cRPG
cRPG => Beginner's Help and Guides => Topic started by: Spa_geh_tea on September 22, 2011, 01:47:18 am
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^ seriously, making me angry and not making any logical sense.
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1. aim for head.
2. hold attack for .6 seconds
3. ????
4. Profit!
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At exactly 0.6 seconds your damage is at 150%, and if you hold it too long then it drops to 120%
Remember that the head is a 120% multiplier and limbs are 80%.
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ive done that, still not a 1 hit kill.
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ive done that, still not a 1 hit kill.
Then consider that if the target is moving towards you, the speed bonus will increase damage, and away does the opposite. Remember that hitting at the very tip of your weapon will deal maximum damage and hitting closer to the hilt will drastically lower it.
Targets may have Lordly gloves and armour, and have 14 more protection then normal, the list goes on.
10PS is an additional 80% damage. Not going to one shot many people, and 7PS will one shot even fewer.
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Alright, then buff 1h because this whole bs where 2h and poles can do full damage at near face hug range needs to stop.
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They don't deal full damage, they just generally have higher damage values than 1hs.
Also consider that there is random number generation involved as well.
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Alright, then buff 1h because this whole bs where 2h and poles can do full damage at near face hug range needs to stop.
:lol: i can survive 3-5 hits im medium not loomed armor against 2h regulary, but every good 1hander 2 shoted me :rolleyes:
get steel pick, hold your atacks more, easy mode
EDIT: with 10 ps, spammitar is best
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and if i hold my attacks i get nailed, cause everyone is spamming polearm stabs and 2h swings.
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Then you get free hits in if you don't hold your attacks. Problem being?
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speed bonus?
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imo make shield unbreakable and forcefield around you so you cant get hit in the back
also make whatever op weapon is 50blunt(with knockdown and crushtrought), 120speed also 150 lenght
derp
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its 10 ps which means im running a 30-9 and im seeing no benefit to it at all......
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You are blind then, good sir.
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It's very hard to plain 1hit kill. You need a multiple of things happen:
1. HUGE speed bonus with you and your opponent running at each other
2. Head shot
3. Slight hold
4. Turn into swing
Even if you do all of this, there is a random factor to damage, and armor is so resistant to damage nowadays that still might not be enough.
Your 10PS is not bad at all.
On my 8 IF, 27 Strength, 55 armor character, 1 slash from you usually does at least 50-70% damage since you're good at timing your attacks.
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I dont beleive you have 8if with 27, ive seen the shields you carry. In any case what your describing to me says that agi is the thing to do since that retains the most speed bonus.
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If by shields you mean just the single knightly heater (which requires 4 shield), then yes. I also have no reason to lie. Well, I may not remember exactly how much damage you deal but I just remember it hurts.
I was also referring to speed bonus as in it's the only thing that gives you the extra edge. Namely, full on 1shotting when you shouldn't be doing THAT much on average.
If you go lower PS like 6 or 7, you'll be doing like much lower damage, like 20-40% instead of 50-60% damage to armored foes.
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well im going 24-12 next so expect a damage nerf then.
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Why not go 15-21 instead - turn the tables around?
Do this, and get a weapon that can stab for maximum speed bonus galore.
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Yeah, 30-9 is a bit excessive, but Power Strike works as intended, I promise. I'm a 27-12 build this gen and use a long weapon, kind of wishing for 1 or 2 more athletics to get some momentum in my thrusts. left swings and overheads are going to deal the most without much velocity, and if you thrust, you're gonna need some speed behind it.
With a 31 / 34pierce weapon and 9 Power Strike, I still need to hit a lot of people 3-4 times, just the way it goes.
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The higher the armor, the bigger the influence of randomness on the final damage. I plan to reduce or maybe even remove this randomness once cmp rewrites the damage calc with WSE.
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Would it be harder or easier to damage people wearing a lotta armor?
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Kind of harder. The more weight you stack on, it actually lowers your WPF. And indirectly, if you move slower, your velocity will be affected. Its worth the compromise though, you don't lose too much killing power. Nobody's gonna really let you bolt at them fullspeed in a straight line and land an attack.
EDIT** Part of the reason ninja builds don't wear armor is because they lose offensive potential. You can sport brigandine with just 12 strength, and full plate at 15 only.
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Dunno, armor is randomised between 45% and 100% of it perceived value now - twice (soak and reduce). At first I'd just put it into the middle or a bit below(maybe 65-75%). This would raise the minimum damage and lower the maximum.
