cRPG

cRPG => General Discussion => Topic started by: BlueKnight on August 20, 2012, 01:00:27 am

Title: Knockdown
Post by: BlueKnight on August 20, 2012, 01:00:27 am
Anybody knows the knockdown formula?

Anybody feels like weapons with knockdown feature knock him/her down too often?

I personally get knocked down with first hit so often that it actually made me start a topic about it.

Share your opinion about knock down please.
Title: Re: Knockdown
Post by: Leshma on August 20, 2012, 01:02:20 am
I think that strength takes a big part in knockdown formula.
Title: Re: Knockdown
Post by: sF_Guardian on August 20, 2012, 01:07:59 am
I think that strength takes a big part in knockdown formula.

Dmg, not strengt, think it was raw dmg. Max knockdown chance is 45% if I remember right.
Title: Re: Knockdown
Post by: Dach on August 20, 2012, 01:18:15 am
raw dmg it is...

so in order you need

High damaging knockdown weapon
High powerstrike
High athletic for speed bonus
and finally if you got all that high WPF in the choosen weapon.

(this should go into beginner help forum BTW  :evil:)
Title: Re: Knockdown
Post by: Kirbies on August 20, 2012, 01:20:23 am
If you have more STR then the person your attacking you will get a greater chance i believe, same with crushthru
Title: Re: Knockdown
Post by: sF_Guardian on August 20, 2012, 01:22:36 am
If you have more STR then the person your attacking you will get a greater chance i believe, same with crushthru
Nope, at least not on Knockdown.
Title: Re: Knockdown
Post by: BlueKnight on August 20, 2012, 01:27:23 am
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)
Title: Re: Knockdown
Post by: Paul on August 20, 2012, 01:41:01 am
(rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015)
Title: Re: Knockdown
Post by: BlueKnight on August 20, 2012, 01:43:14 am
Looks cool lol... Thank you.
Title: Re: Knockdown
Post by: Dach on August 20, 2012, 01:57:40 am
(rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015)

Item weight?!

I knew it was a variable for crushthrough didn't knew it applied to knockdown too.
Title: Re: Knockdown
Post by: BlueKnight on August 20, 2012, 02:02:07 am
Wouldn't it be better if there was the final dmg instead of raw dmg in the formula? Sometimes it is just ridiculous that hit takes away like 3 hit points but knocks me down lol...
Title: Re: Knockdown
Post by: Turkhammer on August 20, 2012, 02:13:41 am
If you're seeking opinions about knockdown I think it's a good feature.  My only problem with knockdown weapons and crush through weapons is that you can swing them like they are a piece of spaghetti.  Over and over again like a windmill with no slow down for fatigue.  If someone misses with a 16 pound sledge hammer with a four foot handle it should take him a lot longer than a second to swing again like he can now.
Title: Re: Knockdown
Post by: Camaris on August 20, 2012, 02:16:32 am
Yeah especially those mauls should be "very unbalanced" ;)
Title: Re: Knockdown
Post by: sF_Guardian on August 20, 2012, 02:26:19 am
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)

Dude, ur fantasy works.. fine. I think I get MAYBE knockdown on 10% of the enemy hits, (with a weap that can do it ofc.). Its never 50-80%.
I`m fine with knockdown, its always a nice surprise, especially against tincans, Mighty Goedendag rocks :D
Title: Re: Knockdown
Post by: Teeth on August 20, 2012, 10:27:51 am
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.
Title: Re: Knockdown
Post by: [ptx] on August 20, 2012, 10:29:28 am
I feel like most blunt weapons knock me down 2/3 times.
Title: Re: Knockdown
Post by: ArysOakheart on August 20, 2012, 10:32:23 am
Good ol' Long Maul.
Title: Re: Knockdown
Post by: Vibe on August 20, 2012, 10:34:52 am
Selfless promotion, but check the knockdown rate on barmace with 5 PS :D

http://www.youtube.com/watch?v=8EwCaUAjolQ&t=11m34s (from 11m 34sec to the end)
Title: Re: Knockdown
Post by: Teeth on August 20, 2012, 10:37:24 am
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.
Title: Re: Knockdown
Post by: Vibe on August 20, 2012, 10:44:10 am
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.

