbalest almost 1 shot everything, longbow 2 shot kill me and there is more and more players that do not miss my ass.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on November 22, 2013, 02:48:38 pm
Yes.

So you said Yes to balancing ranged accuracy stats since they get more WPF, can you tell us more about that?

Loads of guys in heavy armour using xbows with good melee skills
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 22, 2013, 03:19:52 pm
So choosing a low damage / high missile speed ranged weapon is bad because it gets easier to hit enemies, which however comes at ( wait for it ) the cost of damage ? Hence, lowering the missile speed would be a good thing because it would make ranged more skill based ?

By that logic, cant we just lower the speed rating of all 2h weapons by 20 so 2h gameplay would become A LOOOT more skillbased instead of just spam spam spam ?  :mrgreen:


The retard is great in this post. Let me show why :

So choosing a low damage / high missile speed ranged weapon is bad because it gets easier to hit enemies, which however comes at ( wait for it ) the cost of damage ? Hence, lowering the missile speed would be a good thing because it would make ranged more skill based ?

Lower missile speed increases the prevalence of leading which represents much of the difficulty of aiming. This has absolutely nothing do to with damage. Nothing. Zero. Nope. Nada.

By that logic, cant we just lower the speed rating of all 2h weapons by 20 so 2h gameplay would become A LOOOT more skillbased instead of just spam spam spam ?  :mrgreen:

This is so stupid I shouldn't even comment, but it looks like you want a reaction so here it goes : the missile speed of ranged weapon is not an equivalent of the speed rating of a melee weapon. Past a certain low threshold, a melee weapon is so slow one cannot reasonably expect any enemy to fail a block against it in a fair fight. Past a certain high threshold, the weapon is so fast blocking it is literally beyond human reflexes. Currently, all melee weapons are within those boundaries.

Which lets me go on about a parallel between ranged and melee weapons when it comes to human reaction time. Have you ever wondered whether it is possible to dodge an arrow based on a reaction starting at the time you hear the arrow releasing sound ? Unless you are further away than the distance where the same archer would need to be lucky to hit you if you stood still because his COF is too large, it won't work. But, you might say, nobody dodges based on the arrow sound. Yes, most people dodge based on the drawing animation, which is completely unreliable as it varies in length between different archers and it's very easy for the same archer to vary the drawing time while keeping just about the same accuracy.

Now, you might say "get a shield lol" which would better apply to Haitians in their struggle with deforestation and increasing soil erosion than to a cRPG melee player struggling with ranged but anyway, it seems that catchphrase is still popular among people that think it makes the slightest bit of sense. But lo and behold, a shield used based on a reaction to the firing sound cannot work either, the projectile being simply too fast.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 22, 2013, 03:22:37 pm

The retard is great in this post. Let me show why :

Lower missile speed increases the prevalence of leading which represents much of the difficulty of aiming. This has absolutely nothing do to with damage. Nothing. Zero. Nope. Nada.

This is so stupid I shouldn't even comment, but it looks like you want a reaction so here it goes : the missile speed of ranged weapon is not an equivalent of the speed rating of a melee weapon. Past a certain low threshold, a melee weapon is so slow one cannot reasonably expect any enemy to fail a block against it in a fair fight. Past a certain high threshold, the weapon is so fast blocking it is literally beyond human reflexes. Currently, all melee weapons are within those boundaries.

Which lets me go on about a parallel between ranged and melee weapons when it comes to human reaction time. Have you ever wondered whether it is possible to dodge an arrow based on a reaction starting at the time you hear the arrow releasing sound ? Unless you are further away than the distance where the same archer would need to be lucky to hit you if you stood still because his COF is too large, it won't work. But, you might say, nobody dodges based on the arrow sound. Yes, most people dodge based on the drawing animation, which is completely unreliable as it varies in length between different archers and it's very easy for the same archer to vary the drawing time while keeping just about the same accuracy.

Now, you might say "get a shield lol" which would better apply to Haitians in their struggle with deforestation and increasing soil erosion than to a cRPG melee player struggling with ranged but anyway, it seems that catchphrase is still popular among people that think it makes the slightest bit of sense. But lo and behold, a shield used based on a reaction to the firing sound cannot work either, the projectile being simply too fast.

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Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 22, 2013, 03:39:55 pm
Why keep damage falloff for ranged if its even harder after-patch to lead a target with a strong bow ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Okkam on November 22, 2013, 03:45:21 pm

The retard is great in this post. Let me show why :

Lower missile speed increases the prevalence of leading which represents much of the difficulty of aiming. This has absolutely nothing do to with damage. Nothing. Zero. Nope. Nada.

This is so stupid I shouldn't even comment, but it looks like you want a reaction so here it goes : the missile speed of ranged weapon is not an equivalent of the speed rating of a melee weapon. Past a certain low threshold, a melee weapon is so slow one cannot reasonably expect any enemy to fail a block against it in a fair fight. Past a certain high threshold, the weapon is so fast blocking it is literally beyond human reflexes. Currently, all melee weapons are within those boundaries.

Which lets me go on about a parallel between ranged and melee weapons when it comes to human reaction time. Have you ever wondered whether it is possible to dodge an arrow based on a reaction starting at the time you hear the arrow releasing sound ? Unless you are further away than the distance where the same archer would need to be lucky to hit you if you stood still because his COF is too large, it won't work. But, you might say, nobody dodges based on the arrow sound. Yes, most people dodge based on the drawing animation, which is completely unreliable as it varies in length between different archers and it's very easy for the same archer to vary the drawing time while keeping just about the same accuracy.

Now, you might say "get a shield lol" which would better apply to Haitians in their struggle with deforestation and increasing soil erosion than to a cRPG melee player struggling with ranged but anyway, it seems that catchphrase is still popular among people that think it makes the slightest bit of sense. But lo and behold, a shield used based on a reaction to the firing sound cannot work either, the projectile being simply too fast.

All french players have natural weakness to ranged, or there are some exceptions?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Angellore on November 22, 2013, 04:07:28 pm
Loads of guys in heavy armour using xbows with good melee skills

It's not about the patch at all. Simply, weight don't affect crossbow accuracy. Do the test - buy full plate armor in shop, and compare arbalest accuracy with same build, but below 10 kg armor. Accuracy is the same, and was always the same. Some people were using heavier armors with crossbow long time now, other just didn't know about it. I guess people were so busy compaining about archers, they forgot there is a crossbowman class. Or maybe they didn't complain, because everyone can take a crossbow and be pretty good at it?
The problem with increased amount of crossbowers is, people got free respec, so they could make high level easy to play class just like that, without any effort. Armor they wear now has nothing to do with the patch itself.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 22, 2013, 04:17:03 pm
Is this true about armor having no impact on the accuracy? Certainly doesn't sound right  :?

Also Tydeus will stabs remain as they are or will they be modified.

thx
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 22, 2013, 04:36:10 pm
Is this true about armor having no impact on the accuracy? Certainly doesn't sound right  :?

Also Tydeus will stabs remain as they are or will they be modified.

thx

Considering that reticule size only varies ~10 pixels between 1wpf in xbow and 200wpf, it would be pretty difficult to resolve reticule size differences due to armor weight wpf penalty.

All four (1h, 2h, pole, hoplite) stabs are very good, and pretty equally balanced with each other. Also, weapon stats have been pretty well balanced to account for the fact that stab is a powerful attack (see crappy sideswing damage on Espada, Esotec, War Spear, etc). If they started messing with stab animations again, they would have to rebalance all 4 animations against each other AND rebalance weapon stats to less heavily weigh stab.

Just accept that stabs are powerful for everyone now (as they were historically), and down block a lot? I don't see the problem.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: XyNox on November 24, 2013, 01:02:51 am

(click to show/hide)

For a second, I was considering to put a sarcasm hint in my post but then I thought, nobody would actually misunderstand that my post is nothing more than a sarcastic retort. It was aimed to be retarded Kafein ... I merely took your words and switched "archery" with "2h"  :)

By the way, when we spoke ingame that other day, ( that day when you wrote "full sprint, zigzag and I still get headshot" while I was actually clearly seeing you running in a straight line because i was 2 meters behind you, remember ? ) when I asked you why you never wear armor, you said you just dont care about ranged hits anymore. I want to ask you Kafein:

As long as I can remember, for several years straight now, you come up with the most extraordinary reasons and ideas about why and how ranged needs nerfs. Day in, day out. On top of that, let us take a look at your sig:

(click to show/hide)

...

I am not sure how to say this Kafein and I am sure you will excuse me if I may be mistaken but it somehow gives people the impression that you in fact do care about ranged hits, a lot.

I am aware that this is the internet and people are pretty fast when it comes to accusing complete foreigners of all kinds of misdeeds, especially in this community in my humble opinion I am afraid to say. Still, and again I beg your pardon if I judge the situation inadequately, given your eagerness when it comes to raising your opinion regarding ranged ballance in this game and also taking into account your stunning endurance with which you pursue those affairs, I am almost temped to think that you are in fact obsessed with the subject of getting ranged nerfed at all costs.

