My testing (http://forum.c-rpg.net/index.php/topic,3278.0.html) suggests that the engine uses a single, total weight for the running speed calculations. This weight includes all items your character has on them: worn, sheathed, or unsheathed. Holding a weapon further reduces running speed based on the weapon length and weight. Holding a shield does not change running speed relative to wearing that shield, unless your character is holding one shield while wearing another shield; in which case, there is an enormous reduction in running speed.
1wpf is about 11% [chance of breaking] where as 140 is 2.5% [chance of breaking] so it does make a difference.
The mechanic for knockdown is (rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015) according to Paul (http://forum.c-rpg.net/index.php/topic,20938.msg299772.html#msg299772). How this kind of equation works is that the higher the right side value is, the higher the chance of success is. Percentual chance of success is the right side of equation.
This means two things affect knockdown chance. Weight of the item and raw damage of the swing. If we assume a hit does at least 40 raw damage, which is very likely for a decent hit from almost any weapon with knockdown with 5 PS or so, the knockdown chance boils down to min(item_weight * 0.33, 2.0) * 0.15. This means that the maximum weight for this calculation is 6. This results in the knockdown chance being 0.0495 * item_weight, meaing 4.95% chance of knockdown per item weight (this could be rounded to 5% like Paul did, but 0.33 isnt 1/3 for exact chance). This allows tabling some weights:
Weight 1.5 (Hammer, Club): 7.425%
Weight 2.5 (Flanged Mace, Iron Mace, Goedendag): 12.375%
Weight 3 (Warhammer, Long Hafterd Spiked Mace): 14.85%
Weight 4.5 (Long Iron Mace, Bar Mace: 22.275%
Weight 6 and above (every crushthrough weapon): 29.7%
The effect of damage is a multiplier to this chance, min((raw_damage - 20.0) * 0.5, 10.0). At 40 or more raw damage the multiplier is it's maximum (10), resulting in our assumed values above. Attacks below 20 raw damage cause the multiplier to be 0, meaning 0% chance of knockdown. Between 20 and 40 raw damage each point of raw damage increases the multiplier by 0.05. This means that the knockdown chance calculated above goes down by 5% per point of raw damage below 40 (for example 38 damage attack with a warhammer means 14.85% * 0.9 = 13.365% chance of knockdown). As said above though, in most practical cases most of these weapons will deal at least 40 raw damage with a decent hit, so that part of the equation is fairly meaningless.
hold_bonus * (WPF*0.01*0.15+0.85)*(power_strike*0.08+1.0)+strength/5.0
Weapon lengths themselves aren't really comparable between weapon types. Animations add or reduce from the effective length of an attack. So in effect if you for example compare a thrust of a 120 length polearm (Bec de Corbin) and a 120 length twohander (Great Sword) they will NOT effectively reach the same lengths. Due to the way polearm is held polearm is from 15 to 61 units shorter depending on animation. This animation effect on reach is very noticeable especially with one handed weapon stabs. Even a short one handed sword can outrange a twohander or a polearm with a thrust in some cases. It's worth a note that polearms in general have longer options than twohanders to compensate for the shorter reaching animations.
1h
Overhead = +0
Left-to-right = +0
Right-to-left = +19
Thrust = +61
2h
Overhead = +15
Left-to-right = +17
Right-to-left = +13
Thrust = +80 (This may be slightly wrong with the new stab animation)
2h Polearms
Overhead = -15
Left-to-right = -7
Right-to-left = -2
Thrust = +19
1h Polearms
Thrust = +50
(Source: http://forum.c-rpg.net/index.php/topic,9245.0.html)
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.
Only armor weight appears to matter for attack speeds (The wpf reduction effect -Elmokki). Holding a shield does not change the time taken to complete an attack. However, the delay between blocking an attack and beginning your own attack may be different if you block with a weapon compared to a shield. I would assume that the difference depends on the weights and speeds of both the attacking and blocking weapons and the shield.
raw_damage = (bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0
- Crossbow raw damage is a tad bit simpler:raw_damage = crossbow_damage + bolt_damage
- Throwing raw damage is similiar too:Weapon_damage*(throwing_wpf*0.01*0.15+0.85)*(power_throw*0.1+1.0)+strength/5.0
(horse_archery*0.019 +0.8)
armor weight modified proficiency = base proficiency * (1 - 0.01 * effective armor weight)
and
effective armor weight = 3*head armor weight + body armor weight + leg armor weight + 2*hand armor weight - 7
MeleeNot quite.
