cRPG

cRPG => Suggestions Corner => Topic started by: Commodore_Axephante on February 02, 2013, 02:43:56 pm

Title: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 02, 2013, 02:43:56 pm
Wall of text alert. I love axes. Just can't stop.

I could be ways off, and I would be happy to hear about it if you feel that way, but I think axes are generally not as effective as other options in CRPG. I'll keep using them anyway, for style if nothing else, but hear me out. The math is in: cutting damage is just not as good as blunt or piercing, and 1h, 2h and poles all have great options from those camps. It doesn't seem like there is really any good reason to use an axe, besides general badassitude.

However, historically, this wasn't the case. Axes played a major role in warfare, and it wasn't just because berserkers wanted to look sweet on the field. There is a reason Axes were weaponized from their tool ancestors, and a reason they stayed relevant all the way up into the rape of the New World (which, by the way, means they sort of out-lasted swords).

Now here's the crux of it. Firstly, axes are cheaper than swords. There is less metal involved. The game represents this in a way, but it could be better. Secondly, and more importantly, the hack of an axe penetrates deeper than the slash of a sword. That's why people don't cut down trees with swords. In the days before heavy plate, before the advent (or need for) piercing weapons, axes were the piercing weapon.

So here's my suggestion. Not sure how the innate axe bonus vs. shields works mechanically, but if they break shields better than swords do, why wouldn't they be better at busting armor, just the same? However, we can't have them doing piercing or blunt's job, so... what if we gave them some sort of passive bonus against light and medium armors?

What this would do would allow axes to sort of fit a niche between cut and piercing. From a balance perspective, I think this would only improve the game, creating more diversity.

Swords would remain the versatile choice - they can slash for cut damage, and stab for pierce, when they need to bust armor. Axes would lack that pierce potential, making them less effective against armor than a sword in a skilled fighter's hands, but they would be more generally utilitarian and noob friendly (which is also realistic, as they were often the weapon of the lower classes). And then, for the big guns, there's the piercing and blunt options we know and love.

What do you think?
(Should I add some kind of poll to this? If so, what would you put on it?)

EDIT: And, for the record, I think all axes should be polearms with no stabs... I mean, if you can't stab with some of those Chinese swords that actually have points, how the hell can you justify stabbing with an axe? Besides, 2h animations with axes make no sense.

(click to show/hide)
Title: Re: Rework axes (some general proposals)
Post by: Miwiw on February 02, 2013, 03:00:24 pm
Afaik the bonus against shield makes them very useful against those, meaning they are breaking them very quickly compared to swords or other stuff. That's already a great advantage, given there are many shield users present.

About what kind of axes are you talking, there are 2h/1h and pole axes. They are all doing cut damage and that, compared to most swords with a high damage.

1h: Broad One Handed Battle Axe has 35 cut dmg, the Nordic Champion Sword only 32 cut. However the NCS can stab but you can use the axe in x-mode to cause pierce dmg as well (that only applies to this 1handed axe though). Of course the axes are also shorter than most other swords but they aren't glancing as much at light/medium armor.

2h: The Great Axe has 46 cut dmg, that is the same amount of dmg the Flamberge is causing with swings. 2h axes are however unbalanced but bonus against shield and a nice speed makes them kinda useful however not many people are using them.

Pole: Most people do indeed use pole axes as they are balanced and are also good compared to 2h greatswords (without a good stab but bonus against shields). In the pole section only the long bardiche has more cut dmg than the Great Long Axe, however the bardiche is unbalanced.

Axes are after all doing amazing high dmg versus light /medium gear. Blunt/pierce is better vs high armor rating aka plate, but axes are useful there too, imo. Theyre kinda underrated however, a light buff would make them less rare indeed.


Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 02, 2013, 03:11:22 pm
You lay out the current state of it well Miwiw, but while I haven't done the math, I suspect that those high cut numbers still make them vastly less damaging than the piercing options, or even the stab of swords (edit: I meant to say against light armors, too).

From the Game mechanic thread (two contradictory lists, not sure which is right)
 At 15 armor cut is about 11% weaker than blunt
- At 30 armor cut is about 24% weaker than blunt
- At 45 armor cut is about 37% weaker than blunt
- At 60 armor cut is about 45% weaker than blunt
- At 75 armor cut is about 50% weaker than blunt

and then:

- At 15 armor cut is about 21% weaker than blunt
- At 30 armor cut is about 43% weaker than blunt
- At 45 armor cut is about 50% weaker than blunt
- At 60 armor cut is about 83% weaker than blunt
- At 70+ armor cut glances always

Like I said, I haven't done the math, but 15 or 21 percent at only 15 armor? That's pretty damning.

