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Topics - Tydeus

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46
Buy / [Buy/Trade] Lordly Churburg & Lordly Litchina
« on: April 25, 2012, 05:31:00 pm »
I want these again.

What I have to offer, aside from gold:
MW Longsword
MW German Poleaxe
Lordly Skutatos

47
Sell/Trade / [Sell/Trade] Masterworked/Lordly Equipment
« on: April 21, 2012, 07:25:57 pm »
MW War Spear
MW German Greatsword
MW German Poleaxe
Lordly Banded Armor

Need to sell or trade them away. The only thing in particular I am looking for right now, is 10~ weight armor. Post here or send me a message with your offer, thanks.

48
Game Balance Discussion / [Stats] Goedendag
« on: April 10, 2012, 04:12:49 pm »
Military Hammer:
weapon length: 80
weight: 2.3
difficulty: 13
speed rating: 94
weapon length: 80
thrust damage: 0 pierce
swing damage: 28 blunt
slots: 1
Knockdown

Secondary Mode

Goedendag:
weapon length: 117
weight: 2.5
difficulty: 10
speed rating: 95
weapon length: 117
thrust damage: 22 pierce
swing damage: 25 blunt
slots: 2
Can't use on horseback

Knockdown

Secondary Mode

Does it make sense that the goedendag weighs only .2 more than this 1h counterpart(I'm using this word here loosely)? That it has only 25b in 2h mode, while the military hammer has 28b in 1h?

Both can be used in 1h and 2h mode, so why such a significant damage difference? Because the Goedendag has a thrust? Woop-de-doo. You shouldn't really bother with the thrust for any situations that don't require the use of the weapon's full range. No knockdown on the thrust means you're not maximizing the weapon's strengths by utilizing that attack direction for anything other than what was previously mentioned. 1 speed for 3 blunt damage is a pretty shitty trade off, especially when you're talking about blunt or pierce damage. 37 range is fairly huge, but you can't forget that the Military Hammer's stats are for when it's used with a shield. One-Handed weapons have to be balanced with the shield in mind.

Iron Staff
weapon length: 129
weight: 2
difficulty: 11
speed rating: 95
weapon length: 129
thrust damage: 25 blunt
swing damage: 23 blunt
slots: 2
Knockdown

I should probably throw out my disclaimer now, before anyone gets carried away. I realize what you're thinking when you compare this weapon to the goedendag, but one thing you should keep in mind, is that no one can be found using the Iron Staff past level 20, for anything other than a gimmick, "fun" round. Sadly, both of these weapons suck for anything other than saving money in strategus. They're poor weapons in crpg and should be slightly buffed to give people reason to use them, especially the goedendag; as it would better fill, or maybe even create, it's own niche spot among two-handed weapons.

My suggestion is simply to add 1 speed and 2 damage to the Goedendag. Or, if you want to emphasize the knockdown, add .3~ weight and one of the previously stated buffs.

There are a few other comparisons that I have, but due to not wanting this post to drag on too long, I'm saving them for later.

49
Asking for 1mil for the fief and 2mil for the troops and equipment. Message any _gg to make offers or to get further information. We're also selling 800+ Trade Goods crafted in Fisdnar. Payments can be made in either CRPG Gold or Heirlooms.

Fisdnar is one of the best places to craft trade goods as it only costs 3g to craft and has a great location.

Edit: Please move this thread.

50
Sell/Trade / Selling Fisdnar for CRPG Gold
« on: April 07, 2012, 08:22:23 am »
If you want to buy the fief, you can talk to any _gg, post in this thread, or send me a pm. If you're interested in our troops and equipment, feel free to inquire about that as well.

Fisdnar is one of the best, if not the best place to craft trade goods at, due to location and 3g craft cost.

51
Faction Halls / _gg
« on: April 07, 2012, 04:09:51 am »
This, is the clan thread for gg.









Only the Elite may apply.

52
Buy / [Buy] Any(multiple) +3 Heirloom
« on: December 20, 2011, 05:57:21 am »
I'm not sure what I want, but I know I want to get rid of my excess gold. Just throw me a quick price and what your MW is and maybe I'll be interested, if not, you don't really have anything to lose, right?

Looking for a Masterwork Heavy Lance, at the very least though.

53
Sell/Trade / [Sell] Loom Point-Current Offer: 515K
« on: November 25, 2011, 10:34:20 pm »
Current offer is for 515K. When 3 hours pass without a new bid, you win the loom point.

