cRPG
cRPG => General Discussion => Topic started by: dreadnok on May 08, 2012, 01:59:09 am
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is there a reason in my build? it happens way too much i got hit 7 times the other day and 7 falls
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is there a reason in my build? it happens way too much i got hit 7 times the other day and 7 falls
you sucks
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I do not think there is really a reason. I see people with heavy armor or plate getting knocked down as often as anyone else.
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Its a poorly implemented game mechanic. RNG has no real place in a game like M&B, should be controlled by the players not random chance
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Its a poorly implemented game mechanic. RNG has no real place in a game like M&B, should be controlled by the players not random chance
true, you should fall down any time and then beg and then suck my penis every time I command you
non-maul pleb.
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Crushthrough is also pretty retarded as a game mechanic, the way its implemented
If we're just talking about knockdown though, i'd make the chance 0% until a certain condition is met and then make it 100%. So its decided by the players actions what happens rather than a dice toss by the server. So if the damage is over 40 for eg it is auto knockdown, or if you hit the head, or if its a back hit. Stuff like that that can be countered rather than just random factors. Missing 1 block should not put you out of the fight against some shitty 1 hander
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true, you should fall down any time and then beg and then suck my penis every time I command you
non-maul pleb.
no offense man you are awful with a maul. 8 out of 8 hits that are knockdowns are out of hand
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no offense man you are awful with a maul.
Thanks :) Make sure to remind that to me next time I am at top kills in the server again. I will slow down my performance to match your vision of me.
8 out of 8 hits that are knockdowns are out of hand
8/8 of knockdowns are because you didn't defend yourself correctly.
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Easy to deal with, just dance outside his range with some kind of polearm and an agi build.
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I was under the impression that damage taken is part of the factor of whether you get knocked down. wearing shit armor = more chance to get knocked down.
Stop wearing shit rags for armor
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Your exaggerating, I doubt your discription of the event and demand video footage as proof.
@Digglez, it's not. You can get hit with a glance and get knocked down.
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stop drinking
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is there a reason in my build? it happens way too much i got hit 7 times the other day and 7 falls
I know how you feel. To me it seems like I get knocked down on the first hit every damn time. Yet when I'm the one wielding the knockdown weapon, it rarely procs.
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is there a reason in my build? it happens way too much i got hit 7 times the other day and 7 falls
Your build has nothing to do with getting knocked down. Two things can knock you down: - Being trampled by horses
- Getting hit with a blunt weapon
Mind you, blunt weapons only have a chance to knock you down. The knockdown chance is based on the amount of damage that's been dealt. So a flanged mace doesn't knock people down much unless they land a held attack (hold for 0,5 sec) on the head, but the long hafted spiked mace or maul has a much better chance of knocking people down.
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Translation: wear more armor you agi gimp!
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Nope, knockdown chance looks at raw damage before armour kicks in. So wearing extra armour does not reduce knockdown chance.
Read this:
http://forum.c-rpg.net/index.php/topic,5144.msg89017.html#msg89017
(rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015)
expression true -> knockdown
expression false -> no knockdown
raw_damage is the potential damage dealt BEFORE the armor calc done. it includes the weapon base damage as well as the numberous modifiers like speed bonus, powerstrike bonus, wpf bonus etc.
example 1:
winged mace (2 weight)
weak attack -> 28 raw_damage
(rand(0.0, 1.0) < min( 2 * 0.33, 2.0) * min((28 - 20.0) * 0.5, 10.0) * 0.015)
(rand(0.0, 1.0) < min( 0.66, 2.0) * min(4, 10.0) * 0.015)
(rand(0.0, 1.0) < 0.66 * 4 * 0.015)
(rand(0.0, 1.0) < 0,0396)
Knockdown chance just below 4%.
example 2:
great maul (8 weight)
strong attack -> 70 raw_damage
(rand(0.0, 1.0) < min( 8 * 0.33, 2.0) * min((70 - 20.0) * 0.5, 10.0) * 0.015)
(rand(0.0, 1.0) < min( 2.67, 2.0) * min(25, 10.0) * 0.015)
(rand(0.0, 1.0) < 2.0 * 10.0) * 0.015)
(rand(0.0, 1.0) < 0.3)
Knockdown chance(kd) is 30%. It is the maximum kd possible chance because weight is capped at 6 and raw_damage at 40 within this calculation.
example 3:
wooden stick (1 weight)
puny peasant attack -> 15 raw_damage
(rand(0.0, 1.0) < min( 1 * 0.33, 2.0) * min((15 - 20.0) * 0.5, 10.0) * 0.015)
(rand(0.0, 1.0) < min( 0.66, 2.0) * min(-5, 10.0) * 0.015)
(rand(0.0, 1.0) < 0.66 * -5 * 0.015)
(rand(0.0, 1.0) < -0.0495
Knockdown chance is 0% because the random left side can't go below 0 and thus the expression is always false.
The problem with this calculation is that the raw_damage itself alters a lot ingame although it has no necessarily random component itself. So even with using the same weapon one will have different raw_damage values because of speed bonus and the sweetspot calculation. So even our beloved peasant can cause a knockdown with the right speed bonus that boosts his raw_damage past 20.
The main insight is that the armor of the victim does not help against knockdown since it does not effect the raw_damage.
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Also a little reminder here, it is not the damage type that does the knockdown if I am not horribly mistaken.
Long spiked club has pierce damage for swings and blunt damage for thrusts. It has the knockdown feature.
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Also some blunt weapons do not have the knockdown feature. An example is the short spear.
