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Messages - San

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I think they were made 1 slot so that they could get better stats, allowing some of the shorter weapons to compete better for those who like using them.

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Announcements / Re: patch v0.5.4.0, changelog and announcement
« on: April 03, 2019, 06:08:25 am »
Since PS and speed bonus are just damage multipliers, you want both at a reasonable level -- balanced builds or semi-balanced builds should all be great to use. Speed bonus makes up for the damage loss, but below 6PS and you start to lose out on damage. I think that 12/33 and 15/30 are more competitive than 12/30.

To me, 15/30 > 18/27 > 15/27 despite the small increase in tankiness on 15/27.

The new system has been quite a bit more chaotic, but it makes sense with all this activity. Glad things are pretty self sufficient right now and people are able to enjoy the game.

3
Suggestions Corner / Re: An archery balance post from a shielder
« on: March 01, 2019, 06:17:53 am »
Haven't been too active lately. I personally think a few of the non-horseback arrows can be increased by like 2 ammo, maybe 3. Leave the others low so that HA are forced to have limited max damage per round. They were likely made low since melee wpf is now provided for free to all builds based on WM. With 10v10 to 15v15, 20-28 ammo seems reasonable. It's pretty sad, but limited ammo really stops a lot of cheese tactics from forming.

Gotta clear up some misinformation:
-You pretty much get like 20 wpf worth of accuracy per PD. It used to just be -14 wpf per PD and was actually reduced for high PD as time went on.

-1h cav was rebuffed a bit. The nerfed period is when bumpslashes dealt 50% damage. Now it should be 75%. Combined with increased cut on the best 1h cav weapons and buffs to horses, it should be manageable now. You're right that 1h cav should destroy kiting ranged.

-Archers have been made to be much slower with the bow out, and faster with it sheathed. Good acceleration, but poor max speed due to adding weapon lengths to bows. To increase the effect, the weapon length can be increased. PD hurting athletics will mostly affect acceleration, not max speed. Max speed is based more on armor weight and weapon weight & length.

-You can equip board shields and the viking round table without shield skill.

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Announcements / Re: 0.5.5.0: you to decide
« on: December 22, 2018, 08:31:46 am »
hybrid builds might be viable now!

I think it'll be better for them. It was like this since last month's patch before the website died, but now you can see the changes on the site itself.

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Announcements / Re: 0.5.5.0: you to decide
« on: December 16, 2018, 01:51:40 am »
Dave updated the website with the wpf changes that was made a few patches ago.

-Every point in WM updates the minimum melee wpf.
-Shared melee wpf has been improved.

This change was made in conjunction with wpf penalty adjustments where it applies to each piece of gear individually instead of summing your total weight.
Back then, there were also buffs to numerous 2h secondary modes among 1h weapons.

(click to show/hide)

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General Discussion / Re: 5.3.7.0 Patch Notes
« on: November 04, 2018, 05:59:34 am »
-Throwing weapons given potent melee secondary modes with decreased ammo.


What do you mean by decreased ammo? What qualifies for that?

Ammo was decreased for some throwing weapons, but their secondary modes were buffed quite a bit.

Another misc change that I forgot to put down:
-Some powerful 2h/1h weapons such as 2h morningstar were made 2h-only to slightly reduce damage on horseback (will still likely 1shot, but may not deal a bajillion damage)

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General Discussion / Re: 5.3.7.0 Patch Notes
« on: November 04, 2018, 02:43:23 am »
More info on WM change: If you have around 7 WM, if your melee wpf is below ~100, it will bump it up to 100.

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General Discussion / Re: 5.3.7.0 Patch Notes
« on: November 04, 2018, 02:15:15 am »
It's more like, depending on your build, it's best if you wear consistent gear -- All light, medium, heavy. If you mix-match heavy and light gear, you might get penalized a bit more than before, though barely noticeable. In that sense, it doesn't always help balanced builds.

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General Discussion / 5.3.7.0 Patch Notes
« on: November 04, 2018, 12:53:43 am »
I can't post in the announcements area, so here are some of the changes:

Patch Notes for 5.3.7.0

Global:

-Armor Soak/Reduce change: Cut and low blunt and pierce damage buffed, high blunt and pierce damage nerfed. Blunt was changed more, so low blunt damage (spears) are much better and high blunt damage is more toned down.
-Wpf penalties from armor are separately calculated for each armor piece, better for medium gear.
-Weapon Master raises the minimum melee wpf for each point
-Shared Melee Wpf improved (More than what is shown on the website)
-Horses given an innate resistance to arrows, and innate weaknesses to pikes and throwing weapons
-1h attack nudge animation length increased. Increased stun against attacking opponents returned.
-Reverted the roll change due to issues with in-place rolls.
-Bows and Crossbows given weapon lengths to decrease maximum run speed
-High difficulty shields use strength to equip (currently only board shields)

Strat:
Dave: Strat siege equipment buff
Dave: Changed XP rewards (bigger base value, less gear oriented)

Items (Images Below)
-Internal Bow adjustments to bring weaker weapons up to par against some of the stronger ones.
-Ammo counts decreased across the board
-Board Shields given strength requirements
-Cav Buff: Speedier light horses, tankier heavy horses, increased difficulties.
-Throwing weapons given potent melee secondary modes with decreased ammo.
-Minor Armor value adjustments
-Strong 1h blunt/pierce weapons slowed down.

New Weapons:
-1h: Spiked Battle Axe
(click to show/hide)
-2h: Long Swiss Saber
(click to show/hide)

Comments:

All classes can hybridize more easily. Players with mid-weight and lighter gear should have a little more wpf (~6-7) and heavy gear players around the same. Having a lot of weapon master raises your melee wpf up from 1, so off-hand weapons should be usable for most players. Tatar arrows should be majorly buffed with the soak/reduce changes, though still weaker than bodkins against armor > 60.


Major Item changes:
(click to show/hide)

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The Chamber of Tears / Re: Maybe FIX THE GAME?!
« on: October 23, 2018, 01:16:24 am »
Just want everything to be strong without aggravating other players too much. Of course that's pretty impossible so we'll see what happens.

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General Discussion / Re: Communty dead
« on: October 22, 2018, 02:29:47 am »
We're all NPCs

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General Discussion / Re: Nerf Archery #meleelivesmatter
« on: October 22, 2018, 12:53:19 am »
You just can't dispute science like that

13
General Discussion / Re: We got a runner boys
« on: October 19, 2018, 03:25:05 am »
If he's trying to win, fine.
If he does it like once, fine.

If he keeps doing it and is obviously annoying the server, warn/kick his ass lmao

It depends on the situation and who the person is imo.

14
Suggestions Corner / Re: Rebalancing the horses
« on: October 07, 2018, 04:44:13 am »
You didn't post any stats so ended up crafting some up. Not as extreme as the stats proposed, but generally used some of the concepts described here. We'll see if it gets accepted.

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Suggestions Corner / Re: Rebalancing the horses
« on: September 19, 2018, 03:18:54 am »
It'll be really tough to map out all of the different stats and exactly how much HP/Armor is equivalent to speed or maneuver.

Just like you gave an example for a plated charger, what would be the stats for a higher tier light horse, medium horse, and heavy horse? Let's say the Light Eastern Horse, Heraldic Barded Warhorse, and Mamluk? Those seem to be high tier in each category with balanced stats. Then other horses can be balanced around those.

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