I am well aware that expressing such outright ludicrous assumptions, especially on the internet as stated above, may yield me an argumentum ad hominem rather then the self-reflexive and rational retort I am looking for. Yet I finally have to ask, dont you think you are overreacting a bit when it comes to ranged Kafein ? If you take stock of yourself and really ask yourself that question, will you be able to answer it with "no" in all honesty? If I can give you the advise without it being taken as choleric from your side,  take a break from the game - it sure helped me to enjoy it more.  :)

Now if you would excuse me, I will enjoy my new MW espada before my melee capabilities get nerfed again  :mrgreen:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Nehvar on November 24, 2013, 01:58:44 am
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Ok, I'm interested.  Where do I sign up?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 24, 2013, 02:36:38 am
...
I am not sure how to say this Kafein and I am sure you will excuse me if I may be mistaken but it somehow gives people the impression that you in fact do care about ranged hits, a lot....
the missunderstanding maybe in the term "care/carring"
a) not giving a shit
b) doesnt make any difference

You XyNox i think took version a) while Kafein version b)
To get to version b) is quite simple, depending on ranged weapon and build(yours and opponents) you maybe dead after 1 to 2 shots, no matter the armor you use. With the amounts of headshots also accure, armor deosnt matter at all, so not carrying about armor when it comes to ranged is quite obvious and others have taken the same conclusion if not to the same extent but the same tendency.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Mr.K. on November 24, 2013, 08:29:11 am
All four (1h, 2h, pole, hoplite) stabs are very good, and pretty equally balanced with each other.

Just accept that stabs are powerful for everyone now (as they were historically), and down block a lot? I don't see the problem.

2H stab is long and really slow (unless you manage to connect early in the animation) and polearm stab is shorter and faster than the right swing for example.

1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.

True, 1H stab wasn't good enough, but it should not have the best reach. A small tweak is needed to make right swing the longer one again.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumpy_Nic on November 24, 2013, 08:53:40 am
the missunderstanding maybe in the term "care/carring"
a) not giving a shit
b) doesnt make any difference

You XyNox i think took version a) while Kafein version b)
To get to version b) is quite simple, depending on ranged weapon and build(yours and opponents) you maybe dead after 1 to 2 shots, no matter the armor you use. With the amounts of headshots also accure, armor deosnt matter at all, so not carrying about armor when it comes to ranged is quite obvious and others have taken the same conclusion if not to the same extent but the same tendency.

Armor matters a lot. Sometimes I play with cheap stuff (low armor) and get 1-2 shot, with my heavy stuff I survive around 8 projectiles. Of course speed bonus has a signicifant impact but I hardly find myself 1-2 hit ever with my heavy stuff.
Some horse archers or long range arrows dont deal damage at all. Sadly the amount of ranged is so high that, once engaged with enemies, every 2-5 seconds one projectile either hits or flies past me.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 24, 2013, 02:22:45 pm
For a second, I was considering to put a sarcasm hint in my post but then I thought, nobody would actually misunderstand that my post is nothing more than a sarcastic retort. It was aimed to be retarded Kafein ... I merely took your words and switched "archery" with "2h"  :)

By the way, when we spoke ingame that other day, ( that day when you wrote "full sprint, zigzag and I still get headshot" while I was actually clearly seeing you running in a straight line because i was 2 meters behind you, remember ? ) when I asked you why you never wear armor, you said you just dont care about ranged hits anymore. I want to ask you Kafein:

As long as I can remember, for several years straight now, you come up with the most extraordinary reasons and ideas about why and how ranged needs nerfs. Day in, day out. On top of that, let us take a look at your sig:

(click to show/hide)

...

I am not sure how to say this Kafein and I am sure you will excuse me if I may be mistaken but it somehow gives people the impression that you in fact do care about ranged hits, a lot.

I am aware that this is the internet and people are pretty fast when it comes to accusing complete foreigners of all kinds of misdeeds, especially in this community in my humble opinion I am afraid to say. Still, and again I beg your pardon if I judge the situation inadequately, given your eagerness when it comes to raising your opinion regarding ranged ballance in this game and also taking into account your stunning endurance with which you pursue those affairs, I am almost temped to think that you are in fact obsessed with the subject of getting ranged nerfed at all costs.

I am well aware that expressing such outright ludicrous assumptions, especially on the internet as stated above, may yield me an argumentum ad hominem rather then the self-reflexive and rational retort I am looking for. Yet I finally have to ask, dont you think you are overreacting a bit when it comes to ranged Kafein ? If you take stock of yourself and really ask yourself that question, will you be able to answer it with "no" in all honesty? If I can give you the advise without it being taken as choleric from your side,  take a break from the game - it sure helped me to enjoy it more.  :)

Now if you would excuse me, I will enjoy my new MW espada before my melee capabilities get nerfed again  :mrgreen:

Fair point, you made me realise my post was rather unclear on that subject.

I do not wear armor for multiple reasons :

- no upkeep so the money flows in and I can afford to pay for the clan banner and renew my title
- it clearly made me better at blocking and melee as a whole
- moving fast is fun and very powerful
- the absence of wpf malus noticeably increases my damage output, which I care a lot about
- I'm almost unique in that regard, and certainly have the main character that remained consistently naked for the longest length of time. My hipster brain likes this
- it suits my natural agiwhore playstyle better. When I play heavy infantry I have to make the effort to stay near teammates

Now on why I'm naked with respect to ranged :

Over the years, I have concluced that deaths due to ranged are in fact very similar to the game crashing to desktop. You are happily playing then at random some event you have hardly any influence over happens and you can't play anymore. Even though the analogy is not incredibly accurate, ranged deaths are closer to a CTD than melee deaths, because when it's melee my own input has a huge influence on the outcome. For this reason, dying to ranged is about as infuriating as a CTD. I also realised that the rage buildup had to be vented somewhere, which I think I successfully did both ingame and on the forums with mostly constructive comments about balance and what could be done on the forum and mostly inane one liners ingame. Two things were absolutely critical to remain zen : quitting Battle mode and removing my armor. After doing both of these things, it comes out that deaths of any kind are in fact futile, as I die in one/two hits dying is always only seconds away and I can respawn anyway. On some maps I was killed nearly a dozen times in a row by Ronald outside the walls as attacker because I was standing still and he kept on shooting. I even said in chat "you will run out of bolts before I run out of lives". Being naked acheives my goal of being a waste of an arrow, even though when I'm doing good it's not that true. But mostly it acheives my goal of convincing myself that my lives aren't valuable because they really aren't. The rage comes when something valuable is taken away from you arbitrarily and unjustly, i.e. being shot.



What I would like to think some of my arguments about ranged balance are trying to convey is that this disconnection between ranged death and player input should be addressed. And as always, be fixed in a way that is fair for everybody, including ranged players. My hatred for ranged players is real, and justified : imagine yourself in a shooter where some players are isolated from the others and can push buttons that kill the other players at will. Would you not hate them were you one of the victims ? But it doesn't mean the game is bound to work like that. Had those guys a clear weakness I could exploit or were their attacks actually avoidable, the game would be fine.

The mod already had a lot of unfair or partly broken direct nerfs towards archery in particular in the past, xbows remaining mostly untouched despite being a bigger problem in many regards. Some of the nerfs were needed and improved the mod simply because melee becomes weaker all the time. But all that was mostly patching up something that was more deeply broken than the characteristics of individual weapons or movement speed. Both problems of countering ranged with anything else and surviving ranged despite being shot at have remained mostly the same to this day. I think it's understandable as there are few possible modifications that would not break something in the game.

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 24, 2013, 03:23:53 pm
there is always the fact that I get two shot by nearly any archer in loomed saranid mail + loomed mail gauntlets while also getting two shot wearing unloomed rags and no gloves. Sure the first shot does 50% the second 80-90% but the effect is always the same :( two shot or one by arrow one by melee :P so why wear medium armours if naked is more fun ^^
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: XyNox on November 24, 2013, 03:24:54 pm
I am glad for the objective response Kafein and I can clearly see where you are coming from. I want to refrain from comig up with any smart-ass advise about how to counter ranged because we already have 200 threads in this forum filled with nothing else. Instead, as I can imagine it surely does not always look this way, I totally believe you when you say there are moments in which you cant escape to be hit by ranged ( occupied in a duel for example where proper dodging doest work ).

However, according to your explanation, it looks like the problems you have with ranged is the mere existence of ranged weapons in the game rather than their actual strengths and potential. Even if ranged would get a blanket 50 % damage, missile- and drawspeed nerf, you would still die to it and your original problem would still remain, which is dying to something you cannot avoid as easily with your build as dying to melees that are in your plain sight. While this may be toning down the negative experiences at your side it would surely come at the severe expense of every ranged player in the game and not a fair one at all for them.

This brings me back to my original advise. Dont get me wrong Kafein. I can understand your hate but ranged inevitably IS in the game and if they would not be able to cause any harm on your side, there would be no point of playing them at all. I am a low-hp, light-armored archer which means that my primary way of attacking can only be achieved by staying stationary for about 1 second or more. You can imagine how much I had to deal with missles in every of my 16 gens as archer. Still, is nerfing ranged really the solution to your problem ? Or may it be just, and there is certainly no intention to insult you hidden in here, your numbing hate that gives you the impression that nerfing ranged would be a suitable punishment for all the suffering they brought upon you, instead of an actual act of balance ?

Ranged will kill people. It is not like I never play on melee alts and stf's and even I find myself yelling "FUCKING RANGED" in ts every now and then. But then I quickly remember what kind of sacrifices they have to make just to be able to use a ranged weapon properly ( well maybe not so much for xbow ). Frankly, if you taste rage on your tongue when you get shot while attacking a castle, which is probably the very circumstance in which ranged is supposed to shine, then I can wholeheartedly recommend to take a break from the game and relax a bit. Making things not too easy for archers and alike is the responsibility of map makers and proper game modes, like Joker pointed out for a bazillion times ( which I highly approve ) but it certainly is not achieved by panic reactions like blanket banning ranged mobility as we have seen it in the past IMO.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thomek on November 24, 2013, 04:11:15 pm
Few things..

1. Archers don't get points, and hence scoreboard position (and valour neither) reflecting their real effectiveness. They are better than they look, and a scoring change would reflect them much better.

