-Shields: Shield difficulty lowered by 1 across the board. Dying to ranged? Try picking up a shield, there's now even more variety.
Other stuff too. Crossbow balance stuff is very likely to change, once the correct formulas are found.
I. FUCKING. LOVE. YOU!!!!
-Shields: Shield difficulty lowered by 1 across the board. Dying to ranged? Try picking up a shield, there's now even more variety.
higher amounts of cut nerfed
You actually killed rock throwing
-Shields: Shield difficulty lowered by 1 across the board. Dying to ranged? Try picking up a shield, there's now even more variety.
-DTV: Plan to change mode so that Vivi dying is not an automatic loss, instead only losing all players will be a loss. (this is what I spent much of the night trying to get working)dear Professor really thank you for hard work in making crpg great again BUT FOR FUCK'S SAKE WHO THE FUCK GAVE THIS FUCKING STUPID IDEAS ABOUT DTV, I MEAN KURWA GIEB FUCKING NICKNAME, THATS THE FUCKING WHOLE POINT TO PROTECT VIVI NOT FUCKING USELESS TEAMMATES OR LEECHING CUNTS, NO :!: FUCKING 20 PPL IS TOO SHORT BECAUSE FUCKING LAST WAVE NO MATTER HOW MANY PLAYERS U HAVE (EVEN IF U SOLO) IS MINIMUM 20 TINCANS +BOSSES SO U HAVE 2 NORMAL WAVES OF TINCANS GG FOR 20 PPL AND THIS LAST WAVE IS +20 MAULERS AND BOSSES (FUCKING BRAINDAMAGE IDIOT WHO GIVE THE IDEA OF REDUCING TO 20 PLAYERS)
-DTV: Splitting up the server into 2 20-slot servers. On many maps, with 30 people, around 10 or so stand around without anything to do.
-DTV: Removed about half of the waves, so that maps no longer take 2 hours or so to beat
-DTV: Reward for grindy maps reduced to 2/3 of normal reward
-Stones: Nerfed. They're a 0-gold item, and should not be effective in the slightest.
-Soak: 1H cut buffed, higher amounts of cut nerfed
are balancers monkeys who play horsearcher all the time or what. jeez fucking bundle of sticks
are balancers monkeys who play horsearcher all the time or what. jeez fucking bundle of sticks
are balancers monkeys who play horsearcher all the time or what. jeez fucking bundle of sticks
:shock:
-Crossbows: Tweaked acc values in order to provide linear increase in reticle size (0 wpf) with more damage...
Stone Throwers Right Now:(click to show/hide)
next task is nerfing smoke bombs.
I wasn't convinced till this bit
visitors can't see pics , please register or loginI wouldn't throw that at my worst enemies.
Murricans want us to buy special patented rocks for 10$ a piece with little Trump pictures on them.
Why on earth would you nerf stones??? Because they are cheap? Has anyone ever complained about stones being overpowered? Can't I break someone's skull with a rock, because I didn't pay money for it?? That is capitalist propaganda and an outrage. Undo that.
Stones were nerfed because 2 people played rock throwers. Knee jerk crpg balance team decides xbows are ok but fuck those rocks, rocks are broken xbow isnt
hope you remove horse archer wavesNerfed their arrow count again. And the second HA wave was removed.
Nerfed their arrow count again. And the second HA wave was removed.
As for rock throwers, the efficiency of that weapon was insanely OP. For 0 gold, you can buy an item that can seriously damage people, even in plate. Not to mention that the weight of each rock you throw is .2. So, those aren't rocks, they are pebbles.
However I have no real issue with adding in a new weapon: large stones. Could weigh .5-.6 each, half the stack size (at least), but higher damage. You can't have both large stack size and high damage for a weapon that literally costs 0 gold. Now rocks are on par with other peasant weapons.
Knee jerk crpg balance team decides xbows are ok but fuck those rocks, rocks are broken xbow isnt
Nerfed their arrow count again. And the second HA wave was removed.
As for rock throwers, the efficiency of that weapon was insanely OP. For 0 gold, you can buy an item that can seriously damage people, even in plate. Not to mention that the weight of each rock you throw is .2. So, those aren't rocks, they are pebbles.
However I have no real issue with adding in a new weapon: large stones. Could weigh .5-.6 each, half the stack size (at least), but higher damage. You can't have both large stack size and high damage for a weapon that literally costs 0 gold. Now rocks are on par with other peasant weapons.
Can the people who spent hard earned loom points go to the new rocks or will we be punished fpr spending points on a good weapon that is actually terrible nowI'll give out exchanges for MW rocks since they were heavily nerfed. How you use the exchange is up to you
Can the people who spent hard earned loom points go to the new rocks or will we be punished fpr spending points on a good weapon that is actually terrible nowI already used hierloom exchange on my mw rocks when they did the pod revert, didn't really seem worth it to keep using 3 two and a half lb bags of rock with less skill/att points they just weighed me down. Daggers only weigh 1.5 lbs a bag so you run faster, just lose 4 ammo a bag is all.
Unfortunately, I don't have time right now to write out my usual patchnotes/announcement, I need to be up in less than 3 hours from now, and I'd like some sleep. Here's a quick summary, I'll fill more in later.If you do this, why have Vivi at all? It effectively goes back to ye olden days of Defend The Village. I wouldn't be unhappy about this really, but Vivi has purpose if there is no reason to defend her.
-DTV: Plan to change mode so that Vivi dying is not an automatic loss, instead only losing all players will be a loss. (this is what I spent much of the night trying to get working)
If you do this, why have Vivi at all? It effectively goes back to ye olden days of Defend The Village. I wouldn't be unhappy about this really, but Vivi has purpose if there is no reason to defend her.
