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Messages - Huscarlton_Banks

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1
General Discussion / Re: Help, need a trollish lvl 36 build
« on: December 05, 2014, 06:08:14 am »
Shield stats don't effect nudges.

Neutral shield bash damage = 2 * shield skill + STR/3, capped at 30 total. This damage cannot get any speed bonuses, and the nudge always hits the chest region. Since there's no speed bonus, this generally only presents a threat to very low armored players, and only if they don't block the nudges/get countered by constantly trying to break the shield.

Blocking neutralizes any nudge damage (sets it to 1b, which is generally just soaked up), no matter which direction you're facing, or block type you're using.

Higher shield skill increases knockback for shield shove, as does STR.

San posted the code for nudges in general a while ago:

https://www.irccloud.com/pastebin/2uSZrPWE

2
General Discussion / Re: Help, need a trollish lvl 36 build
« on: December 03, 2014, 03:29:45 pm »
3/42 Shield Basher

Strength: 3
Agility: 42

Power Strike: 1
Shield: 14
Athletics: 14
One Handed or Polearm: 121 (some sort of dagger/knife or shortened spear/pitchfork for rearing)

29b neutral nudges, ironically a very good hard counter vs AGI trolls.

3
Game Balance Discussion / Re: Explain Please.
« on: November 24, 2014, 03:34:35 pm »
I assume it's the same logic that make a Bevor (Gothic Plate with Bevor vs. Gothic Plate) weigh the same as a Great Helmet, and Bolts weigh the same as a Mallet.

I think there was a post saying that arrow weights would be lowered a bit next patch somewhere though.

4
General Discussion / Re: 10pd lb+3 bodkins+3 vs 76 body armour
« on: November 24, 2014, 03:20:59 pm »
That build will do more damage than a regular +3 crossbow with +3 steel bolts for medium-long distances, I don't see any way it could do ~5% damage at medium range, even if you're hitting them in the hands.

5
Game Balance Discussion / Re: Archery meta, your opinions are needed
« on: November 14, 2014, 07:29:17 am »
The values for crossbows haven't changed.

The accuracy stat determines maximum accuracy possible with stacked WPF. Weapons with accuracies under 99 can never have truly closed reticules.

The values for pinpoint archery vary with your PD stat, but something like 35 effective WPF with a +3 longbow and 10 PD is quite a bit more accurate than maxed +3 arbalest.

6
Game Balance Discussion / Re: Archery meta, your opinions are needed
« on: November 14, 2014, 06:43:12 am »
@Algarn

Some damage increase on bows is necessary (and I think Tydeus already posted something about a buff to some) to make bodkin arrows actually deal more damage than tatar arrows and to address their low effectiveness because of soak for lower PD builds, but I doubt we'll see the return of far range 6 PD archery dealing more damage than 10 PT close-range jarids/medium range throwing lances.

Given percentage increases in raw damage yield greater percentage increases in effective damage because of the way soak works, e.g. your longbow change would increase effective damage on 55+ armor by over 30%, despite being a ~22% increase in raw damage for +3 longbows.

It wouldn't be very fun getting randomly oneshotted with the heaviest helmet + ~65-70 hp, having all unarmored horses die in 2 body shots maximum (or one headshot), or having archers with tatar arrows deal more damage to shields than non-bonus vs. shield melee weapons.

One thing that puzzles me: Wouldn't something with vastly higher effective damage and random spread be better for killing random low-medium armor players that grouped up, instead of targeting specific players?




@Panuru

I'm pretty sure most of your post was just for poking fun at the current state of things, but:

Drop your bow to run/melee.

9/10 PD kills just fine, bows besides Short/Nomad/Tatar will probably get some damage added to them. A small increase in effectiveness for ranged in general may be possible once a rounding issue is fixed, currently the damage scripts just floors any float values, so an extra 1-3 effective damage is subtracted for some attacks depending on how many times the damage is converted to/from floating point for calculations. This is the most noticeable on ranged attacks with low effective damage (HA).

Projectile stuns still exist, flinching to interrupt swings/blocks is easy, it's just the flailing arms and stumbling backwards flinch that's more difficult to do. Locking people in place with piddly squat damage was removed though, but that was a feature that didn't make all that much sense in retrospect anyway.