- Holding your strike without releasing for 0.9 seconds gives you a 60% damage bonus. After holding for 0.9 seconds this bonus will start to drop to a 20% bonus.
if hold_time >= 1.1:
hold_bonus = 1.2
elif hold_time >= 0.6:
hold_bonus = (1.1 - hold_time) * 0.6 + 1.2
elif hold_time >= 0.5:
hold_bonus = 1.5
else:
hold_bonus = hold_time + 1.0
raw_damage = weapon_damage * (max(1.0, min(hold_bonus, 2.0)) * 0.5 + 0.5)
The last line is important and often missed. The max damage bonus you can get from a hold would be from a .5 second hold with a bonus of 1.25 so 25% damage.
weapon length: The base length of a weapon, and thus effecting reach. Due to how the weapon is held, note that your reach may be effected (such as a two hander being held on the hilt while a pike is held more towards the middle. The following is a rough example (figures slightly different with new animations) of how reach differs from weapon type to weapon type:
Amount of reach added to weapon length due to animation.
1h
Overhead = +0
Left-to-right = +0
Right-to-left = +19
Thrust = +61
2h
Overhead = +15
Left-to-right = +17
Right-to-left = +13
Thrust = +80
2h Polearms
Overhead = -15
Left-to-right = -7
Right-to-left = -2
Thrust = +19
1h Polearms
Thrust = +50
I'd also like to know how where you hold the weapon affects its overall effective reach. Because you hold the sword from the hilt but a Bec de Cobin further up. For eg could 120 length of the bec act like a 100 2 hander? Then if you stab with it would a 100 length sword have 180 reach (due to +80 from animation), and the bec have 119 (100 due to held position + 19 for animation).
At what point is the length of the polearm comparable to the length of a 2 hander due to animation? You see to hold the polearms quite differently depending on the actual weapon. How do 120 length swords compare to the longer polearms in reach due to animations?
Weapon_damage*Math.pow*(WPF*0.01*0.15+0.85)*((powerdraw,difficulty+4)*0.14+1)The right damage calculation for archery is;
raw_damage = (bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0
The right damage calculation for the archery is;
raw_damage = (bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0
Doesn't rain slow movement speed of both players and horses with 20% or something? No idea what the exact number is
Rain increased run times by 8.5% + or - 0.5%. Fog has no effect on run time. Interestingly, the weather you observe has limited significance on the actual weather effect you will experience. I think this is the result of the weather effect on running (and I would assume crossbows) being determined when the map loads but the graphical effects being determined when a player joins the server.
The listed reach bonuses from animations are the different grips affecting the reach, so bec is 120 + 19 for stabs while a 100 reach sword is 100 + 80. Bec and Great Sword are both 120 reach. In effect Great Sword is always longer due to the different grip/animations. Depending on the attack this difference is 15 to 61. Bec, however, still can BARELY outreach a great sword if the bec user is stabbing and the great sword user is using any other attack than stab. This is very barely though - bec stabbing is 2 to 6 units longer than great sword's non-stabs.
The only exception to this rule are the few weapons using other animations than that of their class (2h mode langes messer stab and flamberge stab use polearm stab animation and get the considerably shorter reach)
Thanks. Thats assuming the original info is accurate I guess. I wonder how that is determined? Was the thrust length changed recently for 2 handers? I remember the way you stabbed changed a bit but not sure if the actual length went down
OMG THIS THREAD IS SEXY.
Seriously, good work! :D
And when can weapon speed be calculated? I would really like to know that.
With shield/mounted the polearm equation gets multiplied by 0.85 and the two handed equation is multiplied by 0.9.
if (weapon_type == 'two_handed' or weapon_type == 'polearm') and (has_shield or mounted):
raw_damage *= 0.85
if weapon_type == 'polearm':
raw_damage *= 0.85
if weapon_flags & itp_two_handed:
raw_damage *= 0.9
Armor weightJust to get rid of any misunderstandings; not armor, it's armor weight :)
Armor weight modified proficiency = base proficiency * (1 - 0.01 * effective armor weight)
Effective armor weight = 3*head armor weight + body armor weight + leg armor weight + 2*hand armor weight - 7
(Source: WaltF4)
This means that every point of effective armor weight over 7 reduces your wpf by 1%. So 130 wpf with 8 armor weight is actually 0.99 * 130 = 128.7 wpf
Just to get rid of any misunderstandings; not armor, it's armor weight :)
This would seem to be wrong.Code: [Select]if (weapon_type == 'two_handed' or weapon_type == 'polearm') and (has_shield or mounted):
raw_damage *= 0.85
if weapon_type == 'polearm':
raw_damage *= 0.85
if weapon_flags & itp_two_handed:
raw_damage *= 0.9
Over at http://forums.taleworlds.com/index.php/topic,168722.msg4090900.html#msg4090900 would make it seem that the penalties are 27.75% for poles and 23.5% for twohanders.