14 hits, 8 of those knockdowns in my video (not counting hits when enemy on floor or killing blow). 57% knockdown rate :lol:
Title: Re: Knockdown
Post by: Bjord on August 20, 2012, 10:50:37 am
Still not very accurate Vibe, if one actually cared enough to do a proper and accurate test, you'd have 100 or 1000 hits on one test subject. Preferably standing still(just like when you measure the temperature, you don't measure the temperature in the sun but in the shade(which is more constant)). Simple enough, however time consuming.
Title: Re: Knockdown
Post by: Vibe on August 20, 2012, 10:52:48 am
Of course it's not accurate, those clips were picked for the knockdown gayness, not for statistical calculations
Title: Re: Knockdown
Post by: Cyclopsided on August 20, 2012, 11:02:07 am
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.
But with kick chambering, the kick that comes after that hit when you stand up can now chamber them, knocking THEM down.
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.
Title: Re: Knockdown
Post by: Bjord on August 20, 2012, 11:07:11 am
Of course it's not accurate, those clips were picked for the knockdown gayness, not for statistical calculations

You still bothered to make said statistical calculations, thus redundantly. 8-)
Title: Re: Knockdown
Post by: Vibe on August 20, 2012, 11:17:35 am
Bjord, why have you come back to torment me
Title: Re: Knockdown
Post by: Teeth on August 20, 2012, 11:28:59 am
But with kick chambering, the kick that comes after that hit when you stand up can now chamber them, knocking THEM down.
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?
Title: Re: Knockdown
Post by: Bulzur on August 20, 2012, 11:30:55 am
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?

Anticipate it. If you do it after seeing the animation, it's too late. When they just stop moving is a good time, when you know they'll kick then. I think. :s

14 hits, 8 of those knockdowns in my video (not counting hits when enemy on floor or killing blow). 57% knockdown rate :lol:

The reverse teammate knockdown was pretty amazing.  :mrgreen:

I usually don't care when being knockdowned by a barmace, a mallet, an iron staff, or any other 2h weapon. But i highly dislike being knockdowned by a tiny 1h mace, from a guy with a shield. Wich seems to happen enough for me to hate them.
Title: Re: Knockdown
Post by: Plavor on August 20, 2012, 11:52:50 am
teeth stop qq about my combo
Title: Re: Knockdown
Post by: Cyclopsided on August 20, 2012, 01:29:35 pm
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.
To quote A few of them after 5 minutes of practice "This is so easy, what's the point of even kicking in fights? It's too big of a risk against someone who has practiced!"

I even went to EU with 170 ping and managed to chamber kicks like 80% of the time, but yet blocking a left swing from a 1h I can't even block that often with that high of a ping :P.

Just watch their feet.

Also, after getting knocked down you KNOW that next kick is coming, you can guarantee chamberkick it no big deal. So you don't have to even think about them. Just invert the combo back on them :).
Title: Re: Knockdown
Post by: Butan on August 20, 2012, 01:48:07 pm
Quote
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.
Title: Re: Knockdown
Post by: Vkvkvk on August 20, 2012, 01:49:25 pm
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.

I remember once making a 9/27 shielder with a flanged mace and I'd use this exact combo.

There's this one time where my third hit knocked the guy down so I just did the kick combo again and he got knocked down AGAIN on the third hit.

The poor guy went from 100% to 0% in about 9 hits but he was on the ground for the entire 9 hits.
Title: Re: Knockdown
Post by: oprah_winfrey on August 20, 2012, 03:29:47 pm
The only time that knockdown is really annoying is when it is from the 0 slot hammer. I have/have heard much rage over vent/ts when it happens.
Title: Re: Knockdown
Post by: justme on August 20, 2012, 03:41:19 pm
i was knocked down while i was standing up from knockdown. nuff said
Title: Re: Knockdown
Post by: Kelugarn on August 20, 2012, 08:21:06 pm
.......

I must be doing mad damage, or be lucky as hell, because with a 1.2 weight quarterstaff I get knockdown about 20% of all my hits. Even at 4 PS (22 blunt swing, 24 blunt thrust +3 Qstaff) I score knockdowns very frequently.
Title: Re: Knockdown
Post by: Osiris on August 20, 2012, 08:34:27 pm
try that fking mace that xbow users have :P it knockdowns all the damn time
Title: Re: Knockdown
Post by: Leshma on August 20, 2012, 09:10:21 pm
When I was 36/3 peasant using iron staff, knockdown rate was above 50% that's for sure. Maybe even 70%. Should be fixed at 20% imo.
Title: Re: Knockdown
Post by: Zerran on August 20, 2012, 09:17:15 pm
(rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015)

Certainly feels more like

(rand(0.0, 1.0) < max(item_weight * 0.33, 2.0) * max((raw_damage - 20.0) * 0.5, 10.0) * 0.015)

 :|

I would really like to see someone actually do a 100-200 hit test for knockdown. It sure as hell feels like it happens more often than that formula would indicate.
Title: Re: Knockdown
Post by: Dach on August 21, 2012, 12:37:52 am
It sure as hell feels like it happens more often than that formula would indicate.

