I think that strength takes a big part in knockdown formula.
If you have more STR then the person your attacking you will get a greater chance i believe, same with crushthruNope, at least not on Knockdown.
(rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015)
I have 34 str currently and it is just ridiculous that an enemy can knock me down like 2 times before he kills me. btw I wanted to know the exact formula because I remember that a few months ago I received different values of max chance of knockdown and that didn't really help. We can all assume what can help in knocking down people but I would like to know the exact formula. Also don't forget that I asked you about your own feelings about knock down so it's not just a basic-question-about-crpg topic. I would like to get to know if you are getting knocked down with 1st hit as often as I am. In most of the cases 50-80% I'm getting knocked down with 1st hit. Usually it's an iberian mace or winged mace or barmace or other -mace. Sometimes it's even 2 hits-2 knockdowns (ofc if I have enough time to stand up between them, as you can't knock down a person that is already on the ground)
rofl, anyone cares to count the knockdown rate?
This makes me remember my plan to make an aztec club warrior with 12/27 and a studded warclub.
I always have the idea that I get knocked down by about 1/3rd of the swings of 1h maces. Probably I mostly forget about it when I don't get knocked down, but they knock down to such an extent that I've been thinking of switching to one.But with kick chambering, the kick that comes after that hit when you stand up can now chamber them, knocking THEM down.
What I hate about knockdown is the hit-knockdown-hit-kick-hit combo that increasingly more people use. That gives them 3 hits for the price of 1. Getting hit the first time is your fault, but the other two are completely out of your control. 2 hits for the price of 1, okay, but 3 is crazy and almost always a sure kill.
Of course it's not accurate, those clips were picked for the knockdown gayness, not for statistical calculations
But with kick chambering, the kick that comes after that hit when you stand up can now chamber them, knocking THEM down.Oh wait, this is actually in now? When does one kick, anyone has a video? Is it like reacting to their kick like regular chambers or having to anticipate it?
Then do it to them!
(and hope they don't chamebr the kick that you do when they get up from the kockdown after your hit on them!)
Mind, blown.
Oh wait, this is actually in now? When does one kick, anyone has a video? Is it like reacting to their kick like regular chambers or having to anticipate it?
14 hits, 8 of those knockdowns in my video (not counting hits when enemy on floor or killing blow). 57% knockdown rate :lol:
Oh wait, this is actually in now? When does one kick, anyone has a video? Is it like reacting to their kick like regular chambers or having to anticipate it?It's really easy to chamber kicks. Just Hit the kick button as soon as you see their leg move. A bunch of people and I were practicing it the other night. There is a huge grace period, basically as long as you hit the button before their kick hits you you'll chamber their kick and knock them down. Your kick doesn't even have to physically start its animation.
The mechanic for knockdown is (rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015) according to Paul (http://forum.c-rpg.net/index.php/topic,20938.msg299772.html#msg299772). How this kind of equation works is that the higher the right side value is, the higher the chance of success is. Percentual chance of success is the right side of equation.
This means two things affect knockdown chance. Weight of the item and raw damage of the swing. If we assume a hit does at least 40 raw damage, which is very likely for a decent hit from almost any weapon with knockdown with 5 PS or so, the knockdown chance boils down to min(item_weight * 0.33, 2.0) * 0.15. This means that the maximum weight for this calculation is 6. This results in the knockdown chance being 0.0495 * item_weight, meaing 4.95% chance of knockdown per item weight (this could be rounded to 5% like Paul did, but 0.33 isnt 1/3 for exact chance). This allows tabling some weights:
Weight 1.5 (Hammer, Club): 7.425%
Weight 2.5 (Flanged Mace, Iron Mace, Goedendag): 12.375%
Weight 3 (Warhammer, Long Hafterd Spiked Mace): 14.85%
Weight 4.5 (Long Iron Mace, Bar Mace: 22.275%
Weight 6 and above (every crushthrough weapon): 29.7%
The effect of damage is a multiplier to this chance, min((raw_damage - 20.0) * 0.5, 10.0). At 40 or more raw damage the multiplier is it's maximum (10), resulting in our assumed values above. Attacks below 20 raw damage cause the multiplier to be 0, meaning 0% chance of knockdown. Between 20 and 40 raw damage each point of raw damage increases the multiplier by 0.05. This means that the knockdown chance calculated above goes down by 5% per point of raw damage below 40 (for example 38 damage attack with a warhammer means 14.85% * 0.9 = 13.365% chance of knockdown). As said above though, in most practical cases most of these weapons will deal at least 40 raw damage with a decent hit, so that part of the equation is fairly meaningless.