I haven't touched Python in years and even back then it was very little. Am I wrong on the syntax? Not having {} to go with confuses me, but from the whole snippet it'd seem that's the only way it makes sense.
Question about the armour weight thing.
I have:
Head Weight: 1.6*3 = 4.8
Body Weight: 4.4
Hand Armour: 0.7*2= 1.4
Foot Armour: 0.8
= 11.4
Do i then take 7 away from that? If so, my effective armour could be 14 before i start to get a wpf reduction?
Also, would be nice to see what effect shields and sheathed weapons have on speed (both run speed and swing speed).
raw_damage = crossbow_damage + bolt_damage
wpf and strength dont effect crossbow damage.
The damage is still the same... it doesn't matter how much wpf or str.Code: [Select]raw_damage = crossbow_damage + bolt_damage
This is the damage reduction formula for crossbows if it's raining;
raw_damage = (crossbow_damage + bolt_damage) * 0,75
But for bows the damage reduction is not at the end of the formula;
raw_damage = (bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) * 0.9 + strength / 5.0
Also, would be nice to see what effect shields and sheathed weapons have on speed (both run speed and swing speed).
The manual is wrong. Cmp got the speed bonus code and motivated by my previous tests that suggested a fuck up, we found the part where it fucks up.Code: [Select]if missile:
missile_speed_vec = missile.get_direction()
if (receiver_agent_no >= 0):
missile_speed_len = (receiver_speed_vec - missile_speed_vec).length() # sqrt(x²+y²+z²)
else:
missile_speed_len = missile_speed_vec.length()
damage = pow(missile_speed_len / missile.speed, module_settings.missile_damage_speed_power) * missile.damage * attack_rec.unknown_value
This is the code for the speed bonus for projectiles. The problem is the last line.
It basicly should be damage = (combined_impact_speed / starting_speed ) ^ missile_damage_speed_power * damage
Important here is that starting_speed should be the normal speed of the projectile if thrown from a standing position. Purpose of the speed bonus thingy is in the end to compare combined impact speed(which includes movement speed of the thrower at the beginning of the throw, friction&gravity loss/gain and relative movement speed of the target) with the normal throwing speed at point blank.
Should it be that the projectile is half as fast as normally because of whatever reason(friction, throwing upwards, target running away) then damage should be about quartered. If double speed on impact, damage is about multiplied by 4. The speed bonus thingy reflects the kinetic energy concept(Ekin = 1/2 m * v^2) with its square relation between speed and energy, although not exactly because missile_damage_speed_power is 1.9 in the module.ini and not 2.
So if I throw at someone right in front of me I should do 100% normal damage if thrower and target have both the same relative speed. This is where it fucks up. starting_speed in the code is DOES include the movement speed of the thrower at the beginning of the throw because they it is easier to do code wise. And this make the damage behave physically incorrect.
Example:
Lets say thrower and target are so close to each other and at the same height level that friction loss and gravitational gain/loss for the projectile speed are neglectible. With that only the relative speed should have an impact on damage.
final_damage = damage gain * damage =(combined_impact_speed / starting_speed) ^ 1.9 * damage
damage_gain = (combined_impact_speed / starting_speed) ^ 1.9 = ((v_missile+v0_thrower+v_target)/v_missile)^1.9
v_missile is the velocity of the missile only depending on power throw and the item stat of the weapon. It is constant if we assume the no friction and gravity loss&gain thingy.v0_thrower is the movement speed of the thrower when he throws and v_target is the movement speed of the target. Let's assume all speed vectors have the same direction to be able to use them as scalars.
Should be(real world):
damage_gain_rw = (combined_impact_speed / starting_speed) ^ 1.9 = ((v_missile+v0_thrower+v_target)/v_missile)^1.9
Done in code(Warband):
damage_gain_wb = ((v_missile+v0_thrower+v_target)/(v_missile+v0_thrower))^1.9
Case 1: Target and thrower do not move.
damage_gain_rl = ((v_missile+0+0)/v_missile)^1.9=1
damage_gain_wb = ((v_missile+0+0)/(v_missile + 0))^1.9=1
No damage gain or loss in both cases.