2. Archers per se is not the main problem, as xynox says, they have to make rather huge sacrifices. Still, it would be wrong to say they UP. 1 arrow does more damage than any swing from almost any 1h weapon. About the same as me with my katana at 6ps I'd say. More for longbows. (This if from tests Tydeus has made) The result is frequent 2-shotting, except against heavy armored targets. (Which we see more and more of..)

Short: They are still powerful, but their numbers doesn't justify a nerf yet.

3. The main ranged problems come from other sources. Archers on horses, crossbows and HX. Xbows are ridiculously easy to use, even at low levels, and HA and HX can play a very low risk game with decent damage.

Worse is, with the ranged horsemen is the ability to troll and delay, and generally sour the mood and empty servers if they are many and/or good enough.

Ranged horsemen are too numerous and powerful as well. Needs a nerf soon so we won't loose too many players to them.

4. Infantry is the bread and butter of this game. If metagame squeezes them out by making playing infantry too random and hopeless, the lame-ass classes will have no targets and the mod will die faster.

That's why ranged numbers (and cav) needs to be kept down.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Paul on November 24, 2013, 04:14:34 pm
Personally, I'd make heavy armor practically immune to light ranged. Maybe with a some kind of IF based thing that allows to shrug off very low non-melee damage if it is not from headshots. That way high str platers will have some compensation for their lost wpf and thus melee ability from the change. Maybe it would be a new role for tin cans, scaring away agi archers like the chickens they are and giving str archers more purpose. It would feel more realistic and I don't really see the need for ranged to be able to bleed platers to death(apart from headshots) like it is neccessary for melee because of the lack of wrestling and ground daggerwork. Other balancers don't agree though.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 24, 2013, 04:24:34 pm
Armor rating VS bow power is OK, I think.

The damage randomness could be tweaked though.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 24, 2013, 04:29:52 pm
sure its ok for you butan with your ole tank armour :D if i wear 50-55 body armour i get 2 shot by any and every ranged except some HA with the worst bows :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Prpavi on November 24, 2013, 05:07:18 pm
Personally, I'd make heavy armor practically immune to light ranged. Maybe with a some kind of IF based thing that allows to shrug off very low non-melee damage if it is not from headshots. That way high str platers will have some compensation for their lost wpf and thus melee ability from the change. Maybe it would be a new role for tin cans, scaring away agi archers like the chickens they are and giving str archers more purpose. It would feel more realistic and I don't really see the need for ranged to be able to bleed platers to death(apart from headshots) like it is neccessary for melee because of the lack of wrestling and ground daggerwork. Other balancers don't agree though.

I would love to see this implemented and I'd respec from HA to a tincan immidiatley, cost wise it's the same basically.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Osiris on November 24, 2013, 05:08:26 pm
depends what you consider light ranged :P most of these HA run around with hard hitting arrows
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Spurdospera on November 24, 2013, 05:26:29 pm
Personally, I'd make heavy armor practically immune to light ranged.
What I have noticed that +3plate and +3heavy gauntlets give so much body armor that only ranged that actually does decent damage are xbows and throwers. Archers with bodkins hurt too, but archers with anything else than bodkins don´t really do any damage. HA´s with low PD strugle to even manage to do enough dmg to stun on hit.

But yeah I agree, BUFF PLATE! :D
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 24, 2013, 05:59:22 pm
But yeah I agree, BUFF PLATE! :D

 :lol:

Plate armor is probably thing I like the least about strat fights. Now I see upkeep in different light.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 24, 2013, 06:06:02 pm
Those changes wouldnt change the amount of ranged players. Which since it was never balanced to discourage ranged, now in my eyes became a problem. Again, i meanwhile see the amount of ranged players as a problem, not only their stats, builds item values but how many there are actually at any given time on a server.

One solution could be, fix a percentage of ranged weapons per server:
F.e.
- 20% of all players on eu1 maybe ranged or
- 40% of all players on eu2 maybe ranged

You could tweek those numbers on a weekly base, similar to a flavour of the month build ^^. You could do so with any type of weapon and therfor get very intresting overall combinations.

Another thing, maybe it is time to get rid of banner balance or change it in a way, so that most of a class(ranged/Quincy, cav/GK arent mercs nwo also mainly cav players?) wouldnt end up all in one team, but get balanced teams not only on k/d based but "class/weapon type" based. Another annoyance you could get rid of by that, is the flamewars on the servers of none clan members against clans(you know of whom/what i speak there ^^). By default i like the bannerbalance, but not to the cost of unbalanced teams, whihc then map after map dominate. That then is no fun for the remaining folks and either tehy leave discouraged or join on of those clans, good for those clans bad for cRPG.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 24, 2013, 06:06:35 pm
Other balancers don't agree though.

Other balancers play the mod and know very well how much of a nerf to STR this was. They just respecced from slow tanks to a faster tanks with all the benefits of extra speed. Lost some HP, lost some damage, gained movement speed and a bit faster swing speed. Only those who stayed truthful to their 0/1 WM build suffer from reduced attack speed and damage.

As always, you fall a victim to community cries which usually hold no ground in practice. Before, full STR build was both a choice of skilled minority who like the build for it's brute characteristics and choice of hundreds of fools who can't play so they relied on heavy armor, high HP, great damage output and game glitches to actually perform decent in this mod.

Edit: If you want to fix "ranged issue" all you have to do is to remove projectile stun.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 24, 2013, 08:31:22 pm
However, according to your explanation, it looks like the problems you have with ranged is the mere existence of ranged weapons in the game rather than their actual strengths and potential. Even if ranged would get a blanket 50 % damage, missile- and drawspeed nerf, you would still die to it and your original problem would still remain, which is dying to something you cannot avoid as easily with your build as dying to melees that are in your plain sight. While this may be toning down the negative experiences at your side it would surely come at the severe expense of every ranged player in the game and not a fair one at all for them.

This brings me back to my original advise. Dont get me wrong Kafein. I can understand your hate but ranged inevitably IS in the game and if they would not be able to cause any harm on your side, there would be no point of playing them at all. I am a low-hp, light-armored archer which means that my primary way of attacking can only be achieved by staying stationary for about 1 second or more. You can imagine how much I had to deal with missles in every of my 16 gens as archer. Still, is nerfing ranged really the solution to your problem ? Or may it be just, and there is certainly no intention to insult you hidden in here, your numbing hate that gives you the impression that nerfing ranged would be a suitable punishment for all the suffering they brought upon you, instead of an actual act of balance ?

I do not want to nerf archers in the traditional sense, such as reducing damage or accuracy. I want to make more room for skill in dodging, and even though I do not personally care, indirectly buff archers that are good at leading targets. The problem with getting shot is not getting shot, it's that I am punished even though I played perfectly (which is not always the case). This has a lot to do with expectations about cRPG on my end. Because I love the melee combat system so much, I expect the rest of the game to be just as good, and it really isn't. If you imagine a perfect player in a melee combat, he would basically block everything and never get hit. There is no such thing with ranged combat. Actually no, you could imagine a perfect archer that would always shoot exactly in the right direction, but a perfect dodger would get shot nonetheless, even in neutral circumstances. This is not a huge problem with new players and it really wasn't when Warband first came out. Everybody was a crappy blocker and a crappy dodger, everybody died at range and in melee. With time people massively improved in skill, reaching a point the game was never designed to endure in the first place (this is evident if we consider the number of unresolved bugs such as hiltslashing). Right now most good players are getting very close to perfect blocker and perfect dodger status and for most of them the contrast between blocking correctly: never getting hit and dodging correctly: getting shot anyway is a huge problem. You can improve your dodging all you like, it won't work even half as consistently as blocking a melee weapon.

What I want is to stop the half-assed nerfs and buffs to ranged weapons and change this state of fact. It doesn't even require much effort : reduce missile speed and increase accuracy/draw speed/damage equivalently, as much as is needed to remain balanced after the missile speed nerf.

Ranged will kill people. It is not like I never play on melee alts and stf's and even I find myself yelling "FUCKING RANGED" in ts every now and then. But then I quickly remember what kind of sacrifices they have to make just to be able to use a ranged weapon properly ( well maybe not so much for xbow ).

I don't think this is a proper argument. Everybody has made choices and sacrifices with their builds, archers not more than others.


Frankly, if you taste rage on your tongue when you get shot while attacking a castle, which is probably the very circumstance in which ranged is supposed to shine, then I can wholeheartedly recommend to take a break from the game and relax a bit. Making things not too easy for archers and alike is the responsibility of map makers and proper game modes, like Joker pointed out for a bazillion times ( which I highly approve ) but it certainly is not achieved by panic reactions like blanket banning ranged mobility as we have seen it in the past IMO.

I think the quiver weight patch was a quick solution and indeed a panic move to solve the constant kiting that was plaguing battle servers. And it actually worked as in, it removed much of the kiting. But at a severe price that I am sure you have a more detailed idea than me. The clear issue here was Battle mode, as Joker put it.



The second problem with ranged is the absence of proper counters which naturally drives the population up but that's a completely different debate.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Angellore on November 24, 2013, 11:37:53 pm
Personally, I'd make heavy armor practically immune to light ranged.
Isn't it atm? I made a test some time ago as Horse Archer, Horn Bow +3, Bodkins +3 against Heraldic Transitional Armor +3 and Heavy Gauntlets +3. I needed 27 (TWENTY SEVEN!) body hits to kill my friend with Heraldic armor, and it's not even full plate armor. The thing is, in battle conditions, you can't hit the guy 27 times in a row, you will lose much more arrows to do so. Isn't it enough protection as it is now?

The only thing I don't really like in current formula is speed bonus from horse, it gives too much final damage imo (more than twice as much damage as standing - you nerfed horse ranged accuracy few months ago instead of changing this bonus). After accuracy nerf it's really hard to hit someone using full speed bonus - most of the times, you don't use even half the speed of your horse while shooting. Hitting someone from time to time with full speed bonus, causes people to cry how OP horse ranged are, because people thinks it's normal HA/HX damage, but it isn't.