Example:
- mundane morningstar( 38p vs 60 armor)
- 18 str, 6 PS, 100 active wpf
- quick swing(no holding bonus)
- no speed bonus
- body hit
-> 60 raw damage
min/average/max damage
45-100% armor randomness(now):
10/18/31
65-75% armor randomness(then):
13/19/22
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Honestly I find strength builds kind of worthless on a 1-hander. Your shield breaks really easy, you move REALLY slow because of your shield and you barely get a speed bonus. Also, since PS gives a percentage-based bonus 1-handers don't benefit from the increase nearly as much as 2-handers or poles.
For example:
My MW Italian does 33 cut. If I had 10 ps that would give me an 80% damage increase. So ignoring randomness and armor it would do about 59 points of damage. An increase of 26.
Now lets look at my MW German Poleaxe which does 45 cut. An 80% increase would put it at 81 points. An increase of 36 points. Not too shabby.
I just feel that 1 handers are much more versatile with the good 'ole 21/15 build. And hell, if you used a 1-slot shield like a knightly heater, you could carry a sword, an axe AND a pick to handle any situation.
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speed bonus?
this
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Nice, Paul.
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You get bonus damage for holding your swing? Wow I missed a lot during my hiatus! :(
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You get bonus damage for holding your swing? Wow I missed a lot during my hiatus! :(
D: It is a very old, Native mechanic.
Just hold your swing for.. what is the optimal amount? 1,6s?
And you'll hear your character ROAR. That means you get the damage bonus.
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0.6 seconds is the optimal hold length, you get (1.1 - hold_time) * 0.6 + 1.2 between 0.6 s and 1.1 s. So damage bonus=1.5.
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Spaghetti uses a hammer, I believe pierce deals more to tin cans than hammers do at high levels of armor.
It takes him about 2-3 hits to finish me off in my teal doom butt armor. Which is pretty devastating, tbh.
So if you're complaining about putting me down in 2 or 3 hits, you sir, are a butt.
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Since all the damage bonus mechanics are covered pretty well I'll just leave this here.
A strength retard (shielder) is upset he isn't one shooting all the things? What a bundle of sticks
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Clearly not a whine thread, if it was it be posted in the suggestion box and not help. Currently struggling to understand why 38cut 1h at 10ps does not 1hit kill.
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The higher the armor, the bigger the influence of randomness on the final damage. I plan to reduce or maybe even remove this randomness once cmp rewrites the damage calc with WSE.
Please, please, please make different damage types effective against different types of armors. Right now if you really want to game the system, you're better off only using a pierce weapon.
What if you do something like this:
CUT: really effective against cloth, somewhat effective against chain, not very effective against plate.
PIERCE: somewhat effective against cloth, not very effective against chain, really effective against plate.
BLUNT: not very effective against cloth, really effective against chain, somewhat effective against plate.
Might help out a bit with weapon diversity. Just an idea, throwing it out there.
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Tried using a military pick, no improvement if anything less.
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Nobody survives 2 hits from my greatmaul with 38 str and 12 PS
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Nobody survives 2 hits from my greatmaul with 38 str and 12 PS
I actually remember doing so, I was in plate and was using my 93HP 36 STR 11IF character. It took you five swings (two I blocked). This was a few months back though, perhaps you had less.
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I want a 36 STR 13 IF fully loomed black armor & heavy gauntlets character :(
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2 full swings without blocking up :0
WUT WAS YOUR NAEM
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2 full swings without blocking up :0
WUT WAS YOUR NAEM
After you killed me for the umpteenth time? Pancake3000
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Please, please, please make different damage types effective against different types of armors. Right now if you really want to game the system, you're better off only using a pierce weapon.
To be honest, that's how I thought it worked when I first starting reading into the game, putting pieces of what people were telling me to help, just using intuition and imagination. I think the way it was supposed to be balanced was the sheer damage on cut weapons. As it stands though, you only get that on the axes, like the (mundane) persian battle axe is 45c or something silly - the drawback being short, slow, and unbalanced. Swords give you the speed, length, and balance they're supposed to. Piercing weapons usually just have less damage, and blunt weapons even less.
I would say its balanced for these reasons, but the damage cutoff is really drastic. It wasn't until I saw the graph (which is probably highly outdated) on the cRPG calculator page that I really understood how severe the cut damage dropoff was, even on low-middle weight armor:
My buddy uses a MW Highland Claymore, and an 8 PS build, and it takes him half a dozen decent hits on heavy armor. The average armor rating is a lot higher than ever probably. You have a cool idea, we'll see what the devs think. To play devil's advocate though, swords are awesome weapons. You're paying for great length, speed, and balance, and a sword will still do enough damage to get the job done. High-pierce weapons are either tactical and limited, like a support polearm, or incredibly short, in the case of a morningstar or steel pick. I guess the logic is, if it'll murder a dude in full plate, it'll murder a dude in cloth even easier. Its hard to argue with that logic, haha