Case 2: Target is moving towards the thrower at missile speed(v_target = v_missile). Thrower is not moving.
damage_gain_rl = ((v_missile+0+v_missile)/v_missile)^1.9=2^1.9= 3.7
damage_gain_wb = ((v_missile+0+v_missile)/(v_missile + 0))^1.9= 3.7
Almost quadrupled damage in both cases. No problem.
Case 3: Thrower is moving at missile speed(v0_thrower=v_missile) towards the target during the throw. Target is not moving.
damage_gain_rl = ((v_missile+v_missile+0)/v_missile)^1.9=2^1.9= 3.7
damage_gain_wb = ((v_missile+v_missile+0)/(v_missile + v_missile))=1.9= 1^1.9=1
Here the problem shows for the first time. While in real life the damage should be about quadrupled in Warband it is the same as if the thrower is not moving.
Case 4: Mounted thrower is moving at half missile speed AWAY from the target(v0_thrower=-v_missile/2). Target is chasing the thrower on horseback also with half missile_speed(v0_thrower=v_missile/2).
damage_gain_rl = ((v_missile-v_missile/2+v_missile/2)/v_missile)^1.9=1^1.9= 1
damage_gain_wb = ((v_missile-v_missile/2+v_missile/2)/(v_missile - v_missile/2))^1.9=(v_missile/(v_missile/2))^1.9=2^1.9=3.7
This is the biggest fuckup. While of course logic tells us that if thrower and chaser move at the same speed the damage should be normal too, it's different in Warband. There you can get a big damage bonus thanks to the nature of the implementation.
Cmp too lazy to fix though.
Following is at 20 base damage:Is this correct? Cause, as I know blunt uses %25 armor ignore and pierce uses %50 armor ignore for some other mods. Also, there is a military hammer secondary mode. The blunt mode has more damage (blunt) and speed while the pierce is lesser damage and speed. It seems totally useless now.
- Pierce is about 10% weaker than blunt from 20 to 30 armor.
- Pierce is about 20% weaker than blunt from 35 to 40 armor.
- Pierce is about 15% weaker than blunt from 45 to 55 armor.
- After that the difference in damage jumps around between 25% and 67% depending on rounding, but in general the damage amounts for both weapons are ridiculously low already.
Is this correct? Cause, as I know blunt uses %25 armor ignore and pierce uses %50 armor ignore for some other mods. Also, there is a military hammer secondary mode. The blunt mode has more damage (blunt) and speed while the pierce is lesser damage and speed. It seems totally useless now.
Yes, the theory I know it. Then... You are saying the only xbow it is useful is arbalest, it cost 18K when best bow cost 9000.
Well damage calculator says the reality. I shoot a 10 meters a archer with red tunic like I said before. But he didnt die. The damage calculator
Minimum: 73
Average: 74.5
Maximum: 76
I doubt his hp would be more than 73.
Thank you Elmokki
The right damage calculation for archery is;Code: [Select]raw_damage = (bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0
I show you an example with my build;
(34 + 2) * (159 * 0.01 * 0.15 + 0.85) * (10 * 0.14 + 1) + 30 / 5.0 = 100.176p
except ur wpf isnt 159, if u subtract 140 from ur PD reduction to effective wpf, then u have to do the math with only 19wpf, witch gives u like 82 pierce not 100
Elmooki
Why Have i dead in hands of xbowmen with arbalest one shot? I have 31 of armour, it is few, but like I have said before in my example...
When it mentions the effect of WPF on swing speed, is it talking about the speed that it takes from start to finish of a single strike, or is it talking about the time delay between swings?IIRC it was start to finish, but I may be wrong. Check the original thread, it's been linked.
Does WPF/agility/weapon weight have any influence on the time between swings?WPF has a minor effect indirectly, as you can see from the first post: The faster your swing goes, the faster your new hit will land too, ie it will help spamming.
Do they have any effect on the "recovery time" to go from swinging to parry or parry to another parry?Weapon weight has. The heavier your opponent's weapon is compared to yours, the longer the recovery time is. That's probably the biggest reason onehander without shield builds have some issues (along with low damage and reach)
Because if high WPF and such only makes your swings complete ~6.5% faster and does not effect time between swings or parry timing then its pretty pointless and I will be removing some from my build :) But probably most of you have already done this :)
Skills
- Power strike gives 8% melee damage per point
- Power draw gives 14% damage with bows per point
--> Only bow difficulty + 4 points of power draw will be taken to account. For example using nomad bow (difficulty 3) with 9 power draw would result in only 7 power draw being effective (MrShine).