Anyway, can you please PLAY some class for a while, before nerfing it just like that, without any knowledge about it? Because not long time ago everyone agreed HA is surely the most underpowered class, but now suddenly HA is OP, and need to be nerfed? Because it has 10 WPF more than before path?

Main reason why people are mad is because one clan made 10 HA chars, using same banner to abuse broken crpg balance system. Maybe fix the balance in first place, and then see how the game will look like?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 25, 2013, 07:51:28 am
Isn't it atm? I made a test some time ago as Horse Archer, Horn Bow +3, Bodkins +3 against Heraldic Transitional Armor +3 and Heavy Gauntlets +3. I needed 27 (TWENTY SEVEN!) body hits to kill my friend with Heraldic armor, and it's not even full plate armor. The thing is, in battle conditions, you can't hit the guy 27 times in a row, you will lose much more arrows to do so. Isn't it enough protection as it is now?

The only thing I don't really like in current formula is speed bonus from horse, it gives too much final damage imo (more than twice as much damage as standing - you nerfed horse ranged accuracy few months ago instead of changing this bonus). After accuracy nerf it's really hard to hit someone using full speed bonus - most of the times, you don't use even half the speed of your horse while shooting. Hitting someone from time to time with full speed bonus, causes people to cry how OP horse ranged are, because people thinks it's normal HA/HX damage, but it isn't.

Anyway, can you please PLAY some class for a while, before nerfing it just like that, without any knowledge about it? Because not long time ago everyone agreed HA is surely the most underpowered class, but now suddenly HA is OP, and need to be nerfed? Because it has 10 WPF more than before path?

Main reason why people are mad is because one clan made 10 HA chars, using same banner to abuse broken crpg balance system. Maybe fix the balance in first place, and then see how the game will look like?
first instal crpg
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Blackbow on November 25, 2013, 10:31:19 am
Those changes wouldnt change the amount of ranged players. Which since it was never balanced to discourage ranged, now in my eyes became a problem. Again, i meanwhile see the amount of ranged players as a problem, not only their stats, builds item values but how many there are actually at any given time on a server.

One solution could be, fix a percentage of ranged weapons per server:
F.e.
- 20% of all players on eu1 maybe ranged or
- 40% of all players on eu2 maybe ranged

You could tweek those numbers on a weekly base, similar to a flavour of the month build ^^. You could do so with any type of weapon and therfor get very intresting overall combinations.

Another thing, maybe it is time to get rid of banner balance or change it in a way, so that most of a class(ranged/Quincy, cav/GK arent mercs nwo also mainly cav players?) wouldnt end up all in one team, but get balanced teams not only on k/d based but "class/weapon type" based. Another annoyance you could get rid of by that, is the flamewars on the servers of none clan members against clans(you know of whom/what i speak there ^^). By default i like the bannerbalance, but not to the cost of unbalanced teams, whihc then map after map dominate. That then is no fun for the remaining folks and either tehy leave discouraged or join on of those clans, good for those clans bad for cRPG.

there is too many agi spamer shielder
imo add shield skill based on strengh instead of agi ... they have unbreakable shield they are fast and still does tons of damage
so put shield skill on strengh should balance a bit more shielders build coz every shielder is using same kind of agibuild...

about the quota of archers when it will be done ppl will ask quota for cavs too ?
dont be stupid plz ...

the problem is we dont have eu 4 anymore to split ranged population ...
edit : an other problem was the uncessary last buff of archers
now archery is really more easy and accesible to everyone...
this archery buff have been made in the worst way ever but .... only missile speed needed a buff

now horse archers have acces to all op bows from 1 to 5 power draw
those bows have better range and missile speed than rus and long that's realy stupid ...
long and rus are suposed to be long range bows and they have less range than a nomad bow

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Utrakil on November 25, 2013, 12:58:08 pm
there is too many agi spamer shielder
imo add shield skill based on strengh instead of agi ... they have unbreakable shield they are fast and still does tons of damage
so put shield skill on strengh should balance a bit more shielders build coz every shielder is using same kind of agibuild...

As a shielder I would love this change. because Shields break so easy you need at least 5-6 shieldskill. this doesn't leave a lot for STR and PS.

But are you shure you want to have turtles with almost unbreakable shields and 9 PS? With the forcefield we do not rely that much on dodging than most folks.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Butan on November 25, 2013, 01:31:54 pm
Problem isnt shield skill need AGI (if it was STR, you would see STR crutcher with unbreakable shield, thats why it is AGI, even though it would solve the very high ATH problem), the problem is the few very low STR req weapons that does very high damage. Daggers are, sadly, an extreme agi build niche that is completely OP if not focused, and very often last till overtime.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 25, 2013, 01:36:30 pm
there is too many agi spamer shielder
imo add shield skill based on strengh instead of agi ... they have unbreakable shield they are fast and still does tons of damage
so put shield skill on strengh should balance a bit more shielders build coz every shielder is using same kind of agibuild...
i remember a time with less of both, shielders aswell as ranged .. .wonder why both counts increased? While i can see an argument, for 2h/pole changing to shield or ranged, i am not so sure about any other reasons but then to either join the ranged because there is no other way to fight them or to join shield to at least have one side protected ... which but merily is an illusion when it comes to fighting more then one ranged player which is the usual thing you need to do.


about the quota of archers when it will be done ppl will ask quota for cavs too ?
dont be stupid plz ...
I try not to be stupid, also i try not to imply others would be.
I wouldnt have a problem with quotas for any type of weapon, as i said that could become a thing to change the game dynamic and have yet another tool for balancing. If a quota is reached people need to log with an alt, thereby alt characters would get more traction.


the problem is we dont have eu 4 anymore to split ranged population ...
doesnt change a thing in my opinion

edit : an other problem was the uncessary last buff of archers
now archery is really more easy and accesible to everyone...
this archery buff have been made in the worst way ever but .... only missile speed needed a buff

now horse archers have acces to all op bows from 1 to 5 power draw
those bows have better range and missile speed than rus and long that's realy stupid ...
long and rus are suposed to be long range bows and they have less range than a nomad bow
I cant really tell which stats need to be nerved or buffed with ranged, there i have seen others making good and sensible suggestions, i just know, there are too many and a quota might just be 'a' not necessarily the 'best' solution.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 25, 2013, 02:58:40 pm
a quota might just be 'a' not necessarily the 'best' solution.

Quotas are a bad idea (just buff the under-played classes until people play them), but class-based team balance is a good idea that really should be implemented.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Cup1d on November 25, 2013, 04:07:51 pm
sure its ok for you butan with your ole tank armour :D if i wear 50-55 body armour i get 2 shot by any and every ranged except some HA with the worst bows :D

You can have 50 body armor and still do not have any wpf penalty.  I've got 50 body armor on my archer char, and I do not expect to be immune to ranged. Even without this immunity I often survive 4-6 arrows with this body armor.

On the other hand I see here another disbalance. THe problem is - no real purpose to have LIGHT armored character. In 2010 we had some clever solution for any character with overall armor weight amidst 0-5.0. (it was bonus wpf). Today you can be medium armored character without any weakness.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Cup1d on November 25, 2013, 04:14:20 pm
Problem isnt shield skill need AGI (if it was STR, you would see STR crutcher with unbreakable shield, thats why it is AGI, even though it would solve the very high ATH problem)

Dont you think that it'll be more realistic to have both STR/AG requirements for shields? I do not mean that steel shield must have 21str/21agi requirements, but 15/15 looks way better than contemporary builds with 13 shield skill.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Utrakil on November 25, 2013, 04:36:31 pm
And what makes you think that only shielder should have a very small variation for their build? The variation range compared to pure melee is already smaler because they can convert less skill points(needed for shield).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 25, 2013, 04:43:19 pm
13 shield characters may be annoying to fight, but they don't really affect the outcome of the round (in either battle or siege), so it's not a balance issue. Besides, they can be easily countered with kicks, nudges, crushthrough, and teamwork (shields only protect roughly your front third arc from melee, regardless of shield skill).

I'm always amazed by the players that run around with solely a longsword (and 2 free slots) then complain about cav, ranged, and/or shielders. Bring a spear, hunting xbow, shield, or axe/maul. Your Longsword is great in a lot of situations, but you can't expect it to be ideal for EVERY situation. Whatever class annoys you most, use your 2 free slots to equip its counter.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Cup1d on November 25, 2013, 09:10:37 pm
And what makes you think that only shielder should have a very small variation for their build? The variation range compared to pure melee is already smaler because they can convert less skill points(needed for shield).

Cmon, no one force you to take powerstrike dude. You are absolutely free to do any freak defensive build.


13 shield characters may be annoying to fight, but they don't really affect the outcome of the round (in either battle or siege), so it's not a balance issue. Besides, they can be easily countered with kicks, nudges, crushthrough, and teamwork (shields only protect roughly your front third arc from melee, regardless of shield skill).

I'm always amazed by the players that run around with solely a longsword (and 2 free slots) then complain about cav, ranged, and/or shielders. Bring a spear, hunting xbow, shield, or axe/maul. Your Longsword is great in a lot of situations, but you can't expect it to be ideal for EVERY situation. Whatever class annoys you most, use your 2 free slots to equip its counter.

Try to nudge, kick or crushtrough lolshield horseman with a charger-bumper.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on November 25, 2013, 09:28:15 pm
Cmon, no one force you to take powerstrike dude. You are absolutely free to do any freak defensive build.

Try to nudge, kick or crushtrough lolshield horseman with a charger-bumper.