I always have the idea that I get knocked down by about 1/3rd of the swings of 1h maces. Probably I mostly forget about it when I don't get knocked down, but they knock down to such an extent that I've been thinking of switching to one.
What I hate about knockdown is the hit-knockdown-hit-kick-hit combo that increasingly more people use. That gives them 3 hits for the price of 1. Getting hit the first time is your fault, but the other two are completely out of your control. 2 hits for the price of 1, okay, but 3 is crazy and almost always a sure kill.
.......
(rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015)
It sure as hell feels like it happens more often than that formula would indicate.
I always have the idea that I get knocked down by about 1/3rd of the swings of 1h maces. Probably I mostly forget about it when I don't get knocked down, but they knock down to such an extent that I've been thinking of switching to one.
What I hate about knockdown is the hit-knockdown-hit-kick-hit combo that increasingly more people use. That gives them 3 hits for the price of 1. Getting hit the first time is your fault, but the other two are completely out of your control. 2 hits for the price of 1, okay, but 3 is crazy and almost always a sure kill.
My 24/21 main has knockdown rate between 40-50% with longhaftedspikemace 8-)
(rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015)
I feel awful when I charge a crossbow man and get two hits in and before I can finish him he pulls his mace/morningstar/device to make me weight 2 tons and hits me once throwing me immediately to the ground where I stay for the remainder of the time he wails on me till I eventually cave into the earth itself and die in the center. I feel unlucky in that every fight with a weapon with knockdown it does knock me down, twice.Why don't you just..... block it?
Why don't you just..... block it?Because I'm not perfect. I didn't say every crossbowman kills me it's just if he does get his left slash off faster then me then I'm on the ground. Thats why it's so upsetting is when he is in my grasp and I make the small mistake to let the hit in and I lose instantly because of it.
I know that's a really douchy thing to say, but you already got 2 hits on him, he shouldn't have much health left, so why can't you finish him off in melee?
The main issue I see with it is that there's almost no reason not to use a weapon with knockdown.
Blunt goes through armor better, has the same speed as any other weapon of it's class only there's a large percent chance that you'll gain the opportunity to free hit someone.
That being said, I don't believe that it's OP but there's no incentive to not use it or any disadvantages to using it.
Whatever the knockdown rate/formula/magic is, if i get hit by a maul, the first hit is ALWAYS a knockdown.
I'm not going off the times I kill a guy, get killed, or had a good fight. I am going off the times people randomly pick up a blunt weapon off the ground and proceed to level me with it. If I face a person, archer or fighter, that has a one handed knockdown I WILL be knocked down. I am more careful fighting archers then I am fighting plate armored great sword knights. the reason is that they will knock me to the ground and kill me without a doubt if I let them get a single hit in. So I have a play like they can one shot me which is with extreme caution and is extremely slow."The only thing we have to fear is fear itself."
primarily greys over the last week, who when came in as group had at a time likeyeah trillions, you can't be serious... I never saw above two in our group since I play
3-4 Great Mauls
Why don't you just..... block it?
I know that's a really douchy thing to say, but you already got 2 hits on him, he shouldn't have much health left, so why can't you finish him off in melee?
raw_damage = (native_hit_location_modifier*speed_bonus_with_sweetspots_modifier*holding_modifier*(wpf * 0.01 * 0.15 +0.85)*(1+0.08*PS)*item_damage+STR/5)*shield_and_horseback_penalty_for_pole_and_2h_modifier*crpg_hit_location_modifier*cmps_secret_stealth_rape_modifier_for_stuff_he_doesnt_like_like_the_bump_slash_nerf_modifier
Off the top of my head I'd say:
*crpg_hit_location_modifier*cmps_secret_stealth_rape_modifier_for_stuff_he_doesnt_like_nerf_modifier
cmps_secret_stealth_rape_modifier_for_stuff_he_doesnt_like_like_the_bump_slash_nerf_modifierI KNEW IT!