If you do this, why have Vivi at all? It effectively goes back to ye olden days of Defend The Village. I wouldn't be unhappy about this really, but Vivi has purpose if there is no reason to defend her.I'm looking to move towards there, but the Vivi code is all tangled up in there, which will make doing so difficult.
Rocks doing damage is the worst thing you could have done honestly. KNightmare is on killing the server pop by just running around and killing plated people. GJ PROFFESSORORORORORvisitors can't see pics , please register or login
I'm looking to move towards there, but the Vivi code is all tangled up in there, which will make doing so difficult.THAN FUCKING DON'T TOUCH IT, LEAVE THE FUCKING EU DTV INTACT, IF ANY FUCKING NA TRASH WILL LEACH ON OR BEING USLESS EVEN ON A FUCKING 3 SECS ON EU DTV HE WILL BE SLAUGHTERED, DON'T EVEN FUCKING TRY TO MAKE ANY CHANGES TO EU DTV :!:
-Soak: 1H cut buffed, higher amounts of cut nerfed
-Shields: Shield difficulty lowered by 1 across the board. Dying to ranged? Try picking up a shield, there's now even more variety.
I'm one for changing the higher cut damage back to normal please, CHANGE IT BACK !! :(
Sucks to be a flamberge player. :D
Since my alt is a flamberge 2h, i didn't feel that much of a difference to be honest, the only thing is i can't carry a shield cause flamberge is unsheatable.
showing some creative efforts at balancing beyond "add 1 to damage here, remove 1 from damage there"
Shield difficulty lowered by 1 across the board.
I'm one for changing the higher cut damage back to normal please, CHANGE IT BACK !! :(
I for one would like to see how exactly cut damage as a whole was changed. Don't quite see why the buff to weak amounts of cut made it necessary for higher amounts to be nerfed.
Damage types
To compare, below are the same graphs with 20 raw damage instead of 40.
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Following is at 40 base damage:
- Pierce is about 5% weaker than blunt from 40 to 55 armor.
- Between 60 and 75 armor pierce is about 15% weaker than blunt.
- At 80 armor the difference is only around 7%.
- At 15 armor cut is about 11% weaker than blunt
- At 30 armor cut is about 24% weaker than blunt
- At 45 armor cut is about 37% weaker than blunt
- At 60 armor cut is about 45% weaker than blunt
- At 75 armor cut is about 50% weaker than blunt
Following is at 20 base damage:
- 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.
- At 15 armor cut is about 21% weaker than blunt
- At 30 armor cut is about 43% weaker than blunt
- At 45 armor cut is about 50% weaker than blunt
- At 60 armor cut is about 83% weaker than blunt
- At 70+ armor cut glances always
From this we can fairly safely assume this:
- Blunt is superior damage type. It deals the most damage and glances least easily. Especially at lower armor levels pierce has very close to the same damage output though.
- The higher the dealt base damage goes, the less pierce and blunt differ from each other. At 60 damage pierce is slightly better than blunt against medium tier armor and at above it becomes better in all categories. At 100 damage pierce is 7% better at 80 armor, 4% better at 40 armor and mariginally better at low armor levels.
- The higher the dealt base damage goes, the less cut proportionally suffers compared to pierce and blunt (45% weaker than blunt at 60 damage at most, 35% at 80)
Simplified:
Damage types with below 60 raw damage:
blunt > pierce > cut
Damage types with above 60 raw damage:
pierce > blunt > cut
Blunt is best if you have weak damage potential or expect to hit a lot with negative speed bonuses. Pierce is best if you have high damage potential. In reality though the difference at 100 base damage is very minor unless you're hitting very heavy armor.
The Excel spreadsheet used for this is available at: http://nikita.tnnet.fi/~elmokki/crpg-damage.xls
(Source and exact math at: http://forum.c-rpg.net/index.php/topic,23344.msg341355.html#msg341355).
im pretty sure (from what i picked up from desire) that the 1h 'buff' has decreased a sort of minimum threshold required for the lower (sub 35 dmg?) cut weapons to actually dish out damage rather than glancing. or something like that. I've been playing pure 1h for a few years now and can definitely say that this is super nice (all we need now is a weight buff so we dont get stun locked by Iberian maces)
as for the nerf to higher cut weapons, im not sure how that plays in. maybe something to do with this?
so at different weapon damage values (20 vs 40 dmg), the actual damage falloff is varied. I'm assuming that higher cut weapons (40+?) are now getting a higher damage falloff versus armor or something along those lines
BUT I COULD BE ENTIRELY WRONG IM NOT TRYING 2 BE PRETENTIOUS HERE
Be nice!
If Prof disappears noone can revert the changes!
I find some of the changes... strange. But balancing is a process and Prof showing some creative efforts at balancing beyond "add 1 to damage here, remove 1 from damage there" which is how it used to be done.
Gib feedback, but remember he's doing this in his free-time and this is the most active development we've had in many years.
EU1 infested with shielders now.
My dedicated xbow with 184 wpf in crossbow now has terrible aim... is it not punishment enough that the arbalest is 4 slots already? Sure we need a change, but these are really bad changes. Terrible job balancing in this patch...
Please don't change DTV :cry:
I've lost 2 bars of health to a single rock whilst wearing MW plate: it was absurd to say the least.
I'll be happier if this niche (i.e. troll) build disappears entirely.
better return old "eu_melee" serverYea, and siege server, and rageboll server, and newbie server, and 400 people online. Good idea, like it. This evening, 100 people are under siege.
Yea, and siege server, and rageboll server, and newbie server, and 400 people online. Good idea, like it. This evening, 100 people are under siege.
I remember that the siege server was kept afloat thanks to The Grey and Druzhina clan.