We're talking about different classes I think. I'm talking about 13 shield rondel trolls. 13 shield skill or 6 shield skill don't make much difference when mounted; if you don't want to get bumped, bring a fauchard or something and rear the horse.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Silveredge on November 25, 2013, 09:28:40 pm
I never understood why an unbreakable shield was allowed to exist in the game.  Is it coded in such a way that it can't be changed?  Honestly it's only utilized by trolls, all it does is waste everyone's time when they just want the round to end so they can enjoy the game.  It really does hurt cRPG rather then help it.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 25, 2013, 09:44:03 pm
(click to show/hide)
If someone obviously is wasting time, his actions are against the offical eu server rules.
You can poll kick/ban him if that is activated, an admin can warn/kick him. You can make screenshots like with tks and post them to get the player banned. Perhaps instead of a nerv, the common sense rule needsto be a bit stricter onto these matters.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Cup1d on November 25, 2013, 10:48:32 pm
We're talking about different classes I think. I'm talking about 13 shield rondel trolls. 13 shield skill or 6 shield skill don't make much difference when mounted; if you don't want to get bumped, bring a fauchard or something and rear the horse.

It make huge difference, because 13 shield skill forcefield will make almost imunne to damage your horse too.

Also - with 39 agi you'll have enough wpf to use hunting crossbow. Or darts. Or scythe, or another discouraging weapon.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Blackbow on November 26, 2013, 12:27:17 am
It make huge difference, because 13 shield skill forcefield will make almost imunne to damage your horse too.

Also - with 39 agi you'll have enough wpf to use hunting crossbow. Or darts. Or scythe, or another discouraging weapon.

just put shield skill based on strengh instead of agi to balance retarded agi shielder build
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thranduil on November 26, 2013, 01:38:34 am
just put shield skill based on strengh instead of agi to balance retarded agi shielder build

At first, I liked this idea, but now I can't get out of my head the vision of someone in heavy armor, with an indestructible Huscarl and a Rondel Dagger, and a Heavy Maul on their back, or some other polearm with high destructive power or long reach. A combination of all I hate fighting as a balanced swrd'n'brd.

 :lol: :lol: :lol: :lol: :lol:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 28, 2013, 11:50:53 pm
I hit like a girl (yes, I play one too).

Have 7 PS and 125 wpf (with synergy bonus) in 2H/Poles/1H (tripple hybrid). Need silly amount of hits to put down anyone armored. Like 4 hits to the head with high damage blunt weapons and stuff like that.

Have you changed the formula or wpf have extra effects on damage these days because with 7 PS I feel like a weakling?

They say people respecced to AGI but every single soviet player won't go down without 6 or 7 very good hits. Is this just me and my inability to execute proper attack or someone else feels this way?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 29, 2013, 12:18:58 am
They say there's more agi when it's really just more fake/wannabe agi (balanced builds) thinking they're fast all of a sudden.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HUtH on November 29, 2013, 12:30:49 am
I hit like a girl (yes, I play one too).

Have 7 PS and 125 wpf (with synergy bonus) in 2H/Poles/1H (tripple hybrid). Need silly amount of hits to put down anyone armored. Like 4 hits to the head with high damage blunt weapons and stuff like that.

Have you changed the formula or wpf have extra effects on damage these days because with 7 PS I feel like a weakling?

They say people respecced to AGI but every single soviet player won't go down without 6 or 7 very good hits. Is this just me and my inability to execute proper attack or someone else feels this way?
higher wpf would give you a bit more dmg(dunno what armour you wear), but with 7PS you should hit quite hard...
There is a solution - get weapon with higher dmg :P

btw there needs to be done something with these rondel+shield trolls without armour, they can even kill cav... I don't know the builds maybe they have too high shield skill, because of their insane agi, so they are so well protected that often stand unitl almost the end of the round?
Somehow limit the shield skill of agiwhores - smth about STR and shield requirement? For shield with difficulty 3, you need 3 shield skill AND 9 STR too? It doesn't seem odd, you need some muscles to take hits on it and still hold it...
And/or make nudges/shieldbashing/bumps much more powerfull against low str(and maybe also IF) chars, so they are stunned longer, and make nudges of very low STR chars very weak?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thranduil on November 29, 2013, 07:03:55 am
higher wpf would give you a bit more dmg(dunno what armour you wear), but with 7PS you should hit quite hard...
There is a solution - get weapon with higher dmg :P

btw there needs to be done something with these rondel+shield trolls without armour, they can even kill cav... I don't know the builds maybe they have too high shield skill, because of their insane agi, so they are so well protected that often stand unitl almost the end of the round?
Somehow limit the shield skill of agiwhores - smth about STR and shield requirement? For shield with difficulty 3, you need 3 shield skill AND 9 STR too? It doesn't seem odd, you need some muscles to take hits on it and still hold it...
And/or make nudges/shieldbashing/bumps much more powerfull against low str(and maybe also IF) chars, so they are stunned longer, and make nudges of very low STR chars very weak?

Realistically speaking, I don't think that would have been quite as appealing to shielders before the patch, but now, as a shielder, and really thinking about how it would affect me, I think it's not that bad of an idea. Just needs some fine tuning. It will affect some people negatively, but in general, I don't think this would hurt the average shielder by much, and if it did, buff shielder. (actually, I'd be more happy with a new 1h sword: rapier)  :mrgreen:  This wouldn't necessarily get rid of Huscarl with Rondel Dagger players, but they wouldn't be quite as spammy, and they wouldn't have invincible shields anymore. No one would! The only real issue to me is that you have to wait that much longer to use a decent shield (i.e. a shield that doesn't break in one or two hits). But since this level can be reached in a few hours, it isn't that bad of an issue.  This would, however, force higher end shield users to have a more balanced character. Steel shield would have to have an 18/18 build, Huscarl would have 15/21 or 21/15 build (mine). But considering that there are only 4 level 5 shields, and only 1 level 6 shield, it still leaves a lot to play around with for the build.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: owens on November 29, 2013, 09:01:02 am
Shield used to be STR based and it was ridiculous.


However I am in favor of str req on shields over 5 or 6 weight. Personally I have no problem with troll builds as it gives a players with high ping, low skill or lots of money something to do. 
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 29, 2013, 12:20:06 pm
Yes, let's make shield skill STR based and destroy their last bit of hope to ever catch an archer.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HUtH on November 29, 2013, 02:19:29 pm
Yes, let's make shield skill STR based and destroy their last bit of hope to ever catch an archer.
I didn't write about making shield skill based on STR, man....
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 29, 2013, 02:34:36 pm
Shield skill functionality simply needs reworked. 8% DR per shield skill level is dumb. I'd rather do 6% DR per level with a 20% DR base, although I have no idea if this is possible without wse.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 29, 2013, 03:37:13 pm
let us use any shield we want with drawbacks
like no forcefield, low resistance, low shieldspeed ect ect

but let us use that HI-TECH piece of engineering(aliens probably involved) so we can stop arrows


Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on November 29, 2013, 03:56:42 pm
let us use any shield we want with drawbacks
like no forcefield, low resistance, low shieldspeed ect ect

but let us use that HI-TECH piece of engineering(aliens probably involved) so we can stop arrows
"with drawbacks" That I know we can't do without wse and since cmp is busy and we need what time he does have to be spent on other things, that's not likely going to happen. Although I agree and even proposed such myself several times.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Angantyr on November 29, 2013, 03:59:03 pm
Shields with no force fields worked great in Vikingr.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Switchtense on November 29, 2013, 04:01:05 pm
making shield agi based is nonsense, but its necessary balance wise in my opinion

shielders are the most effective way to get rid of archers, making them str builds makes it impossible to catch an archer

however, maybe its possible to make it partially str based?

like
               1 shield
  2 strength      3 agility

like that you woulnt have rondel my old friends with 33agi and a nearly indestructable shield running around, and itd make a lot more sense (would get rid of basically every indestructable shield since you cant have 33+ agi and also enough str to carry a shield)


and yes, force field is a bit stupd i think, it makes shit shields like board shields totally useless
slow big shield < fast tiny buckler
and it shouldnt be that way, why would a buckler the size of a fingernail catch arrows flying at your face?
make bigger shields useful again by removing the force field
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 29, 2013, 04:29:05 pm
I personally got no problem with removing forcefield from shields, as i use shields which have the forcefield already removed, so go ahead  :lol: . Then again playability over realism. Going that way for low req, small shields, you will destroy their usage complettly.

I wouldnt have a problem with mixed requirements str and agi for shields, if every item would get that. You want to introduce new forms of balancing sure go ahead, but its not balancing if it is not done for all. I don't think those still aktive from the balancing team are very keen on going over all the existing items though.

One thing what had been mentioned before, making shields only str based, that will give another insentive to a crowd of people who basicly already have taken over here. Ranged. Kiting of Ranged will become that much worse ... only thinking about that makes me sick. But sure go ahead ... why not at the same time increase shield weight, should not change anything which then already is broken anyhow ... and as it is not like i would play on eu1 anyhow anymore, DO IT! That then i guess will lead to others either quiting the game or postive feedback loop .. .starting a ranged char... or switching more often to eu2 nice, even more players there then, DO IT!!!

if the cynism and sarkasm didnt came clearly through my words, here formaly [/sarkasm][/cynism]
Also play more counterstrike aka eu1
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 29, 2013, 07:44:36 pm
Shields with no force fields worked great in Vikingr.