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Haven't tested though. But I just wanted to remind of this little detail. Someone can do a test if he's/she's willing and inform us about the result.
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Also a little reminder here, it is not the damage type that does the knockdown if I am not horribly mistaken.
Wasn't knockdown exclusive for blunt? So for long spiked club its only on thrust?
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There is also light spiked club with no thrust attack, but only swing with a pierce damage. It has the knockdown.
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I would try myself, but having 0 ps lowers my chance of landing a succesful knockdown.
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Weapons need to be blunt or knockdown won't work, no matter what the item tooltip says. It doesn't mean that all blunt weapons have knockdown, though.
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Nope, knockdown chance looks at raw damage before armour kicks in. So wearing extra armour does not reduce knockdown chance.
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Well, it shouldnt be like this tho. It's kinda stupid when a player in full plate gets knocked down by an archer spamming his mini-2h-mace-thingy. And before you say that it's not possible... it happened to me more than once already and I've seen it happen to others.
Armor should be taken into consideration somehow...
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Well, it shouldnt be like this tho. It's kinda stupid when a player in full plate gets knocked down by an archer spamming his mini-2h-mace-thingy. And before you say that it's not possible... it happened to me more than once already and I've seen it happen to others.
Armor should be taken into consideration somehow...
Yes, defenitely, all blunt hits must have «healing» effect if you attack heavy armored person.
Like this - http://www.youtube.com/watch?feature=player_detailpage&v=qhknaG9ifbs#t=63s
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Well, it shouldnt be like this tho. It's kinda stupid when a player in full plate gets knocked down by an archer spamming his mini-2h-mace-thingy. And before you say that it's not possible... it happened to me more than once already and I've seen it happen to others.
Armor should be taken into consideration somehow...
Happens to me too, its also stupid that any of the one handed dildos has knockdown.
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Wahh waahh i get knocked down!!!1oneone :mad:
Omg heavy armour doesnt protect against knockdown!!!!! :cry:
*sigh*
Blunt weapons are made for knocking down tincans. And knocking down someone wearing a whole bunch of metal is easier than knocking down someone who isn't. Not only does it make sense from a realism perspective, it's also a very valid gameplay mechanic, balancing out the advantages of wearing heavy armour a bit.
Remember, most blunt weapons are shorter or slower (or both) than most cut weapons. So you should be able to block them or avoid getting hit with footwork.
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I don't see how having a 4% chance to knock someone down is a valid game mechanic. Whats the point?
A 1 hander isn't going to knock someone down just because its got a blunt end, if it were to happen at all it would be for any weapon type
My main problem with this is the sheer randomness of it, and that it shouldn't really happen with a tiny one handed weapon. When I said "shitty one hander" I wasn't referring to a player btw, just that it can happen with any old short 1 handed weapon
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Strength: 15
Agility: 24
Hit points: 54
Skills to attributes: 8
Ironflesh: 2
Power Strike: 5
Shield: 8
Athletics: 8
Riding: 0
Horse Archery: 0
Power Draw: 0
Power Throw: 0
Weapon Master: 0
One Handed: 114
Two Handed: 1
Polearm: 1
Archery: 1
Crossbow: 1
Throwing: 1
Would be my next build idea, as I am planning on using a Military Hammer as main weapon I am asking if I can achieve regular knockdowns?
I tried using the formula, since I don't know how to get your raw_damage I just typed in my stats into the crpg damage calculator against 0 armor, which was 43.
Since I am starting out with Heavy Military Hammer it would be weight = 2.3
(rand(0.0, 1.0) < min(2.3 * 0.33, 2.0) * min((43 - 20.0) * 0.5, 10.0) * 0.015)
"" < min(0.759 , 2.0)*min (13,10) *0,015
"" < 0,759*10*0,015
= 11% knockdown chance on a hit?
This seems kinda low /:
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Drop some Agi. I use 5 ath and only the strongest S key heroes can outrange me once or twice before I get use to their heroic techniques. With 21 strength, 1 in 4 overheads seem to knockdown for me with a +0 military hammer. When I owned a +3 one before, it was 1 in 3.
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I was under the impression that damage taken is part of the factor of whether you get knocked down. wearing shit armor = more chance to get knocked down.
Stop wearing shit rags for armor
From my experience, armors and damage matters very little, if at all, in the knockdown chances. I see agi characters knocking down full plate guys with tiny maces just as much as a str mauler knocks peasants down (before they die :lol: )
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Drop some Agi. I use 5 ath and only the strongest S key heroes can outrange me once or twice before I get use to their heroic techniques. With 21 strength, 1 in 4 overheads seem to knockdown for me with a +0 military hammer. When I owned a +3 one before, it was 1 in 3.
I tried it with 5 athl and a shield, the problem I had was, that I maneuvered myself in bad situations rather quickly and all it took was one guy being a bit faster then me and he could position himself at an angle and I drop dead.
So this time I want to make sure, that I can get out of bad situations until my awareness and combat abilities go up.
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Nobway diggs, ?y armor is definitly the problem. its better than your low armor viking nonsense. i counted the other day, a winged mace two times back to back followed up by a flanged mace back to back. thats 4 out of 4. all 4 times were from behind. and arathian im talking bout your tking and twing awfulness. your atrocious with it. so the warhammer should knockddow the most for 1h?
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Well, now to figure out a build that always has a 30% knock down chance unless a glance occurs.
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http://www.youtube.com/watch?v=2H5uWRjFsGc (http://www.youtube.com/watch?v=2H5uWRjFsGc)