Edit: Oh, err, that's blunt. But you get the picture.
Title: Re: Rework axes (some general proposals)
Post by: Nazurdin on February 02, 2013, 03:11:36 pm
The only thing 2h/long axes need is separate shaft and head damage.
Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 02, 2013, 03:16:17 pm
The only thing 2h/long axes need is separate shaft and head damage.

Without massively buffing the "head damage", that would effectively be a massive nerf. They'd still be just as unattractive as they are today, and then some. But I agree that it would be more realistic.
Title: Re: Rework axes (some general proposals)
Post by: Miwiw on February 02, 2013, 03:16:44 pm
(click to show/hide)

I see, I should have read that topic and that list gives me a different view on it. One thing to say is that cut doesnt always glances on 70+ armor at least. 79 is the max armor you can get currently with loomed Heavy Gauntlets and loomed Milanese Plate. I had about 72 armor once with loomed Gothic Plate and I got 3 hit quite easily by cut weapons (in that case it were 2h Greatswords though). I was without any IF though and 18 STR only. High armor values are also not really the best choice to go.

I'm all in for a light buff of some axes, especially the 2h axes as they are really rarely used.
Title: Re: Rework axes (some general proposals)
Post by: EponiCo on February 02, 2013, 03:50:42 pm
Like I said, I haven't done the math, but 15 or 21 percent at only 15 armor? That's pretty damning.

What you are forgetting is that in general pierce/blunt has a much smaller base damage. Only steel pick, warhammer and great maul escape this rule and they are all op anyway.
Title: Re: Rework axes (some general proposals)
Post by: Falka on February 02, 2013, 03:51:18 pm
I think axes are generally not as effective as other options in CRPG.

Erm, what? Great axe isn't effective? That's sth new to me...  :rolleyes:

I'm all in for a light buff of some axes, especially the 2h axes as they are really rarely used.

 :shock: :shock: :shock: On the second thought you are right, at least 60 dmg for Great axe is just a must...  :P
Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 02, 2013, 03:53:45 pm
Erm, what? Great axe isn't effective? That's sth new to me...  :rolleyes:

I mean look, it will kill people if you hit them with it, yeah. But can anyone argue that it stands up to any of the greatswords? What with all their stabbiness, etc? Is the shield bonus really enough to make up for that, and the shorter length?
Title: Re: Rework axes (some general proposals)
Post by: Falka on February 02, 2013, 04:01:31 pm
But can anyone argue that it stands up to any of the greatswords? What with all their stabbiness, etc? Is the shield bonus really enough to make up for that, and the shorter length?

On siege I would take Great axe over any other 2h, including greatswords. 50 dmg, 96 speed and bonus against shields, yeah, not effective at all  :wink:
Title: Re: Rework axes (some general proposals)
Post by: Berserkadin on February 02, 2013, 04:03:58 pm
You should try siege with str build + great axe. You will rape.
Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 02, 2013, 04:05:34 pm
On siege I would take Great axe over any other 2h, including greatswords. 50 dmg, 96 speed and bonus against shields, yeah, not effective at all  :wink:

50 cut, with no pierce alternative and no lolstab (though I still don't really know what that means, tbh). But alright, your opinion holds weight.
Title: Re: Rework axes (some general proposals)
Post by: Falka on February 02, 2013, 04:13:24 pm
50 cut, with no pierce alternative

With 50 cut Great Axe deals more dmg than morningstar to almost everyone, so wouldn't say lack of pierce is a disadvantage.
Title: Re: Rework axes (some general proposals)
Post by: XyNox on February 02, 2013, 05:10:15 pm
As an archer, 2h weapons arent really my department and even if I play on an alt I wouldnt choose axes over swords. That is mostly because of style concerns though as axes appear sort of "primitive" to me.

Anyway, I have to agree with the OP. A bit more damage and shieldbreaking does not compensate for shorter reach and unbalanced IMO. But I dont think the problem lies in the values of axes but more in those of greatswords. It just does not feel right to see someone wearing full plate armor gets twoshotted by a SLASH of a sword. I am no historian but I just cant imagine that a blade, which is built to bend in order not to break on impact, can slice through hardened metal and actually cutting the flesh blow. Even more so when you imagine that under those sheets of steel is probably another layer of mail or lamellar. It may be a realism concern but even looked upon gameplaywise, look around, greatswords and greatswords everywhere.

But then again, what can you do ? If you nerf the damage of greatswords, the offset between 1h swords and 2h swords wouldnt appear to be right ( and needless to say the forum will be shitstormed in a matter of minutes ). If you buff the damage of 2h axes they will oneshot even more than 2h swords do now. If you buff plate, even more people with low ps will get autokilled due to not being able to deal any damage at all to plateusers.