- Power draw REDUCES your wpf by 14 per point. This is calculated before the weight wpf reduction.
- Power throw gives 10% damage with thrown weapons per point
- Power throw REDUCES your wpf by 13 per point. This is calculated before the weight wpf reduction.
- Ironflesh gives 2 hp
WAit so.. I could save on bow wpf if I just get the maximum Powerdraw.. if my wpf is 1 it can't take my wpf into negative numbers right?No.
According to the new website strength reduces movement speed penalty associated with item weight. Is that true? Do I run faster in heavy armors when I have more strength?
The 111 wpf you get at level 30 without any weapon master is just fine for meleeing in my opinion. Above that it just costs too much compared to the benefit. However wpf is definitely useful for ranged (accuracy) and hybrid builds (below 100 wpf is pretty cheap and probably worth some weapon master points)
True, except for the amount you lose due to worn armor etc....
The average loadout probably loses around 30 wpf from this factor, and if you had 111 it would put you to around 80 wpf...which would be under 100 - which the main page says is what you need to get to the full dmg of the weapon right?
I scanned and didn't notice anything on this, but was curious:You get stunned (heavier weapon hits lighter weapon) a lot less.
Does weapon weight have an effect on the damage it deals? For melee weapons at least. I noticed the iron mace and wing mace are very nearly identical, but iron mace weighs a lot more. Is this just for higher knockdown chance, or does it do anything else (besides give you more equip weight :wink: )
So, finally i think i understand the calculation of effective wpf.
I just want to know, if i get it right.
Example:
My Crossbow-Alt has 150 wpf in crossbow.
His Armor:
Head: 0,6*3 = 1,8
Hand: 0,3*2 = 0,6
Body: 9,4
Leg: 0,6
Total armor weight is 12,4. Effective armor weight is 12,4 - 7 = 5,4.
So my 150 wpf get reduced by 5,4% (5,4% of 150 are 8) and my effective wpf is 142.
Please tell me that this is correct :)
No idea on exact mechanics. Most likely I believe the animations on stabs are just better for speed bonuses, ie straight forward.You get a bigger speed bonus, yeah. Although this works both ways (omfg, no damage! D:). Try play a bit of SP and take note of the speed bonus messages.
Quote from Thread main post:They only reduce their corresponding wpf (archery for PD and throwing for PT), as far as I know.
Effective WPF
There are three possible factors reducing your wpf from what is listed on the character sheet. First reduce your wpf by 13 for each point of power throw, then reduce your wpf by 14 for each point of power draw and then remove 1% of remaining wpf for each point of effective weight. For effective weight, see armor weight chapter above.
The same mathematically:
(wpf - 13*pt - 14*pd) * (1 - effective weight / 100)
Does this mean that my 2H WPF be affected (reduced), if I spend points in power throw? Or does power throw only reduce the throwing wpf?
Question about gravity.
Does it affect throwing / archery damage?
e.g. if I'm throwing at someone below me, will it do more damage than when i throw at someone above me?
Hi . Im new to CRPG . Archery questions :
1- can you have 2x bondkin arrows ( i cant buy the second one for some reason)
2- is WPF formula for +speed is 10points fof +1 wep speed?
3 - what is a "reasonable" max armor weight for an archer 6? 10?
4 - wich bow is most acurate / wich arrows are most acurate
5- how does bodkin "pierce dmg" is calculated vs armor , compare to tatar "cut" dmg .
4 - wich bow is most acurate
Does +dmg increase on masterwork bows; costs aditional acuracy lost?;/Yes of course.
Awesome test man.
1) Does Strength Passive dmg bonus also aplies to archery dmg? ( from calculator it looks like it adds dmg on archery too)
2) How much movment speed is increased by Agility ? is it significant compared to athl? ( does it affect also turning speed or is it constant?)
(bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0
Armor weight
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
(Source: WaltF4, updated 31.7.2012 based on the new formula)
I have made the test on the emulator of stats and Wpf still shows less affected for gloves than helmets, and under 7 there is no penalty. Can you confirm this new rule is really integrated and will stay on? The tester seems to be out of date...
http://infinitum.dyndns.org/crpg/calc.htm
where can i find (FILE) that contains such variables as :MOUSE sensitivity , gamma etc? ( steam)Actually i have found it in rgl_config.txt
Stats
Strength gives 1 hp and 1/5 damage per point (thanks to Tydeus)
When you say:
Does it means that 0.2 damage is added to your weapon directly, and so this damage is multiplied by your power strike? Or is it added at the end of the power strike calculation? So if you have a pierce or a blunt weapon, this 0.2 damage will be worth more? So it is not a % more damage?
weapon_damage * (melee_wpf * 0.01 * 0.15 + 0.85) * (power_strike * 0.08 + 1.0) + strength / 5.0
- If you use twohander with a shield or from horesback, you get -23.5% damage penalty if that twohander can be used with a shield (ie has onehander animations). If not, the penalty is -15%.Do I understand it correctly - if I use Langes Messer on horseback in 2h mode, I get only -15% damage penalty, because it has only 2h swing animations, and if I use eg. Bastard Sword(default mode, without shield), I get -23.5%, because it has all animations?
Do I understand it correctly - if I use Langes Messer on horseback in 2h mode, I get only -15% damage penalty, because it has only 2h swing animations, and if I use eg. Bastard Sword(default mode, without shield), I get -23.5%, because it has all animations?The bastard weapons ("two handed/one handed", not those that switch by pressing X) gets a smaller penalty than pure 2handers when used on horseback, similar to when using them with a shield on foot.
Thank you. I was suspecting that, because its really stupid what that sentence from first post says... :The OP here is slightly wrong or worded it pretty badly. I'll see if I can dig the post with the actual formulas up.
-If you use twohander with a shield or from horesback, you get -23.5% damage penalty if that twohander can be used with a shield (ie has onehander animations).
so it's like(regarding fighting on mount): 2H that can be used with shield(like bastards) -> -23.5% penalty
-If not, the penalty is -15%.
so: NOT 2H that can be used with shield(like normal 2H) -> -15% penalty
I can't read well and it's ok or it's just wrong?
As of the latest patch, archers can wear up to 10 weight without losing accuracy.
Helmets count double
Gloves count quadruple.
boots and body armor are x1
Even if you go above 10 weight though, it's not the end of the world.
if (weapon_type == 'two_handed' or weapon_type == 'polearm') and (has_shield or mounted):
raw_damage *= 0.85
if weapon_type == 'polearm':
raw_damage *= 0.85
if weapon_flags & itp_two_handed:
raw_damage *= 0.9
uh, why it's so enigmatic :PI still haven't found the numbers (actually, been too busy to look, sorry), but the HBS is a "two-handed/one-handed" (aka "bastard sword") and the Langes in 2h mode is just a normal two-hander and thus gets a smaller penalty.
well, I have a feeling that while mounted HBS is faster than Langes Messer in 2H mode, though LM is theoretically faster... odd thing
-How much weight decreases moving speed , are there weight class armors like light -x% medium -y% heavy -z% , does weight affects acceleration?
-How much running with wep out affects speed , does it apply to bows too?
I finally made a movement speed test on a complete flat 1020x1020m map.
I tested two different builds(0str/30str) with different carry weights(10/20/30/40/50/100).
carry weight= 0.0kg 10.0kg 20.0kg 30.0kg 40.0kg 50.0kg 100.0kg
0str 0agi= 3.49m/s 3.39m/s 3.31m/s 3.25m/s 3.20m/s 3.16m/s 3.02m/s
30str 0agi= 3.44m/s 3.35m/s 3.28m/s 3.22m/s 3.17m/s 3.13m/s 3.00m/s
carry weight= 0.0kg
0str 30agi= 4.08m/s +10ath= 4.98m/s
30str 30agi= 4.08m/s +10ath= 4.98m/s
The strange thing is, that strength actually lowers the speed if it has a higher value than agility.
Only if strength is on the same level as agility, you wont get any speed penalty from strength.
But now lets take a look on how much strength reduces the speed penalty from weight.
carry weight= 0.0kg 10.0kg 20.0kg 30.0kg 40.0kg 50.0kg 100.0kg
0str 0agi= 3.49m/s -0.10 -0.18 -0.26 -0.29 -0.33 -0.47
30str 0agi= 3.44m/s -0.09 -0.16 -0.22 -0.27 -0.31 -0.44
As you can see strength has an effect on the movement speed.
It's not realy that much, but better than nothing. :wink:
Does it worth to invest wpf in a polearm secondary weapon ?
I've 120 wpf at 1h and 0 wpf at polearm. I could go 130/0 or 120/60.
