cRPG

cRPG => Beginner's Help and Guides => Topic started by: isatis on March 03, 2012, 03:02:01 pm

Title: Theory on wpf effectiveness
Post by: isatis on March 03, 2012, 03:02:01 pm
Not long ago, I exchanged my x1 side sword for x1 long spada and decided to try it on my pure 2h built

It may seem strange, but I find myself better with melee wep when I got no wpf in it.

it's like if I could place my swing better and have better momentum

I want your opinion on that, because it can be just me with my horrible ping..
Title: Re: Theory on wpf effectiveness
Post by: Christo on March 03, 2012, 03:59:38 pm
You've got a better weapon.  :)

That's it.
Title: Re: Theory on wpf effectiveness
Post by: rustyspoon on March 03, 2012, 04:41:37 pm
WPF makes a difference. It's noticeable jumping from 100 wpf to 1. Honestly, it sounds more like you're seeing the effect of a 2h build on a 1h playstyle.
Title: Re: Theory on wpf effectiveness
Post by: Smoothrich on March 03, 2012, 04:49:44 pm
1handers definitely glance a lot more if you have no WPF in them.  Pikes on the other hand have such broken animations you don't need WPF at all to thrust with them just as easily.
Title: Re: Theory on wpf effectiveness
Post by: Zanze on March 03, 2012, 05:00:17 pm
Miss a stab or hit the ground or get blocked using a pike or longspear at 1wpf. The sun will rise and fall before you can block again.

Also, wpf gives you a TON of damage potential. You're missing out.
Title: Re: Theory on wpf effectiveness
Post by: obitus on March 03, 2012, 09:07:24 pm
there is a damage penalty below 100wpf, and remember to subtract your armor/glove/helmet values to find actual wpf
Title: Re: Theory on wpf effectiveness
Post by: Chris_P_Bacon on March 03, 2012, 09:35:32 pm
there is a damage penalty below 100wpf, and remember to subtract your armor/glove/helmet values to find actual wpf
There's actually no straight number where damage just jumps up. You simply gain a bonus as you add more wpf, it's a very slight increase with each point which adds up with a lot.
Title: Re: Theory on wpf effectiveness
Post by: Rhaelys on March 03, 2012, 11:15:15 pm
there is a damage penalty below 100wpf, and remember to subtract your armor/glove/helmet values to find actual wpf

It's misinformation like this that makes me cry at night.

And also laugh when people insist they have to have a certain amount of WM to be over the 100 wpf "threshold" after accounting for armor penalties.
Title: Re: Theory on wpf effectiveness
Post by: Grumbs on March 03, 2012, 11:27:43 pm
Weapon master could use some kind of buff. In terms of damage 6 WM is equivalent to 3 str, 1 PS (if you convert the skills to stats), or you could get +12 HP or put the points somewhere else. For weapons that are quite fast in the first place i'm not sure its worth it atm. For slower weapons it might be. But even stuff like Great Maul is usable with even 1 WPF.

Maybe give it a passive benefit? Or reduce +wpf per level? Lots of options
Title: Re: Theory on wpf effectiveness
Post by: isatis on March 03, 2012, 11:29:40 pm
so i guess it's just me!

i think my bad connection just make no wpf delay hit more coordinated with ping delay therefor better play.

or it may just be me getting better  :D

thanks for your thoughts!
Title: Re: Theory on wpf effectiveness
Post by: Zerran on March 03, 2012, 11:51:14 pm
so i guess it's just me!

i think my bad connection just make no wpf delay hit more coordinated with ping delay therefor better play.

or it may just be me getting better  :D

thanks for your thoughts!

It's also possible that due to you attacking slower, you mess up people's timing. Someone faces off against a 1H they expect it to hit them within a certain timeframe after the attack begins, but due to your slow speed, you hit after that timeframe. Essentially it's the same effect as if you were holding your attacks.
Title: Re: Theory on wpf effectiveness
Post by: Fartface on March 04, 2012, 12:25:11 am
12 ps morningstar in black armour still seems the hurt peep at 114 wpp.
Title: Re: Theory on wpf effectiveness
Post by: Cyclopsided on March 04, 2012, 10:38:23 am
there is a damage penalty below 100wpf, and remember to subtract your armor/glove/helmet values to find actual wpf
There's actually no straight number where damage just jumps up. You simply gain a bonus as you add more wpf, it's a very slight increase with each point which adds up with a lot.
It's misinformation like this that makes me cry at night.

And also laugh when people insist they have to have a certain amount of WM to be over the 100 wpf "threshold" after accounting for armor penalties.
To my best knowledge: At 100 wpf, you use the weapon as stats list it. 200 wpf is ~17% damage increase. Below 100 IS using a weapon at less than stats list it in equal proportion to the increases over 100 wpf.
as for the speed increaes, go look at walt's posts :x
Title: Re: Theory on wpf effectiveness
Post by: Rhaelys on March 04, 2012, 12:32:04 pm
To my best knowledge: At 100 wpf, you use the weapon as stats list it. 200 wpf is ~17% damage increase. Below 100 IS using a weapon at less than stats list it in equal proportion to the increases over 100 wpf.
as for the speed increaes, go look at walt's posts :x

Perhaps. This would be a linear increase/decrease, not a "IM NOT AT 100 WPF I SUDDENLY HAVE 17% LESS DAMAGE FOR BEING AT 90 OH NOES"
Title: Re: Theory on wpf effectiveness
Post by: Cyclopsided on March 04, 2012, 02:31:35 pm
Perhaps. This would be a linear increase/decrease, not a "IM NOT AT 100 WPF I SUDDENLY HAVE 17% LESS DAMAGE FOR BEING AT 90 OH NOES"
All I know is it scales worse than linear in reality, but the formula is super fuckign ridiculous complex for wpf calculations (why? who knows). TO the point they've never been posted.
Title: Re: Theory on wpf effectiveness
Post by: Renten on March 05, 2012, 04:16:28 am
I think as long as you have 100-120 your good enough to avoid a lot of repair costs and fast enough to not get spammed by 90% of people out there.