Armor affects archery/throwing much less now even with the exponential penalties (unless you use crazy high >220 WPF builds with less than 4 PD/PT and full plate or something).

Less melee weapon choice is pretty much a given as a tradeoff. Falchion, Knobbed Mace, and Fighting Pick are fairly decent at resisting stuns for 0s. There are plenty of decently heavy 1s weapons.

All ranged/cavalry classes require some investment that reduces "effective level" vs. a pure melee player. Archery/Throwing get the benefit of PD/PT increasing accuracy. Archery gets the most benefit since the increase in WPF penalty gets smaller as you get closer to 10 PD, while throwing's penalty remains static for each additional PT point.

Crossbows rely exclusively on WPF which has the advantage of freeing up some skill points, but they have slow firing rates and slower missile speeds than bows, which makes accuracy more important. The WPF requirement for crossbows to become fully accurate is much higher than it is for bows right now though, and +3 arbalests with 186 effective WPF are still less accurate than a +3 Longbow with 10 PD, <30 effective WPF.

(click to show/hide)

HA is kind of a flawed class in general for game modes like battle since there's no respawning, and the distribution of ranged/cavalry players tends to be lopsided fairly often between teams. I think San said that he removed the 15 damage cap for the next patch though, so they'll be able to harass cloth armored players or medium armored players with headshots pretty easily.

7
Game Balance Discussion / Re: Longmaul
« on: November 13, 2014, 10:59:55 pm »
18/30 Long Maul/Mallet or 15/33 Maul can be very strong for assisting teammates or fighting slower players with low-range weapons, but they also have a lot of weaknesses.

For one, part of how crushthrough is determined depends on the attacker's damage, so these builds need to use better holds (closer to 0.5-0.6 seconds) to make the crushthrough happen.

For another, polearm overheads are not a very long-reaching animation with respect to weapon length vs. other attack animations, and the wind-up for overheads in general seems to take a bit longer as well. Long Maul builds with high movement speed (18/27, 21/27, 18/30) compensate for this by being able to ready attacks outside of enemy range + being fast enough to move next to the opponent, but this usually means they have poor armor and low hit points, leaving them vulnerable to ranged or AGI builds with lighter weapons.

The only gripe I have with AGI Maulers is that they can really screw over people with 100+ ping, but that applies to a lot of builds. ROHYPNOL seems a bit harder to deal with now that he's an AGI 2H.

8
Suggestions Corner / Re: what
« on: November 13, 2014, 03:53:37 am »
I think that grip thing might be due to itp_offset_lance.

9
Game Balance Discussion / Re: Archery meta, your opinions are needed
« on: November 13, 2014, 03:14:50 am »
The damage numbers in the OP are way too high for the current draw speeds. (Probably way too high in general since PD gets the dumbest multipliers tbh)

Even with the proposed missile speed nerfs, archery and throwing both get their missile speed boosted by their STR based skills (PD, PT), they'll still fly much faster than crossbow bolts.

For archery, the formula for this is

Code: [Select]
actual_shot_speed_in_m_per_s=item_shoot_speed*sqrt((min(power_draw, bow_difficulty+4)*0.12)+1.0)*1.2
Translation:

A missile speed of 40 at 6 PD > +3 Arbalest missile speed
39 at 7 PD > +3 Arbalest missile speed
37 at 8 PD > +3 Arbalest missile speed
36 at 9 PD > +3 Arbalest missile speed
35 at 10 PD > +3 Arbalest missile speed

(click to show/hide)

Raw damages (These numbers assume no armor penalties)

Proposed +3 Short Bow, +3 Bodkins
210 WPF, 5 PD: 56.98

Proposed +3 Nomad Bow, +3 Bodkins
198 WPF, 6 PD: 56.37

Proposed +3 Tatar Bow, +3 Bodkins
198 WPF, 6 PD: 58.36
184 PWF, 7 PD: 61.2

Proposed +3 Bow, +3 Bodkins
198 WPF, 6 PD: 66.33
184 WPF, 7 PD: 69.47
170 WPF, 8 PD: 72.31