Can I have 2 same +3 items in my inventory?
Is there a way to transfer items and gold within cRPG between your own characters without paying for the trade tax of 5% and the trade listing fee?Use "Inventory" -> "Transfer" in character menu.
It does indeed increase running speed by a bit. A perfect example is a 3 agi character compared to a STF 39 agi character (which is why those troll-invincible-shield characters are so nimble).
Is the increase rate flat or does it diminish the more points you put into AGI or ATH?
Effective armor weight = 2*head armor weight + body armor weight + leg armor weight + 4*hand armor weight - 10
It does indeed increase running speed by a bit. A perfect example is a 3 agi character compared to a STF 39 agi character (which is why those troll-invincible-shield characters are so nimble).
I'm trying to find out exactly how much agi and ATH increases running speed now (by playing I certainly found out that you are ineed correct by now). I think I read somewhere on the forums that each point of ATH increases your running speed by 2% whereas each point of AGI increases it by 0.5%. Can someone confirm or deny these numbers?Quoting myself...
"2) Each agility point increases the movment speed by ~0.6%. (this is the base movement speed)All tests where made with a movement speed calculation script, so you can trust me with this. :wink:
Athlethics increases the base movement speed by ~2.2% per point."
The thing is that tool tips don't confirm this anywhere so I am wondering how we know this. Sorry if I am repeating this needlessly.
For archers, is it still Athletics that reduces WPF or was it reverted back to Power Draw doing so?
On melee weapon reach
So I was thinking about using a two hander with one hander animation like the long sword + shield.The penalty would be the same. With shield, on horse, on horse with shield. No difference. Well, apart from the slower block time that shield has.
So I know ill get a discount on its effect.
But, I planning to use it from horse back. Would I get a double discount? or would the highest discount count and neglect the lowest one?
Shield slots: it states that shields over 6 weight are 2 slots, under are slot. That is incorrect. 7.5 weight shields and below are 1 slot, 8 weight shields and above are 2 slots.
- Horse archery (...) reduces damage penalty of throwing weapons and bows while horseback by 1.9% per point (10 points being equal to 99% of non-mounted damage)
No, ranged on horse get a 20% malus on damage.Which is good, now that they implemented the speed bonus for mounted ranged. You're NA so you don't have it yet, but on EU1 you can do massive damage as HA/HC/HT now since it also factors in the mounted shooters speed and not just the one being hit.
HA give you back 1.9% back by point.
Oh and btw HA is fucked up in C-RPG... because in native the skill is implemented to possibly go to 10 which bring you back to 99% of non-mounted damage.
In C-RPG with a gimmick build you can get to 5 HA max which mean you still lose 10.5% compared to non-mounted.
No, ranged on horse get a 20% malus on damage.
HA give you back 1.9% back by point.
Oh and btw HA is fucked up in C-RPG... because in native the skill is implemented to possibly go to 10 which bring you back to 99% of non-mounted damage.
In C-RPG with a gimmick build you can get to 5 HA max which mean you still lose 10.5% compared to non-mounted.
Hey guys, so correct me if I'm wrong here...
- Each power strike point is 8% extra damage
- 10 wpf is equal to 1.5% damage. You have a 15% damage penalty at 0 wpf compared to base weapon damage. At 100 wpf there is no penalty or bonus to damage.
This means that after 100 wpf, each wpf = .15% damage? So, (again, after the first 100wpf) roughly 53 wpf = 1 PS?
Thus, someone with 153 wpf and 1 PS will do the same damage as someone with 100 wpf and 2 ps, no?
Ranged accuracy
Weapon profiency has a big effect on accuracy as does the weapon accuracy stat. In addition every point of damage reduces accuracy by 1 and thus even though Long bow has the highest accuracy rating, it is actually the most innaccurate bow due to high damage.
(Source: _Sebastian_)
Does that affect to Xbows and Throwing weapons too?
Does that affect to Xbows and Throwing weapons too?
Which WPF is used when you hoplite? I was under the impression it was like the 2h swords that turn into 1h WPF with a shield.You use polearm wpf.
All thine work has payed off...
...has absolutely no effect in cRPG. It gives you 3 crafting profiency to every item you were wearing in Strategus and removes 1 crafting profiency from every other item you had profiency in.
How can that be helpful in Strategus? Is there an option to craft the gear you were using while you get that message? or do that not work any more?Crafting has been taken out of strategus.
PD: Thanks for answering my previous question, I had forgotten that I had written it.