I'm level 31 with 24 str, zero Riding, PT and PD.

54
Buy / Buying/Trading for MW Horn Bow, 1.1mil
« on: October 31, 2011, 12:34:43 am »
I'm looking for a Masterwork Horn Bow, Masterwork Arrows and a Mighty Mace(2h) PM me or post in this thread if you have one and are looking to get sell it.

I have lots of gold, but I'm also looking to get rid of my Lordly Churburg Cuirass and Champion Cata.

55
I actually made this a few months ago when I was trying to figure out what archery damage actually looked like, I updated it a bit since then but not much has really changed. As far as any game mechanics code goes, it's all done by cmp. The only thing I did was plug this into a python script, allow the user to input settings and allow you to see relevant information. This was also the first time I had ever even touched python so, don't be blame me too much for how bad it is.

Anyway, here's the code. Just copy and paste this into notepad and give it a name with ".py" at the end. This was made with python version 2.7.2 which you need to run this script, which you can get here: http://www.python.org/download/

Code: [Select]
#Tydeus' Complete Damage Calculator v0.1
#Made possible by several posts from cmp at:
#http://forums.taleworlds.com/index.php/topic,168722.msg4090940.html#msg4090940
#Special thanks to Xol, Espu and Urist

import os, time, math, sys

#==============================================================================================
       
armor_soak_factor_against_cut = 0.65
armor_soak_factor_against_pierce = 0.5
armor_soak_factor_against_blunt = 0.4

armor_reduction_factor_against_cut = 1.6
armor_reduction_factor_against_pierce = 1.1
armor_reduction_factor_against_blunt = 1.3

armor_soak_factor_for_damage_type = 0
armor_reduction_factor_for_damage_type = 0

armor_extra_penetration_soak_factor = 1.2
armor_extra_penetration_reduction_factor = 0.6

missile_damage_speed_power = 1.9
melee_damage_speed_power = 2

i = 0

while i == 0:
    inputDict = {}
    inputDict['armor'] = float(raw_input('Enter the opponents armor value: '))
    inputDict['weapon_damage'] = float(raw_input('Enter your weapon damage: '))
    inputDict['strength'] = float(raw_input('Enter your strength: '))
    inputDict['power_strike'] = float(raw_input('Enter your power strike/draw/throw: '))
    inputDict['proficiency'] = float(raw_input('Enter your effective weapon proficiency: '))
    inputDict['speed_bonus'] = float(raw_input('Enter your speed bonus percentage in decimal format: '))
    inputDict['hold_time'] = float(raw_input('Enter your hold time in seconds rounded to the nearest tenth: '))
    inputDict['damage_type'] = float(raw_input('Enter your damage type "("Cut=1, Pierce=2, Blunt=3")": '))
    inputDict['weapon_type'] = float(raw_input('Enter your type of weapon "("XBow=0, Bow=1, Throwing=2, 1H=3, 2H=4, 1/2H=5, Polearm=6")": '))
    if inputDict['weapon_type'] == 1:
        inputDict['difficulty'] = float(raw_input('Enter the bow difficulty: '))
    inputDict['mounted'] = float(raw_input('Is there a mounted penalty? "("No=0, Yes=1")": '))
    if inputDict['mounted']:
        if inputDict['weapon_type'] == 1:
            inputDict['horse_archery'] = float(raw_input('Enter your horse archery skill: '))
    inputDict['raining'] = float(raw_input('Is there a raining penalty? "("No=0, Yes=1")": '))
    inputDict['shield_penalty'] = float(raw_input('Is there a shield penalty? "("No=0, Yes=1")": '))

    def dmg_calc(n,inDict,c):
        armor = inDict['armor']
        weapon_damage = inDict['weapon_damage']
        strength = inDict['strength']
        power_strike = inDict['power_strike']
        proficiency = inDict['proficiency']
        speed_bonus = inDict['speed_bonus']
        hold_time = inDict['hold_time']
        damage_type = inDict['damage_type']
        weapon_type = inDict['weapon_type']
        mounted = inDict['mounted']
        if weapon_type == 1:
            difficulty = inDict['difficulty']
            if mounted == 1:
                    horse_archery = inDict['horse_archery']
        raining = inDict['raining']
        shield_penalty = inDict['shield_penalty']
       