"when it happen to youself, it's always too often"

 :P
Title: Re: Knockdown
Post by: dreadnok on August 21, 2012, 06:37:49 am
its all bullshit theres no formulas. you can do all the horse shit testing you want. i barely knock anyone down as a str based palyer. and some bundle of sticks agi guy with a flanged mace can knock you down 3 in a row
Title: Re: Knockdown
Post by: Gurnisson on August 21, 2012, 06:45:12 am
When you don't use a knockdown weapon you notice all the times you get knocked down yourself. When you use a knockdown weapon you notice all the times you don't knockdown an enemy.

I've been experiencing both sides quite a bit and it seems quite balanced to me. Not too many times, not too few. Balances out the bad sides of the knockdown weapons quite nicely.
Title: Re: Knockdown
Post by: darmaster on September 13, 2012, 07:13:23 pm
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.


yes this sucks :(
Title: Re: Knockdown
Post by: Piok on September 13, 2012, 09:03:51 pm
My 24/21 main has knockdown rate between 40-50% with longhaftedspikemace 8-)
Title: Re: Knockdown
Post by: sF_Guardian on September 13, 2012, 09:52:12 pm
My 24/21 main has knockdown rate between 40-50% with longhaftedspikemace 8-)

45% is max :P
Title: Re: Knockdown
Post by: Jarlek on September 13, 2012, 10:24:25 pm
(rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015)
Title: Re: Knockdown
Post by: genric on September 14, 2012, 01:07:58 am
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.
Title: Re: Knockdown
Post by: Jarlek on September 14, 2012, 01:34:34 am
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?

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?
Title: Re: Knockdown
Post by: San on September 14, 2012, 02:01:31 am
This is what I got with a 3 weight item when doing 1-50 raw damage:

visitors can't see pics , please register or login


The chance seems to cap at 40 raw damage. Isn't that a bit low, or is raw damage harder to achieve?

for higher weight values, the chance capped at 0.3.
Title: Re: Knockdown
Post by: genric on September 14, 2012, 02:53:44 am
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?
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.
Title: Re: Knockdown
Post by: In Cauda Venenum on September 14, 2012, 02:58:55 am
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.
Title: Re: Knockdown
Post by: Sandersson Jankins on September 14, 2012, 04:55:48 am
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.

A good thought. It really sucks when it's unviable to use anything but a certain classification of weapon in any game.

Also; it is important to remember the following: You are always going to remember the events that made you frustrated, upset, or angry more than the events that simply contented you. You do not experience elation or joy at a single kill that you got on a crossbowmen. You are going to remember the time that you ran in and jacked 6 ranged up in a row, and you're going to remember the time that a lone crossbowmen pulled his eggbeater out after being slashed twice, proceeding to knock you down and kill you. The only way to avoid this is to use the empirical method of gathering data. You've got to get a pad of paper, make two columns entitled "Times I killed a hybrid ranged using a knockdown weapon" and "Times I've been knocked down by a range hybrid using a knockdown weapon"

And who the FUCK wants to do that?
Title: Re: Knockdown
Post by: TurmoilTom on September 14, 2012, 05:30:02 am
Knockdown is crazy. I personally think swords look cooler, so I use those, but if I wanted to be as effective as possible one of the things I'd carry around is a +3 Bar Mace. As soon as you get a knockdown on some dude you can smack him while he's on the ground, kick him as he gets up, smack him a third time, and if he's lucky enough to survive but unlucky enough to get knocked down again, you get two more free hits. It's insane. Saw a Fallen clan archer do it once. Five hits for one.
Title: Re: Knockdown
Post by: Froto_the_Loc on September 14, 2012, 05:51:50 am
Whatever the knockdown rate/formula/magic is, if i get hit by a maul, the first hit is ALWAYS a knockdown.
Title: Re: Knockdown
Post by: Sandersson Jankins on September 14, 2012, 06:25:50 am
Whatever the knockdown rate/formula/magic is, if i get hit by a maul, the first hit is ALWAYS a knockdown.