The only reasonable thing I can imagine is giving weapons hybrid-damgetypes.

A small indicator next to the damage value that says: Damage 46 (20c / 15p / 11b ) for examle.

If that is too complicated, giving axes or head-heavy weapons a 50/50 mix of cut and pierce( or blunt ) in general would do also I guess. But since that would probably mean a lot of coding I doubt we will see any changes since M:BG probably consumes all the devs attention atm.
Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 02, 2013, 05:24:36 pm
The only reasonable thing I can imagine is giving weapons hybrid-damgetypes.

A small indicator next to the damage value that says: Damage 46 (20c / 15p / 11b ) for examle.

If that is too complicated, giving axes or head-heavy weapons a 50/50 mix of cut and pierce( or blunt ) in general would do also I guess. But since that would probably mean a lot of coding I doubt we will see any changes since M:BG probably consumes all the devs attention atm.

Great solution, actually. But you're probably right about it never seeing the light of day.
Title: Re: Rework axes (some general proposals)
Post by: Zanze on February 02, 2013, 05:35:57 pm
I think axes are fine as is. They already do an overload of cut damage which already destroys light/medium armor. The strongest 1h axe has 5 more cut damage the the strongest 1h sword. For almost a third of the price, the 2h axes hit as hard as the flamberge.

My friend Turboflex walks around with 8 PS and use to own a +3 Broad 1h Axe and would report routinely killing people in 1 strike when they wore light mail or weaker. The two handed variants have almost 10 more cut than that axe, and two handed users usually have more than 8 powerstrike as well.(Hell, I, In +3 Armor and Gloves, have been 1 shotted by enemy axemen.) Axes are fine.

Title: Re: Rework axes (some general proposals)
Post by: San on February 02, 2013, 06:28:05 pm
A hybrid damage type shouldn't get much more base damage than 40 total imo, depending on the percentage of cut and how the heck it will work. If axes were hybridized in damage type, then their base damages needs to be adjusted properly. I already think the axes are very good since the recent patch to them.
Title: Re: Rework axes (some general proposals)
Post by: Paul on February 02, 2013, 06:28:52 pm
The hybrid damage type idea is as old as sin. I think Arch3r first posted it way back in Warband beta. A long time  ago we discussed it for cRPG and iirc came to the conclusion that axes should have something in between of cut and pierce or cut and blunt. It was planned to implement it once the damage system gets reworked.

I dunno what the status is on that now. Maybe cmp still has it written on the old pizza boxes he uses as todo-lists. Other stuff is probably more important now. A quick-and-easy solution would be to give axes a flag that makes them use the arithmetic mean of cut and pierce soak/reduce armor parameters in damage calc. Might be a bit much with the recent axe damage buff though.
Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 02, 2013, 07:05:41 pm
The hybrid damage type idea is as old as sin. I think Arch3r first posted it way back in Warband beta. A long time  ago we discussed it for cRPG and iirc came to the conclusion that axes should have something in between of cut and pierce or cut and blunt. It was planned to implement it once the damage system gets reworked.

I dunno what the status is on that now. Maybe cmp still has it written on the old pizza boxes he uses as todo-lists. Other stuff is probably more important now. A quick-and-easy solution would be to give axes a flag that makes them use the arithmetic mean of cut and pierce soak/reduce armor parameters in damage calc. Might be a bit much with the recent axe damage buff though.

Yeah, I didn't know there was an axe damage buff recently, though I might have suggested that the damage totals adjust accordingly if anything like these armor considerations were implimented. In any case, it's refreshing to hear a dev echo my ideas (or, hear myself unknowingly echo theirs). Thanks for the input.
Title: Re: Rework axes (some general proposals)
Post by: Sagar on February 02, 2013, 08:58:08 pm
Only small corrections. Current status for +3 Great Axe is: Speed: 95; Length: 96; Swing: 49 cut; Unbalanced; Bonus against shield.
Title: Re: Rework axes (some general proposals)
Post by: BlueKnight on February 03, 2013, 12:05:10 am
I mean look, it will kill people if you hit them with it, yeah. But can anyone argue that it stands up to any of the greatswords? What with all their stabbiness, etc? Is the shield bonus really enough to make up for that, and the shorter length?
You spend 2 much time on forums and such shit like this stays in your head. Axes like great axe are 1-hit-victory. It means that if you accidentally hit the enemy he will shit his pants, especially if it's ~95 speed 49cut dmg great axe (+3). Axes are good if you know how to use them, like everything in this mod...
Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 03, 2013, 12:11:55 am
You spend 2 much time on forums and such shit like this stays in your head. Axes like great axe are 1-hit-victory. It means that if you accidentally hit the enemy he will shit his pants, especially if it's ~95 speed 49cut dmg great axe (+3). Axes are good if you know how to use them, like everything in this mod...