        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)

        if weapon_type >= 3:
            raw_damage *= math.pow(melee_damage_speed_power, speed_bonus)
        elif weapon_type < 3:
            raw_damage *= math.pow(missile_damage_speed_power, speed_bonus)

        if weapon_type == 0 and raining:
            raw_damage *= 0.75
        else:
            raw_damage *= proficiency * 0.01 * 0.15 + 0.85

            if weapon_type == 1:
                    raw_damage *= min(power_strike, difficulty + 4) * 0.14 + 1

                    if mounted:
                        raw_damage *= horse_archery * 0.019 + 0.8
                   
                    if raining:
                        raw_damage *= 0.9
            elif weapon_type == 2:
                    raw_damage *= power_strike * 0.1 + 1.0

                    if mounted:
                        raw_damage *= horse_archery * 0.019 + 0.8
            elif weapon_type >= 3:
                    raw_damage *= power_strike * 0.08 + 1.0

                    raw_damage += strength / 5.0

            if (weapon_type >= 3) and (shield_penalty or mounted):
                    raw_damage *= 0.85

                    if weapon_type == 6:
                        raw_damage *= 0.85

                    #if weapon_flags & itp_two_handed:
                    #    raw_damage *= 0.9

        raw_damage = max(0, min(raw_damage, 500))

        if c == 0:
            print "Raw Damage: "
            print raw_damage

           
        if damage_type == 1:
                armor_soak_factor_for_damage_type = armor_soak_factor_against_cut
                armor_reduction_factor_for_damage_type = armor_reduction_factor_against_cut
        elif damage_type == 2:
                armor_soak_factor_for_damage_type = armor_soak_factor_against_pierce
                armor_reduction_factor_for_damage_type = armor_reduction_factor_against_pierce
        elif damage_type == 3:
                armor_soak_factor_for_damage_type = armor_soak_factor_against_blunt
                armor_reduction_factor_for_damage_type = armor_reduction_factor_against_blunt
               
        #I don't think this applies to crpg.
        #if hit_shield_on_back:
        #   armor += shield_resistance + 10

        soak_factor = armor * armor_soak_factor_for_damage_type
        reduction_factor = armor * armor_reduction_factor_for_damage_type

        if weapon_type < 3:
            soak_factor *= armor_extra_penetration_soak_factor
            reduction_factor *= armor_extra_penetration_reduction_factor

        randomized_soak = (n * 0.55 + 0.45) * soak_factor
        randomized_damage = (n * 0.1 + 0.9) * raw_damage
        soaked_damage = randomized_damage - randomized_soak

        if (soaked_damage < 0.0):
            soaked_damage = 0.0

        randomized_reduction = math.exp((n * 0.55 + 0.45) * reduction_factor * 0.014)
        reduced_damage = (1.0 - 1.0 / randomized_reduction) * soaked_damage
                     
        if (reduction_factor < 0.00001):
            reduced_damage  = 0.0

        damage_difference = round(reduced_damage + randomized_soak)
        effective_damage = randomized_damage - damage_difference

        #I'll throw this in there eventually, current input is shit though.
        #For headshots just multiply your min/max damage by 1.2 if melee otherwise, 1.75.
        #Calf/thigh is always 90% damage regardless of weapon type; foot shots suffer no penalty.
        #if hit_bone == head:
        #    if weapon_type != 0:
        #            effective_damage *= 1.75
        #    else
        #            effective_damage *= 1.2
        #elif hit_bone == calf or hit_bone == thigh:
        #    effective_damage *= 0.9

        effective_damage = max(0, min(effective_damage, 500))
        return effective_damage

    min_d = dmg_calc(1,inputDict,0)
    print "Minimum Damage: "
    print min_d
    max_d = dmg_calc(0,inputDict,1)
    print "Maximum Damage: "
    print max_d
    print "Average Damage: "
    print ((min_d + max_d) / 2)
    status_key = raw_input("Type quit to close or enter to try new numbers ")
    if status_key == "quit":
        i = 1



It's not as pretty as Vargas' Toolkit, which is a great tool for calculating builds and whatnot, but it's a bit more complete and customizable in that you can see realistic numbers.

How to use:
Once you get python installed and you've copied over the code and saved it as a python script, double click the icon to launch the script. Inputs are all done numerically, don't try to input anything aside from numbers you'll just get errors that way.