Does the increase of WPF let you block faster, as in the last moment / reaction time?I have a relatively high ping (~80) and play with 2h, and it has always been hard for me to block fast attacks (1h basically) in the last moment, but I never knew one thing: with higher wpf, can I block faster, as to bypass my high ping?
What happens when some item breaks into the worst level(cracked, ruined, etc.)? Is it still usable and could it break totally, get destroyed and vanquish?
Does anyone know the HA malus formula? I couldn't find it in the first post.
Shield Durability: (in c-rpg, this is Hit Points) This is the "health" of the shield; it determines how much damage it can take before it breaks. If it runs out, the shield will be dropped and can no longer be used for the remainder of the battle.
Resistance: (in c-rpg, this is the shield's body armor) This is the damage subtracted from every hit the shield takes (The shield's armor). For example, a 0 Resistance shield hit by a blade will take 20 damage, which will drain its Durability; instead, a 10 Resistance shield hit by the same blade will take only 10 damage (20 minus 10). Resistance also factors against a successful Guard Crush. This parameter can be quite important for a shield. Certain weapons, mainly axes and axe-like weapons, ignore this value when dealing damage. Ranged weapons with sufficient damage and missile speed can penetrate shields that have a low resistance. This damage is always reduced, however a hard enough hitting attack will interrupt your block. Shields appear to take an absolute minimum of 1 point of damage per hit while held regardless of how high its resistance, how high the shield skill of the wielder is or how weak the enemy's weapon is.
Shield body armor is basically the native "Resistance" attribute. The hit points are the native "shield durability" attributes. See below for descriptions: http://mountandblade.wikia.com/wiki/ShieldsThat actually doesn't mention how a shield on your back works at all. Just how it works while you hold it.
That actually doesn't mention how a shield on your back works at all. Just how it works while you hold it.
Basically: any RANGED (arrow, bolt, throwing and I assume ballista) hit to your back when you have a shield there, means you gain the shields resistance and another 10 to your armour rating.
So say you got a 15 resistance shield and 50 body armour. When you get hit by a ranged to your back you have 50+10+15 (normal armour+10+shields resistance.
I didn't know that (specifically). I knew it helped lower the damage, but didn't realize it was so greatAs 2h cav, taking the hide covered round shield with you when you're riding is really great, as any ranged hits to your back gives you an additional 31 body armour.
Cheers. Any idea how much it increases movement speed by?
Didn't see anything regarding agility and movement speed on the first page. I'm assuming it's out of date.
Movement speed
Movement speed depends on agility, athletics and weight.
- Moving backwards reduces movement speed by roughly 34%
- Rain reduces movement speed by roughly 7.8%
- Blocking reduces movement speed by roughly 15%
Along with this carried items reduce movement speed.My testing (http://forum.c-rpg.net/index.php/topic,3278.0.html) suggests that the engine uses a single, total weight for the running speed calculations. This weight includes all items your character has on them: worn, sheathed, or unsheathed. Holding a weapon further reduces running speed based on the weapon length and weight. Holding a shield does not change running speed relative to wearing that shield, unless your character is holding one shield while wearing another shield; in which case, there is an enormous reduction in running speed.http://forum.melee.org/beginner's-help-and-guides/running-in-crpg/
Only armor weight appears to matter for attack speeds. Holding a shield does not change the time taken to complete an attack. However, the delay between blocking an attack and beginning your own attack may be different if you block with a weapon compared to a shield. I would assume that the difference depends on the weights and speeds of both the attacking and blocking weapons and the shield.
If pd*14>archery than will it count in damage in different way?If by archery you mean archery wpf, then yes.
WPF/PD penalty stuff
var penalty = 0;
if(weaponType == "Bow")
penalty = - Math.round((Math.max(14 * ps - Math.pow(1.5,ps), 0)) * 10) / 10; //round to nearest decimal place
if(weaponType == "Throwing")
penalty = - (ps * 11);
return penalty;
Hey,
i wanted to ask if there is a fundamental difference between the animation speed of 2h and polearm. so if i compare the time until a strike hits with both types on equal wpf and agi/weight are they the same or is one faster?
hope i am not asking something that has been answered 200 times, couldnt find it in the thread.
thx!
http://forum.melee.org/beginner's-help-and-guides/running-in-crpg/
That last link is where you can get the most information about movement speed.
WaltF4s tests are kinda old though (that one is from 2011), but I don't think they changed how movement speed worked at any point so...