cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Overdriven on July 12, 2011, 10:48:18 pm

Title: Horse Health/damage taken
Post by: Overdriven on July 12, 2011, 10:48:18 pm
Ok this isn't a general cav topic. This is specifically about the damage of arrows to horses now.

Put simply, pre-patch my Spirited Courser took 4 arrows to down. Now it takes 2. With the added nerfs in terms of lancing/speed it's not great.

So I'm wondering what is the problem here? It seems to be general to all horses. They now go down after only a couple of arrows regardless. Considering when people suggested nerfing cav, they wanted to buff HP. It doesn't seem to have worked.

This also leaves cav open to HA (can't believe I'm saying this). It's to easy for HA to down horses now. I can 2 shot any cavs horse. Even Destriers only take a maximum of 3 if I'm unlucky.

I propose to rebuff horse armour/HP. You nerfed lances to hell, at least buff horse HP and armour to make up for it.
Title: Re: Horse Health/damage taken
Post by: POOPHAMMER on July 12, 2011, 10:56:10 pm
I think they lowered cav armour, that may have something to do with it
Title: Re: Horse Health/damage taken
Post by: Overdriven on July 12, 2011, 10:57:19 pm
I think they lowered cav armour, that may have something to do with it

It hurts :( It's too much if you ask me. It's not even horse to horse related. All horses go down to 2 arrows except armoured and Destrier.

With the lance nerf, stat nerfs, upkeep increase and sheer cost of maintaining a horse, it seems only sensible to buff armour/HP.
Title: Re: Horse Health/damage taken
Post by: Seawied on July 12, 2011, 11:22:21 pm
its because arrow speed was reduced. Lower ammunition speed= greatly increased speed bonus.


I'm having a hard time explaining it, so let me use this example

If an arrow travels at 100 m/s and a horse is running at it at 15 m/s, the arrow gets a 15% speed bonus.
If an arrow travels at 60 m/s and a horse is running at it at 15 m/s, the arrow now gets a 25% speed bonus.

The actual speed bonus I listed are by no means exact, and I'm sure a dev could correct them, but thats the concept of why horses are dying faster. This is also why throwing has always been the bane of all horsemen.

The change to pierce damage might have something to do with it as well.

::edit:: updated to reflect more real values.
Title: Re: Horse Health/damage taken
Post by: Paul on July 12, 2011, 11:38:19 pm
Yes, a foot archer should do a bit more damage now against charging cav and less against cav riding away with the shoot speed decrease.

Example longbow at minimum PD against charging cav:
horse speed: 10m/s

starting_speed prepatch: 80m/s
starting_speed post patch : 60m/s

impact_speed = k * starting_speed
impact_damage = k^(1.9) * normal_damage
 [exponent 1.9 comes form the module.ini]

horse_speed + starting_speed = k * starting_speed     (with ignoring friction/ point blank hit)
-> k = horse_speed / starting_speed + 1

prepatch:
k_pre = 10 m/s / 80 m/s +1 = 1.125

postpatch:
k_post = 10 m/s / 60 m/s +1 = 1.167

So if he would hit a standing(unarmored) horse for lets say 60(=normal_damage) points of damage then he would hit the charging one for:

prepatch:
impact_damage_pre = k_pre^(1.9) * normal_damage
impact_damage_pre  =  1.125^(1.9) * 60 ~= 75

postpatch:
impact_damage_post = k_post^(1.9) * normal_damage
impact_damage_postre  =  1.167^(1.9) * 60 ~= 80