I'd say that is because if someone is using a maul, they are likely built specifically for that task. That means they have strength+PS out the asshole. I don't know what Empauller's build is, for example, but I'd imagine it's something like 30-6 or 33-3. Unless he's above 30, in which case it just gets more strengthy. The basic laymen's formula is "More damage and weight=more knockdown". God forbid you get a +3 knockdown weapon, then you have both insane amounts of PS, and insane amounts of weight and weapon damage.
Title: Re: Knockdown
Post by: kinngrimm on September 14, 2012, 09:47:29 am
knockdown the new thing?

noticed an increase of usage, primarily greys over the last week, who when came in as group had at a time like
3-4 Great Mauls, and 2-3 shielders with either knobbed/iron mace or warhammer.
I found myself more on the ground dying with the second hit then up on my feet.
The team effect is devastating and i wonder why noone had done it like that before constantly.
Title: Re: Knockdown
Post by: Angantyr on September 14, 2012, 01:30:43 pm
Siege has been overrun with lolhammers lately after the new valour system; spamming overheads is now any bad to mediocre player's hopeful shortcut to continuous x5.
Title: Re: Knockdown
Post by: genric on September 14, 2012, 08:07:20 pm
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.
Title: Re: Knockdown
Post by: In Cauda Venenum on September 14, 2012, 09:00:47 pm
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."
To me anyways, it seems as if when I try to be extra cautious when fighting knockdown players, I just get so caught up in it that I start to actually play like shit instead of accomplishing my goal of raping a poor defenseless archer. I tend to play as if knockdown weapons don't exist.
(click to show/hide)
Title: Re: Knockdown
Post by: justme on September 23, 2012, 09:17:01 pm
100 % effective on the first hit, when enemy on the ground almost double damage, and it can even make 3 knockdowns in a row..
Title: Re: Knockdown
Post by: Fartface on September 23, 2012, 09:21:53 pm
First world problems with my build.
Got 13 ps and when i used mighty g maul I always one hitted so never got the feeling of a knockdown :(
Title: Re: Knockdown
Post by: Kalp on September 24, 2012, 08:55:17 am
Quote
primarily greys over the last week, who when came in as group had at a time like
3-4 Great Mauls
yeah trillions, you can't be serious... I never saw above two in our group since I play
Title: Re: Knockdown
Post by: Tibe on September 24, 2012, 09:43:20 am
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?

Because that bastard mace every cbowguy in the mod carries is fast as hell and atleast 50% of its hits have a knockdowneffect. He can spam you alot and if hes good at blocking, you are bound to get touched by dat overspamming eventually which results you lying down on your ass while him and his friends whale on you.

Personally I have no hate over it. When it does happen to me time to time, I just keep thinking "shit happens" and "sucks to be me". It does not make its users godlike imo, they are beatable. :mrgreen:
Title: Re: Knockdown
Post by: BlameMeForTheNoise on September 24, 2012, 12:04:13 pm
How exactly is the raw_damage defined?
Title: Re: Knockdown
Post by: ThePoopy on September 24, 2012, 05:24:20 pm
speed bonus*wep dmg*(1+0,08^PS)?
Title: Re: Knockdown
Post by: Paul on September 29, 2012, 09:27:31 am
Off the top of my head I'd say:

Code: [Select]
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
Title: Re: Knockdown
Post by: Muki on September 29, 2012, 09:34:25 am
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

lol this part of the "code"
Title: Re: Knockdown
Post by: Jarlek on September 29, 2012, 09:39:51 am
cmps_secret_stealth_rape_modifier_for_stuff_he_doesnt_like_like_the_bump_slash_nerf_modifier
I KNEW IT!
Title: Re: Knockdown
Post by: Tydeus on September 29, 2012, 12:35:23 pm
Been using knockdown weapons almost exclusively as of late. I probably have somewhere around 25% knockdown success. Been using a Mighty LHSM, Bar Mace, Mighty LIM, Great Maul, and a Mighty Mallet. While the first part of the formula can be somewhat hard to max out, it's not hard to at least get 3/4 of the max weight bonus. The second part though, only requires you to do a minimum of 40 raw damage to max the bonus here, so even with a 3/4 weight bonus you're looking at a 22% chance to knockdown as I rarely have lower than 40 points of raw damage on a hit with these weapons.

Knockdown formula needs reworked so that the max chance is 20%, not 30 and you should need 100 raw damage to cap the raw damage bonus. I'd say just up the static number that gets subtracted from your raw damage to 60, but this will make it very hard to knockdown with 1hers.