Deal with it.
Hopefully my post will be seen by a developer who can understand what I have written.
Don't balance by math? Then what can you balance on. The entire game is run on math. There has not been a single insightful or constructive comment made by the community to my post. Just a bunch of groundless statements.
Certainly not the kind of math that says a katana should have a speed of 142. :lol:
By comparing the weight of the swords to each other, we can determine their speed, or vice versa. Differences in length can also effect the speed of the sword.
I appreciate the effort to have a mathematic backing to your argument. If you take out the condescending tone, it would be perfect! Almost there, thanks for having the best reply yet.
Still, consider that a pen weighs about an ounce, while bastard swords and katanas weigh 3 pounds, in real world situations. that is roughly 50 times as heavy. Again, another strawman argument.
Your example of the hammer is good, but actually works against you because the katana is the shorter weapon. My calculations actually include this effect.
Oh, and as far as the shape of the tip is concerned for thrusting, the difference is slight, and the advantage of weight and length would go to the katana. Conversely in the game, the bastard sword is the better thrust weapon. A dagger is a better thrust weapon in cRPG though it is one handed. Absurd.
You're arguing that the katana should be faster than the bastard sword because it has less weight AND it should have more thrust damage because it has less weight?? More weight = greater momentum = greater penetration.
Yes but the weight of the tip adds more momentum ot the blade than the weight near the hilt. A shorter blade has a more efficeint weight to speed ratio that is included in my calculations. Length of arm is irrelevant because it is assumed to be weilded by the same person.
The weight of the arms is irrelevant because they are the means inwhich the impulse is implied the the vehicle.
The calculation of adding arm weight to weapon weight has already been done and is static.
Adding arm weight to weapon weight and then recalculating the speeds would actually be adding the weight of the arm in twice.
It is automatically factored in by the game engine. Every character in the game is swinging swords with the same arms.
By this logic I suggest we change the katana to 500 blunt damage but reduce the speed rating to 1.
You forgot the golden rule: don't feed the troll.
Of course the secret_weapon_related_constant is different for every item and a secret.
Haha Meow.
Just so you know, the game mechanics are all driven by math. Can't have a game without math. WHOOPS.
balancing a game by applying math is just not going to work.
balancing a game by applying math is just not going to work.
Can you back this up some how? No you can't.oh yes we can you've demonstrated it enough, at least with the kind of math you're using !
Using that ratio to find the katana's speed in relation to the bastard sword, we find a speed of 142.56. A speed of 102 is much less than the expected speed of 142.56.
yes i can back this up some how.
game balancing does require devs to keep an eye on the overall gameplay and adjust stuff that seams out of place.
this sure is done by changing numbers but the reason for those changes are often unrelated to the values but mostly to the use and whining of / about it.
people are whining about spamming because they don't understand gameplay mechanics so they want it nerfed.
people get killed by throwers so they want it nerfed.
balancing is a ongoing process which will not just end because you find the perfect values for the mathematical variables but will always be about how people use stuff ingame which in no way is related to math except for the part that computers do nothing else but math... so yes you are right, all games are driven by math still most balancing is not.
EDIT: forgot to troll =/
GIEF 142 speed Katanas!
The developers are incompetent.
Babelfish, the weight of the arms, according to Mattressi of 9.5 lbs, cannot proportionally be added to the weight the weapon to calculate weight and speed ratios. Wave your arms back and forth as fast as you can, it is almost instantaneous. The arms are applying the impulse to the sword, they are not part of the ratio.
Too bad that the weeaboo_penalty_modifier is reality(kinda) and the reason why Japanese weapons will be less "efficient" than the other stuff. This way we try to keep their number down.
(click to show/hide)
Regardless, while you can balance a game on mathematics, you can't balance it based on real life physics. If we did, shielders would be able to attack while blocking, their shields would rarely break and nothing but blunt weapons would work against plate armor. But please, if you're going to reply only to this paragraph and ignore the rest of my post, just pretend that you didn't read this.
+1 also i'm mighty impressed that you actually took the time to write it down although that dude obviously just wants his katana buffed because he fails at melee :mrgreen:
Sorry Mattresi, I'm not buying your argument. A medieval man trained in combat can flail his arms about effortlessly, it is when those arms have to overcome the inertia of 4 foot long, three pound weapons where the torque is against them that they begin to slow down. Acceleration is the main consideration. 1.25 pounds will accelerate much quicker than 1.8 pounds, especially when the 1.25 pounds is subject to less torque than the longer 1.8 pound blade. Again, my original calculations already account for this.
Edit: I'm not sure why I persist, I mean I previously conclusively showed by theory and experiment why he is completely wrong. I think I'm addicted to feeding trolls :O
Now just watch as he ignores the body of my post and comments on this last bit.
I believe that what this post has taught me is that we need a .1 weight weapon for me to swing so fast that it GOES BACK IN TIME, to hit before the person blocks.
I believe that what this post has taught me is that we need a .1 weight weapon for me to swing so fast that it GOES BACK IN TIME, to hit before the person blocks.
Still Matt, the weight of the arms, even if we factored them in, which we might as well factor in the weight of the body at this point because that is also propelling the blade, would not have much of an effect on the speed of the swing as the weight of the weapon because of the arms closer proximity to the center of rotation. The sword has a much higher torquing effect.
Oh, please, stop insulting me by calling me a troll. You may disagree with me, but that doesn't mean I am a troll. Just stop.
Thanks for contributing nothing Xant.
I am sure the two of you will continue to try to troll me and insult me because you don't like my argument.
Don't worry, you all don't have to make fun of me anymore. Never again. Good-bye.