They don't seem to work all that good in cRPG, but anyway a force field wouldn't suddenly enable shield users to throw homing shields at archers like captain america, so it wouldn't make a huge difference.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Leshma on November 29, 2013, 10:27:05 pm
Is it normal that I need 3 hits with Mighty Bar Mace for Greys_Queen_Lamerina wearing Lordly Heavy Kuyak and Lordly high armor gloves? As I said, I have 7 PS and around 100 effective wpf. First hit knocked her down, second was held hit that went for the head but she survived. I have 62 HP and even more armor and there's no way I can survive two Mighty Barmace hits. Quite a few conspiracy theories are going in my head right now...

Need way too many hits for bots in DTV as well. Most of the time I feel like I'm hitting with 5 PS or lower, glances are very common even with MW Awlpike...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 29, 2013, 10:43:25 pm
You hit weaker than my 15-30 pure build. It's definitely your wpf. Every 50 wpf you're missing is -3 strength and -1 PS compared to someone else. Even so, that guy probably just got lucky or you hit slightly outside the best sweetspot.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Huscarlton_Banks on November 29, 2013, 10:59:58 pm
San is pretty stronk when he wears light/no armor.

210 effective wpf + 5 ps = 1.631 multiplier

100 effective wpf + 7 ps = 1.56 multiplier

And then there's speed bonuses/animation sweetspots.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on November 29, 2013, 11:05:14 pm
Yeah, I have 196 effective wpf.

38blunt raw damage for

5PS, 196 wpf is 63.86
7PS, 100 wpf is 63.48

Virtually identical, but still losing out.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rebelyell on November 29, 2013, 11:29:50 pm
str op
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kafein on November 29, 2013, 11:31:56 pm
PS does not receive any armor malus
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Utrakil on November 30, 2013, 12:20:10 am
Maybe there is a possibility to leave shieldskill as is( ath based increases durability[maybe increase speed]) and make the shield difficulty str based.
So everybody can pick up shields with a weight matching his strenght. And shield skill is still usefull if you don't want your shield to break very fast.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: kinngrimm on November 30, 2013, 12:34:56 am
Maybe there is a possibility to leave shieldskill as is( ath based increases durability[maybe increase speed]) and make the shield difficulty str based.
So everybody can pick up shields with a weight matching his strenght. And shield skill is still usefull if you don't want your shield to break very fast.
i wouldnt be completly opposed to this idear, one of the major setbacks of shields always were you needed to put so many points into it to even be able to use the high tear shields.

If the req of shield would depend on str, more or less anyone could pick up and use a shield with high enough str. Something between 0 and 15.

Shieldskill though still for durability/hp, block speed(this needs to be increased anyhow) or other changable values of the shield(no not the forcefield).
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: HUtH on November 30, 2013, 01:49:57 am
Maybe there is a possibility to leave shieldskill as is( ath based increases durability[maybe increase speed]) and make the shield difficulty str based.
So everybody can pick up shields with a weight matching his strenght. And shield skill is still usefull if you don't want your shield to break very fast.
Well, that's almost the same what I suggested, but it's more simple and makes sense. You need str to block and hold, but to use it properly(for dedicated shielder) you need shield skill. Thought bucklers need to be balanced to this, because str isn't really important here...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thranduil on December 01, 2013, 05:00:44 am
Hey, did the formula get changed again, or is there a part of it I'm not understanding? I thought 4 WM and 12 AGI gets you 121 wpf, but it's given me 134 wpf. Not that I'm complaining, but why? Do I get higher wpf for being a higher generation? I checked my STF character, and 4WM and 12 AGI still gets 121 wpf. Cool beans for my main and all, but what's the reason for this, or am I a glitch in the system? 

Forgive me if this has been mentioned already, but I don't care to read through almost 50 pages just to see before posting. Know what I mean?


*Edit* After leveling, I got free wpp. That's why I have a higher wpf than I thought I should.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: BlueKnight on December 01, 2013, 06:03:15 am
*Edit* After leveling, I got free wpp. That's why I have a higher wpf than I thought I should.

system is still buggy and you can gain a couple more wpf from that
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Patoson on December 15, 2013, 01:02:09 pm
(click to show/hide)
(click to show/hide)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Kalp on May 22, 2014, 05:07:59 pm
...
Half year later I must say that it was a bad change. The amount of speed-spam on siege is disgusting.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on May 22, 2014, 09:51:51 pm
Half year later I must say that it was a bad change. The amount of speed-spam on siege is disgusting.

The wpp change was almost irrelevant, because sideswing sweetspots were changed at nearly the same time. The net result was actually slower attacks, because people can't hiltslash (hit super early in the animation to speed up attacks), now they have to actually attempt to keep their opponent roughly in front of them.

I think the old wpp system would have been fine in conjunction with the narrower sweetspots, since heavy strength guys could no longer use huge power strike to allow super-early hits (effectively making them swing faster than agility players). Now we just have a situation where everyone is 21/21 or close to it, and swinging at roughly the same speed (since the most popular weapons in every category are close to 100 speed). I miss the variety of fighting 33/9 and 15/27 guys and having to adjust your tactics accordingly.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on May 22, 2014, 10:17:14 pm
I still think I would have preferred linear wpf reduction from armour instead of % based and lessening the scaling of WM to ~10 points instead of 7(old) and 14-15(now). I am glad wpf from leveling is gone, though, and 6-9 strength builds were made somewhat viable.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Algarn on May 22, 2014, 10:19:37 pm
I still think I would have preferred linear wpf reduction from armour instead of % based and lessening the scaling of WM to ~10 points instead of 7(old) and 14-15(now). I am glad wpf from leveling is gone, though, and 6-9 strength builds were made somewhat viable.

So, it's a good point for you that you can be killed by a katana/any spammy weapon with less than 5 hits without any ability to block the swings ?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Macropus on May 22, 2014, 10:21:52 pm
So, it's a good point for you that you can be killed by a katana/any spammy weapon with less than 5 hits without any ability to block the swings ?
What makes you think San is unable to block the swings?
And please tell me, in how many kills should a katana/any spammy weapon user kill you so that you'd consider it fine?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on May 22, 2014, 10:22:28 pm
I'm glad the more diverse builds are available. Most will be able to block, some will not be able to. That will happen in any scenario. *shrug*
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on May 22, 2014, 10:40:04 pm
So, it's a good point for you that you can be killed by a katana/any spammy weapon with less than 5 hits without any ability to block the swings ?

In a battle/siege scenario, that 6-9 str. guy in light armor is probably going to be killed by an errant projectile long before he manages to kill you with 5+ swings or whatever it takes. Or you just facehug him and spam, and you probably 1-shot him with a lucky chamber or forced glance.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jona on May 22, 2014, 10:46:30 pm
So, it's a good point for you that you can be killed by a katana/any spammy weapon with less than 5 hits without any ability to block the swings ?

This really isn't that bad of a problem... assuming everyone has 10 ping.   :lol:

The problem with increasing combat speed is that it only makes ping more relevant. Plenty of people (west coast NA players, at least) play with an average of 80 ping, and they are placed at a huge disadvantage (more than ever before) after this last patch. Combine high ping with shittier and shittier server lag, and once again the item balancers have taken a step in the right direction for killing off the mod.  :rolleyes:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Thranduil on May 22, 2014, 11:19:04 pm
This really isn't that bad of a problem... assuming everyone has 10 ping.   :lol:

The problem with increasing combat speed is that it only makes ping more relevant. Plenty of people (west coast NA players, at least) play with an average of 80 ping, and they are placed at a huge disadvantage (more than ever before) after this last patch. Combine high ping with shittier and shittier server lag, and once again the item balancers have taken a step in the right direction for killing off the mod.  :rolleyes:

Don't forget those of us who like to play siege. We often have to go to EU, and 139 ping is a nightmare there now, unless you play archer (and that's not easy either, but it's far more doable). I remember when the mod was young and I could still play EU Battle with ~140-150 ping competitively, often making the top ten (on my team). Of course, I was also level 34 and in Heraldic Plate, but point being, I could block, or at least predict. Now it's so fast, the swing animations don't always get processed on the super speedy builds' attacks with super speedy weapons.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on May 22, 2014, 11:23:25 pm
This really isn't that bad of a problem... assuming everyone has 10 ping.   :lol:

The problem with increasing combat speed is that it only makes ping more relevant. Plenty of people (west coast NA players, at least) play with an average of 80 ping, and they are placed at a huge disadvantage (more than ever before) after this last patch. Combine high ping with shittier and shittier server lag, and once again the item balancers have taken a step in the right direction for killing off the mod.  :rolleyes:

Considering you were for the wpf change in the past from what I remember, I find this kind of funny.

It's not so great for high ping, but on the flipside, a high ping player can use a fast weapon to overcome the delay when going from block to an attack. I see most people are too chicken to go above 8WM, even 7. Last time I was on EU siege, I saw a BlackCompany player on the top of the boards. KD wasn't great, but he was able to compete despite the ping. EU siege is a lot more fun than NA for me.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Jona on May 23, 2014, 01:03:17 am
Considering you were for the wpf change in the past from what I remember, I find this kind of funny.

I was only "for" the patch before it was (poorly) implemented. I have been against it ever since it was implemented. It was being sold as a strength nerf, which is what we needed. However, what we got instead was a strength nerf AND an agi buff, making agi the OP class to play, especially since pure strength is no longer as viable.