Proposed +3 Horn Bow, +3 Bodkins
198 WPF, 6 PD: 62.35
184 WPF, 7 PD: 65.34
170 WPF, 8 PD: 68.02
155 WPF, 9 PD: 70.43

Proposed +3 Yumi Bow, +3 Bodkins
198 WPF, 6 PD: 66.33
184 WPF, 7 PD: 69.47
170 WPF, 8 PD: 72.31
155 WPF, 9 PD: 74.81
139 WPF, 10 PD: 76.98

Proposed +3 Rus Bow, +3 Bodkins
198 WPF, 6 PD: 72.31
184 WPF, 7 PD: 75.67
170 WPF, 8 PD: 78.71
155 WPF, 9 PD: 81.37
139 WPF, 10 PD: 83.69

Proposed +3 Long Bow, +3 Bodkins
198 WPF, 6 PD: 76.29
184 WPF, 7 PD: 79.8
170 WPF, 8 PD: 82.98
155 WPF, 9 PD: 85.75
139 WPF, 10 PD: 88.16

Proposed +3 Long Bow, +3 Tatar
198 WPF, 6 PD: 92.23

To put things in perspective:

Current +3 Jarids
139 WPF, 10 PT: 75.69

Current +3 Heavy Throwing Axes
139 WPF, 10 PT: 91.78

With the proposed damage numbers, archery would have to have spray and pray accuracy with lower draw speed (esp. on the lighter bows), since their projectile speeds are several times greater, and their ammo count is still much higher than throwing.

10
Announcements / Re: 0.4.0.0 - The patch of destiny
« on: November 11, 2014, 01:32:43 pm »
Technically yes, players using inverted attack directions can swing ever so slightly faster than players using regular mouse attack directions since turn speed has a limit, but it's usually the difference in where their character looks before swinging that throws me off.

I personally use keyboard attack directions since I'm used to JKII/Jedi Academy style controls, which also seems to throw some people off.

It's possible to mislead people about your next attack direction with it too: If you hold a movement direction, and tap and let go of a different direction, you can swap attack directions without noticeable movement.

On the shield thing, as far as I can tell, the animations in actions have the same duration as the weapon blocks, but I remember that weapon speed has an effect on the time it takes to raise/lower a block from screwing around with modding a while ago. WPF could have a similar effect with a less noticeable difference.

11
General Discussion / Re: Give me ladders, or give me death
« on: November 10, 2014, 08:41:27 pm »
Please find the highest sI love youcraper in the vicinity and jump from the roof for death.

You'll probably have to give him a ladder for that.


12
Beginner's Help and Guides / Re: Power Throw
« on: November 10, 2014, 05:05:20 am »
It also makes your projectile faster, which has its own pros and cons.


13
General Discussion / Re: One thing lacking in this revival patch
« on: November 07, 2014, 08:51:34 am »
As a blind guy, fog and darkness don't affect you, significant bias detected.  :P

If one of the aims is limiting the effects of random warband nonsense making people mad (ranged spread, armor effectiveness, certain ground types having weird friction values, etc), night/fog should go or get reduced in impact (restrict ingame daytimes closer to whatever the hell sunrise/sunset hours are) since those horribly ugly superbright anti-fog texture packs exist.

14
Suggestions Corner / Re: what
« on: November 07, 2014, 08:40:17 am »
1 speed and 2c are both pretty significant, though 13 difficulty and 15 difficulty are basically the same thing barring some extreme builds.

I'd say the ability to use Svaerdstav with a shield and one handed lance thrust animation on horseback pushes it over LHB for flexibility, I rarely ever see anyone doing guandao cavalry because of the terrible penalties it has. For no shield infantry, Svaerdstav is kind of lackluster vs. stuff like LHB/Scottish Halberd/Glaive or the 2D weapons.

The reason why Svaerdstav gets high bonuses is it uses imodbits_spear or something, most heirloom bonuses are based on rounded percentage additions based on an imodbits value.  Some weapons get comparable or better bonuses, especially if you account for +3b/p being a bit better than +4c (See any staff, for example).

15
General Discussion / Re: One thing lacking in this revival patch
« on: November 05, 2014, 03:23:38 pm »

Please don't leave Oskaar and Stallone in darkness :(

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