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cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: _Tak_ on February 08, 2012, 12:19:06 pm

Title: Damage for ranged is wrong
Post by: _Tak_ on February 08, 2012, 12:19:06 pm
Okay, On CRPG chacter page, my MW Arbalest shows that it has 89 damage, which i find very annoying. Because this damage is wrong after the nerf. They should put the correct damage on the website so it shows how nerf it is.

89 damage + steel bolt = 95 damage.

Today i shot a Peasant archer in 1 bolt in the chest (100 % on the chest) , he surrvived. He wears a rawhide armor. So let say if raw hide armor provide 12 body armor +  leather glove , then 95 - 13 = 82 . Which means my crossbow should deal 83 damage to him. So how the hell can he survive. We know that the dev has nerf the ranged damage by 33 %,  so 95 - 28.5 = 66.5. So after all I should have deliver 66.5 damage to that peasant archer, he said he has 15 str. In that case it shows 33% of damage nerf is wrong because he should have die from that shot?  Please put the correct damage on the CRPG page because my MW arbalest damage = 95 is clearely wrong. Maybe change it to 60 or something since it got nerf 33%.
Title: Re: Damage for ranged is wrong
Post by: Dezilagel on February 08, 2012, 12:23:15 pm
That is not how damage is calculated.

Also you are way behind, read the "announcements" section.
Title: Re: Damage for ranged is wrong
Post by: Paul on February 08, 2012, 12:23:28 pm
You have no idea how damage calculation with armor works.
Title: Re: Damage for ranged is wrong
Post by: _Tak_ on February 08, 2012, 12:24:17 pm
You have no idea how damage calculation with armor works.

Can you explain to me then since your maths is the best ?  :o

That is not how damage is calculated.

Also you are way behind, read the "announcements" section.

I have read it long time ago, reread it on yesterday
Title: Re: Damage for ranged is wrong
Post by: Tennenoth on February 08, 2012, 12:30:10 pm
Can you explain to me then since your maths is the best ?  :o

Urist's maths does seem to be of a particularly high standard.

Basically, damage isn't always set, it has a high and a low damage variables that has a random chance of actually doing that much, secondly, you've got the decrease in velocity, i.e. whether or not you shot up/down and how far away the target was. Then you've got the armour soak and negation and several other things, there will be times when I could shoot someone for 80% of their life and then the next time hit for only 50%.

There are a lot more variables to ranged damage (and even melee damage) than you might think, i'm sure someone will be along soon enough to give you the full calculations, maybe Urist could give one of his examples/someone find an old one and adapt it.
Title: Re: Damage for ranged is wrong
Post by: Paul on February 08, 2012, 01:20:06 pm
http://forum.c-rpg.net/index.php/topic,23344.msg341534.html#msg341534