I was agi before the patch and felt pretty well-balanced. Str builds were arguably OP, with both agi builds and balanced builds being the non-OP (but still highly effective) builds to play. Now that str builds are all but eliminated, agi has only become that much stronger for the min-maxers out there. Combine that with the  completely unnecessary buff that agi builds got, and we are in this current, very spammy, state of crpg.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on May 23, 2014, 01:32:29 am
Ah, okay. I mostly agree, just think that most are too scared to go full agi and instead choose balanced builds from what I notice. Raising the wpf cap wasn't as bad as I thought it was going to be in practice, but imo didn't need to achieve 200+ levels so easily. Pretty much the same feelings I had since the topic was made. Strength builds with 4+ath are still great, while 9 and lower agi are in the same boat as 9 and lower strength as highly specialized and niche builds.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Eugen on May 23, 2014, 07:38:54 am
I liked old str-crutch rpg more. Its just a feeling though. I also believe battle has become a lot more of a chaotic mess. I blame it on all the dancing and running agi-whores pros who cant hold in line to attack tactical points in a strong battlegroup. But just a feeling, however...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Phew on May 23, 2014, 03:09:42 pm
I had taken a couple weeks off cRPG, but NA2 was actually populated last night and I got to play for a few hours. The server was messed up in a way I'd never seen before (Jona was there, he can testify). It wasn't laggy in the traditional sense (where you feel like you are in pudding and everything reacts really slowly), but just "jerky". Animations would either switch directions halfway through or insta-swing. Direct hits wouldn't register, and obvious misses would connect. It actually favored me, since I shield block so I don't care if an animation switches direction halfway through, and my insta-swings and whiffkills made me feel like a Jedi. But it wasn't particularly fun.

I like the game being fast when the server/my internet are cooperating. But I feel like the servers are unable to keep up with the current animation speeds. I don't think we should slow everything down to compensate, so I suppose this is just a rant in favor of net neutrality. Everyone's connection is sh!tty now because packets for an obscure mod of an obscure Eastern European game are probably the absolute last priority for ISPs that have been given a blank check by the FCC to fastlane "big data" at the expense of consumer bandwidth.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on July 12, 2014, 08:41:26 pm
Tydeus your fucking dumb as fuck bro. and the 93 other idiots that +1'd you are just as brain dead incompetent as our good ole balancing team.

AN ENTIRE REWORK OF AGI...ALL BECAUSE A HANDFUL OF PLAYERS PLAYED 36-3? WHEN THERE WAS ALREADY A LOT OF 18-24 USERS THAT WERE GREAT AND OP?!?!?

NOW?

EVERYONE IS 18-24!

WE MIGHT AS WELL HAVE A MESSAGE FOR NEW PLAYERS..."WELCOME TO CRPG THE EX-RPG, NO POINT IN ROLE PLAYING, GET 24 AGI OR GET OUT"

GG MOD, SHIT IS DEAD AS FUCK, THE OLD SCHOOL PLAYERS DONT WANT TO PLAY THIS ANYMORE...AND NEW PLAYERS SEE HOW FUCKING RIDICULOUS IT IS DAY 1

well done Tydeus, well fucking done u moron
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on July 12, 2014, 08:48:41 pm
I'm getting absurdly buffed. My main is 18/27 with 9WM.

I saw something like this coming, so I tried to suggest a workaround to getting tons of wpf (http://forum.melee.org/game-balance-discussion/balancing-strength/) where armor reduces the same amount of wpf at any point so high wpf builds can use a good 5-10 extra points and low wpf builds lose 5-10 points. It was my second time suggesting it much earlier than the date in the link. I guess we'll see how giving me 200wpf pans out.

 8-)
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lemon_ on July 12, 2014, 08:59:15 pm
Tydeus your fucking dumb as fuck bro. and the 93 other idiots that +1'd you are just as brain dead incompetent as our good ole balancing team.

AN ENTIRE REWORK OF AGI...ALL BECAUSE A HANDFUL OF PLAYERS PLAYED 36-3? WHEN THERE WAS ALREADY A LOT OF 18-24 USERS THAT WERE GREAT AND OP?!?!?

NOW?

EVERYONE IS 18-24!

WE MIGHT AS WELL HAVE A MESSAGE FOR NEW PLAYERS..."WELCOME TO CRPG THE EX-RPG, NO POINT IN ROLE PLAYING, GET 24 AGI OR GET OUT"

GG MOD, SHIT IS DEAD AS FUCK, THE OLD SCHOOL PLAYERS DONT WANT TO PLAY THIS ANYMORE...AND NEW PLAYERS SEE HOW FUCKING RIDICULOUS IT IS DAY 1

well done Tydeus, well fucking done u moron

I'm 18/24 at level 30 and anyone with 8 PS+ one shots me with my 45 body armour.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Switchtense on July 12, 2014, 09:01:14 pm
EVERYONE IS 18-24!

I am 21/21. Point disproven?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on July 12, 2014, 09:27:08 pm
Tydeus your fucking dumb as fuck bro. and the 93 other idiots that +1'd you are just as brain dead incompetent as our good ole balancing team.

AN ENTIRE REWORK OF AGI...ALL BECAUSE A HANDFUL OF PLAYERS PLAYED 36-3? WHEN THERE WAS ALREADY A LOT OF 18-24 USERS THAT WERE GREAT AND OP?!?!?

NOW?

EVERYONE IS 18-24!

WE MIGHT AS WELL HAVE A MESSAGE FOR NEW PLAYERS..."WELCOME TO CRPG THE EX-RPG, NO POINT IN ROLE PLAYING, GET 24 AGI OR GET OUT"

GG MOD, SHIT IS DEAD AS FUCK, THE OLD SCHOOL PLAYERS DONT WANT TO PLAY THIS ANYMORE...AND NEW PLAYERS SEE HOW FUCKING RIDICULOUS IT IS DAY 1

well done Tydeus, well fucking done u moron
For having English as your native language, your grammar has a few errors too many to be able to get away with calling someone else a moron.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: BlueKnight on July 12, 2014, 09:27:47 pm
I'm 18/24 at level 30 and anyone with 8 PS+ one shots me with my 45 body armour.
Some archers in EU have more body armour...
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: chesterotab on July 12, 2014, 09:40:34 pm
I am 21/21. Point disproven?

21/21 balanced master race. fuck strength scrubs. fuck agility scrubs. go balance or go home.

I wonder how many others are like me and pretty much agree with most all the changes that the balance team has made (other than making 3 horses 8 difficulty). Kind of amazes me that for such an aged game, new mechanics are still being introduced. I thought nudge would be a total unbalanced bust, but after the kick combo was patched it turned into a super fun new mechanic. I thought rolling would be a total unbalanced bust, but even though it looks kind of goofy, the mechanic itself is great and adds more to controlling your character.

I find the balance team to be knowledgeable and ambitious and cannot imagine them doing a better job than they already are. I honestly don't understand your problems Plumbo. Some people still go full strength, some people still go full agi, some people still go balanced. I'll agree that it seems like most of the population has worked towards more agility focused builds, and understand your frustration when you see guys backpeddling non stop, but I don't see how that makes the game so much worse than it was previously. Everything still feels like Warband to me, Native has the same problems (you Swadian bastards that spawn with a greatsword and no armor make me physically sick).

Strength builds still have their place in this game. If you want to hold a doorway, or the top of a ladder strength trolls blow away the competition. If you want to dominate the enemy front lines head on with a team at your back, strength builds really shine. I think your grievances stem from the belief that strength builds suck because good agi based players can use their superior movement and swing speed to quickly surround, or run away from you, and they generally have full control over the battle because they get to decide when to fight. That doesn't sound like imbalance to me, that sounds like a proper rpg that gives you choices on how to approach game play.

TLDR: Long live the balance team and wse2 programmers, keep up the good work, it is appreciated.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: San on July 12, 2014, 09:54:58 pm
I was too cautious, chester. Trying to get them down from 8 to 7 now after playing with them in-game for a month.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Lemon_ on July 13, 2014, 08:09:49 am
Some archers in EU have more body armour...

not a archer? lol
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Duster on July 13, 2014, 10:09:17 am
Tydeus your fucking dumb as fuck bro. and the 93 other idiots that +1'd you are just as brain dead incompetent as our good ole balancing team.

AN ENTIRE REWORK OF AGI...ALL BECAUSE A HANDFUL OF PLAYERS PLAYED 36-3? WHEN THERE WAS ALREADY A LOT OF 18-24 USERS THAT WERE GREAT AND OP?!?!?

NOW?

EVERYONE IS 18-24!

WE MIGHT AS WELL HAVE A MESSAGE FOR NEW PLAYERS..."WELCOME TO CRPG THE EX-RPG, NO POINT IN ROLE PLAYING, GET 24 AGI OR GET OUT"

GG MOD, SHIT IS DEAD AS FUCK, THE OLD SCHOOL PLAYERS DONT WANT TO PLAY THIS ANYMORE...AND NEW PLAYERS SEE HOW FUCKING RIDICULOUS IT IS DAY 1

well done Tydeus, well fucking done u moron

Dude, strength is still very strong.

(click to show/hide)

(click to show/hide)

Granted, I'm a high level, but I think the point stands.

Wait, after re-reading your post, it appears that you're complaining that 36-3 isn't a viable build. If that's true, I really don't have any words.

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on July 13, 2014, 06:34:02 pm
Dude, strength is still very strong.

(click to show/hide)

(click to show/hide)

Granted, I'm a high level, but I think the point stands.

Wait, after re-reading your post, it appears that you're complaining that 36-3 isn't a viable build. If that's true, I really don't have any words.

umm no no, 36-3 deff still viable, still a couple of people using it...the thing is...Tydeus used this "str is OP" shit to buff agi AS WELL as nerfing str.

The nerf to str wasnt even that bad, shieeet with 13 ps and if you dont need any wpf in anything. It was the buff to agi i am pissy about. And dont take it from me that its easy as hell ive had lots of long time great players tell me how easy 24+ agi, Pulse of TkoV is a good example of someone whose opinion i trust.