Known issues:
  • It's fucking ugly
  • There are no pretty graphs
  • I'm not 100% sure on ranged damage numbers because of the screwy speed bonus. Therefore I suggest going with "0" for a speed bonus(Though cmp suggested just using "1").
  • Currently it doesn't allow you to select a body location to test damage.

If anyone has any suggestions or questions feel free to post, thanks.

56
Strategus / [BUY] Strategus Gold/Trade Goods/Equipment For CRPG Gold!
« on: July 14, 2011, 04:10:53 pm »
Starting this up again, at least for a little while. I'm only looking to buy a couple hundred troops and but lots and lots of gold, trade goods and equipment.

8 crpg gold per 1 Strategus gold.

Buying all strat equipment with crpg gold. Buying at 65-70% item value *8 crpg gold.

I'll even buy your trade goods, just tell me your location and I'll go to pick them up(have to have at least 100 goods).

57
I posted this in the Strategus economy thread but I feel I should post it here as well.

Everyone hates when you get stuck with high level peasants on your team. While you're using your best and likely most expensive gear, they're using a torch and three plain cavalry shields with no other equipment. So I propose having a sort of "insurance" on your gear where, when it breaks, the insurance would pay for a portion of the upkeep cost.

Here's how I see it working:
1. Every tic of xp/gold that someone got, they would also get a tic of insurance gold.
     (This is necessary as each tic increases the chance of something breaking)
2. Insurance gold would be something like a static 40/50 gold per tic and would not be increased by a multiplier.
     (If it were affected by a multiplier there would be almost no reason to have upkeep to begin with)
3. Insurance affects everyone equally and the player doesn't have to pay a fee for this service, think of it as the faction you're fighting for is paying a portion of your upkeep cost.

Example 1) If my Bec de Corbin breaks after 4 tics of gold and xp, the normal cost would be 475 gold, insurance covering 50 gold per tic would amount to 200 gold, so you would end up paying 275 gold total, instead of 475.

Example 2) If both my Cased Greaves and my Bec break, 213 and 475 repair cost, after 5 tics you would have 250 insurance gold. This would pay off the greaves and pay the remaining 37 gold toward the next item that broke, which would be the bec. So you would end up paying a total of 438 gold for that round.

What this does specifically, is it completely removes the benefit of running around naked not trying to help your team win and only caring about making gold. Instead players would gain close to the same amount of gold naked, that they would in 15-20K worth of gear.

With this, to maintain close to the same income on average that people who actively participate in rounds with their best(or close to) gear currently have, gold per tic would need to be scaled back slightly to about 30 or 40 per tic from the current 50.

This would greatly affect strategus and keep people from being able to farm gold by running around naked as they currently do. Yes they could still run around naked with only one weapon, but there would be no advantage to it. Currently the best way to make the absolute most gold possible, is to play naked. With my system, this would change to actively participating with medium quality gear, not to be confused with medium weight, as this isn't the case at all.

58
Buy / [BUY] Reinforced/Lordly Cased Greaves
« on: June 19, 2011, 06:35:26 pm »
I can give gold, I can give looms, I can give gold + looms. I can get my hands on almost any item as well. Just hit me up with your demand for your greaves and I'll try to work something out.

59
Sell/Trade / [Trade/Sell] +3 and +1 looms
« on: June 04, 2011, 09:34:03 pm »
Trying to trade/sell off:
Masterwork Longsword
Mighty Great Maul
Champion Cataphract
Heavy Great Long Axe
Tempered Nordic Champion's Sword

Entertaining offers on(Things I have and MIGHT be interested in getting rid of):
Lordly Cavalry Robe


What I am looking for specifically:
Lordly Heavy Armors
Italian Sword
Elite Scimitar
Nordic Champion's Sword

I'm buying strat gold and troops, check here for info: http://forum.c-rpg.net/index.php/topic,10601.0.html

60
Buy / [Buy] All Heirlooms +1/+2/+3
« on: June 01, 2011, 03:11:36 am »
I'm looking for any and all heirlooms for a good price. Got a loom you've been trying to get rid of for a while now? I'll take it off your hands. Either post your offers in this thread or pm them to me, either way, make a post about it in this thread!

I won't be using any of these looms so I won't be offering as much as someone else who plans to have the item for an extended period of time.


I'll pay anywhere 700-900K for masterworks.

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