B4 the agi patch, there were tons of diff builds out there, you didnt know what you were going to run into, it was kinda fun...now you do, 18-24 build IS EVERYWHERE, so many people use it and just spam people to death, Usain Bolts with long ass polearms EVERYWHERE

All because a handful, literally a handful of people were 36-3? ( seriously soo few , like less then 10 people doing it. )

Now there is STILL a handful of high str, and everyone else is some form of high agi. Another example of Tydeus trying to fix a problem, and instead of actually fixing it, he just makes a new bigger problem.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Rico on July 13, 2014, 06:46:25 pm
Polearms and great swords are really large weapons, and you can use most of them with 18 STR. The selection for 15 STR characters is much more restricted and it is good like this, but I find we should further differentiate the requirements of weapons with 16 diff and more.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on July 13, 2014, 07:14:18 pm
Polearms and great swords are really large weapons, and you can use most of them with 18 STR. The selection for 15 STR characters is much more restricted and it is good like this, but I find we should further differentiate the requirements of weapons with 16 diff and more.

^ THIS

With 18 str you can use pretty much everything in the game, any armor, and still be fast as hell with a great speed bonus to dmg. The pros and cons for 18-24 is crazy, there are almost no cons, and its no wonder so many are going to 18-24. It makes sense someone huge powerful and slow can use w.e. they want.

But Usain Bolt should not be allowed to run around in plate with a Great Long Bard, 1-2 shotting everything. Thats the same hits it takes someone with 24+ str to kill with a GLB, the idea you can do nearly the same dmg, AND move twice as fast, AND swing twice as fast AND wear great armor?

24 agi = being OP is not a conspiracy theory made up by ex str whores, it was great \ op even when I was 36-3 with 121 wpf. Now it is UNDENIABLY OP, and its no surprise at all that so many people are taking 18-24 now...and i dont blame them ( well, i try not to ) I blame the person who made it happen

Tydeus
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Huscarlton_Banks on July 13, 2014, 07:31:10 pm
You could always lobby for weapons above 18 difficulty.

30 difficulty weapons/armor would be pretty lulzy.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Duster on July 13, 2014, 08:16:54 pm
What weapons are we talking about increasing the difficulty for? I like the idea, but making the difficulties too limiting seems against the spirit of the mod.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on July 13, 2014, 08:36:54 pm
You could always lobby for weapons above 18 difficulty.

30 difficulty weapons/armor would be pretty lulzy.

Its not gonna happen, we have been asking for a long time now. Its just like the multi system...everyone knows its broken \ in need of work...but reworking voices commands is just soooo much more important than fun or balance. ( ie we have tons of problems with this mod...but rather then fix them,,,chadz has Tydeus go around and make more problems...so instead of the weapon changes and XP\balence changes we ALL WANT...Tydeus decides the mod has bigger problems...like useless voices that have nothing to do with winning or losing or balance or anything )
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on July 13, 2014, 08:46:11 pm
What has Fin spending time on voice files got to do with Tydeus and chadz? They just added it to the patch

They can spend time on what they want..its not like you have any real say in that. They either work on stuff or they don't, and they work on what they want when they want. cRPG is just a mod

Multi system is good anyway. Don't speak for everyone. The game is pretty badly balanced in some ways but again i'm happy as long as someone is having a go at improving it

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on July 13, 2014, 10:04:04 pm
What has Fin spending time on voice files got to do with Tydeus and chadz? They just added it to the patch

They can spend time on what they want..its not like you have any real say in that. They either work on stuff or they don't, and they work on what they want when they want. cRPG is just a mod

Multi system is good anyway. Don't speak for everyone. The game is pretty badly balanced in some ways but again i'm happy as long as someone is having a go at improving it

Actually i was foolish enough to spend money on this and donate. If this was just a mod, a knockoff off another product, you would be right. But im now a paying customer, they make money off this, the servers are kept alive through contributions made from players who saw the potential of this mod. Players like myself, who donated, arnt just friendly donators, they are paying customers, This mod has a TON of potential, and i made the risk of helping to fund it, to help it reach its potential.

So, as a paying customer, i will speak my mind freely about this mod, and give it w.e. criticism. If this was just some hopeless mod i absolutely hated every moment of playing...i wouldnt be here posting...the fact is i played and contributed to a project i feel is going rapidly downhill.

And your gonna fucking hear about it every inch further it goes down. From DTV losing its freeroam, to unnecessary buffs and nerfs, xp system everyone knows and agrees is broken.

Ive bought a right to my opinion. And your going to hear it, every and anytime i feel to the need to say what i feel should be said.

Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Grumbs on July 13, 2014, 10:20:19 pm
You donate because you want to help them out, not to have a say in how its run. Its like a donation to a non-profit organisation or a charity. I paid for M:BG development. If I donated to chadz now it would not come with any stipulation, it would be a gift.

You aren't a customer because there is no product they are selling. You're entitled to a thank you and thats about it

We all can have an opinion whether you donate or not, but donating doesn't make your opinion more important

Personal attacks and demanding they make the game as you would like it won't help. They don't owe you anything. Constructive criticism is always good but keep it constructive.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Macropus on July 13, 2014, 10:27:52 pm
Players like myself, who donated, arnt just friendly donators, they are paying customers
How did you come up to this bullshit? No, you're not a customer, you're a donator. There's a difference.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on July 13, 2014, 11:11:27 pm
Fuck that...this aint save the whales ffs, CRPG is a product. I payed for a product. I bought my opinion.

LOL entitled vs paying customer is a long long discussion ive already had in the Diablo 3 community.

Free to play or not, i bought an opinion and you poor lads are going to hear it.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Duster on July 13, 2014, 11:19:08 pm
CRPG is a product


visitors can't see pics , please register or login
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Sandersson Jankins on July 13, 2014, 11:27:17 pm
I mean, if you're going to view this thread, you're also forced to view my opinion the same as yours, and I haven't donated anything to this mod besides nerd walls-of-text and the occasional shitpost (still very valuable commodities)

cRPG can not be defined as a product; if it was a product then chadz n' friends would be violating Taleworlds' intellectual property rights by making money off of a modification of the base game of Warband. They're allowed to take donations to upkeep servers, website, and community functions, but they are not allowed to sell cRPG as a consumer product.

also im gay hi

also agi is not overpowered, I'll probably never end up doing anything other than 15 agi and as much strength as I can put in builds. I suck dick at agi, it just ends up being a one-way-ticket to feedsville for me.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: LordRichrich on July 14, 2014, 01:51:28 am
Fuck that...this aint save the whales ffs, CRPG is a product. I payed for a product. I bought my opinion.

LOL entitled vs paying customer is a long long discussion ive already had in the Diablo 3 community.

Free to play or not, i bought an opinion and you poor lads are going to hear it.

Please show us where you payed to play cRPG.

For example, when I play Fallout3 I can show you the steam receipt entitling me to a copy of Fallout 3. When you show me your paypal account statement saying you sent €XX to cRPG, I can find what website you used to access giving this money. http://c-rpg.net/index.php?page=donate

It clearly uses the words "donor" and "donate". If you look up the definition of these words, the concurrent word occurring is "gift"; which is basically definied as giving without expecting a return.

Also to address your point about them making money off cRPG donation - "The money you donate will without exception only be used for keeping the servers up."

So they don't take money from your donation to their pocket!

EDIT: The mod is chadz and co's interpretation of what they want. At the end of the day, if chadz wanted to add M16's into the mod, he could. It's his intellectual property and we don't get a say in what he does to it. Which is why we like it when we get listened to, because they aren't obliged to. And why threatening to leave the mod because of X won't work because you never had to and have to give money.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Tydeus on July 14, 2014, 03:16:55 am
Actually i was foolish enough to spend money on this and donate. If this was just a mod, a knockoff off another product, you would be right. But im now a paying customer, they make money off this, the servers are kept alive through contributions made from players who saw the potential of this mod. Players like myself, who donated, arnt just friendly donators, they are paying customers, This mod has a TON of potential, and i made the risk of helping to fund it, to help it reach its potential.

So, as a paying customer, i will speak my mind freely about this mod, and give it w.e. criticism. If this was just some hopeless mod i absolutely hated every moment of playing...i wouldnt be here posting...the fact is i played and contributed to a project i feel is going rapidly downhill.
Fuck that...this aint save the whales ffs, CRPG is a product. I payed for a product. I bought my opinion.
You're completely delusional. cRPG is not a product, if it were, Taleworlds could literally sue us for breaching the terms of use agreement. Please, get the fuck off your high horse already.
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on July 14, 2014, 03:30:50 am
okay
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Swaggart on July 14, 2014, 04:12:05 am
LOL entitled vs paying customer is a long long discussion ive already had in the Diablo 3 community.

They think you're a massive cunt too?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: StonedSteel on July 14, 2014, 06:44:25 am
They think you're a massive cunt too?

haha no just u lads, i didnt play it much, guess they never got time to know me. poor them huh?
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: Admiral Ballsack on July 14, 2014, 10:18:20 am
I don't really see where you are coming from, every build has their ups and down. MOST players played a 18-21 build BEFORE the patch even happened, and now those same players are lvl 35 so of course they will have more stats now. I read your whole QQ text and still haven't heard about your opinion on the matter other than AGI my old friendS QQ IM FULL STR IM THE BEST QQQQQQ. You say nothing is wrong with a high str character, so what is your issue? What is the problem that you want to be changed, how would you go about changing it? A guy with 18-24 build that has full ath is going to be fast otherwise there would be no point to going 24 agi, and if a guy that is 24-18 with full ironflesh will take 3-5 hits depending on what kind of gear they are using otherwise nobody would go 24-18 or any high str build.

http://dictionary.reference.com/browse/donation
lol :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
Title: Re: WPP Sum and Cost Formula Rework(Includes WM)
Post by: pepejul on July 14, 2014, 02:44:51 pm
REAL MEN USE 15 AGI BUILD LIKE PEPE !!!!!