Hahaha, I'll freely admit that I've spent too much time on the forums lately. Believe me, I'd much rather be doing other things, but I'm short on options right now. But I don't think my suggestions exactly approximate trolling, here. There is such a thing as positive changes that improve diversity. If axes were given their own niche, axe-man would be its own class, sort of like the long-spear. I think based on his previous comment that Paul and the other Devs see that, too.
Title: Re: Rework axes (some general proposals)
Post by: Digglez on February 19, 2013, 09:21:18 am
yep axes and heavy ended swords like Falchion, Cleavers and Nordic Swords (whose majority of weight/mass is distributed at the end of the weapon) should do HACK damage, which is 50% cut, 50% blunt.  They have large surface area and use their weight & mass at the end of the weapon to HACK, not cut/slice/pierce a target.
Title: Re: Rework axes (some general proposals)
Post by: CrazyCracka420 on February 19, 2013, 05:58:08 pm
I think the typically higher cut damage of the axes (compared to the 1h swords, 2h swords, or other polearms) is consistent with the representation of the axes doing more damage against lightly armed opponents.

So I think the main concern of the OP is already addressed in cRPG
Title: Re: Rework axes (some general proposals)
Post by: Mammonist on February 19, 2013, 07:29:10 pm
I'm just thinking of random shit here but maybe every cut weapon should have a seperate blunt damage stat depending on weight when dealing damage against heavy armour.


I mean, if you swing something sharp at plate armor, it probably won't cut through it and therefore it will deal blunt damage rather than cut damage. Axes being top-heavy would deal more blunt damage than a balanced sword.


I don't know whether I'm right, wrong or potato OR if this would make any sense in the actual game (maybe the higher cut on axes is already enough). Just my string of thought.
Title: Re: Rework axes (some general proposals)
Post by: LordRichrich on February 19, 2013, 08:11:43 pm
Just like to say, that in medieval Europe, the axe became nearly extinct as a weapon. Swords were the choice of the noble and knight class. Then obviously the "professional armies" that became more frequent used swords, maces and the such.

Based off that, the reason why axes are "inferior" to the other weapon classes is because they weren't continued through medieval technology. What I mean by this is that the nobles continued having stronger and harder steel for their blades, maces became smaller while staying the same weight, which made them a more attractive weapon. The point is, axes fell out of use BECAUSE they filled such a niche cap.

Think as a noble, why arm yourself with an axe when you can carry a high quality longsword, which is quicker? The answer would be to bash plate in, however, halfswording and maces are more effective (historically) against plate armours than axes.
Within the freeman/peasant classes, axes were unpopular to arm your soldiers with as they require a LOT more skill to use than say a mace. Imagine trying to always make the blade edge of the axe land rather than any area of a mace.

Personally, I'm happy with axes. They have a high cut, bonus vs shields, GREAT for small spaces. And for me, they fit historically too. I take axes when I'm low level/low on money but still want to dish out damage.
Title: Re: Rework axes (some general proposals)
Post by: zagibu on February 19, 2013, 09:14:19 pm
Some things you got wrong there. There is not less metal in an axe than there is in a sword. Axes are cheaper, yes, but it's because they are much easier to make, not because of metal costs (well, that, too, axe metal doesn't have to be the best steel you can get). Also, axes don't cut deeper than swords. This generalization is wrong. An axe is basically a sharp wedge, so it's good for splitting semi-hard materials like wood. However, the wedge form also means it's decelerated faster in soft materials. The real reason you don't chop wood with a sword though is because of tip energy. An axe concentrates the mass in the tip of the weapon (hence unbalanced), which, given it is accelerated to similar speeds as a sword, yields much higher kinetic energy. So yes, it is potentially more damaging than a sword slash. Which is already somewhat represented in the mod.

Which means you are basically right, axes work better against armor than swords, but they don't penetrate it, either. What they do is break bones under the armor, IF you can get a straight hit (which is hard to do on curved plate).
Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 20, 2013, 04:29:30 am
Just like to say, that in medieval Europe, the axe became nearly extinct as a weapon. Swords were the choice of the noble and knight class. Then obviously the "professional armies" that became more frequent used swords, maces and the such.

Based off that, the reason why axes are "inferior" to the other weapon classes is because they weren't continued through medieval technology. What I mean by this is that the nobles continued having stronger and harder steel for their blades, maces became smaller while staying the same weight, which made them a more attractive weapon. The point is, axes fell out of use BECAUSE they filled such a niche cap.

Think as a noble, why arm yourself with an axe when you can carry a high quality longsword, which is quicker? The answer would be to bash plate in, however, halfswording and maces are more effective (historically) against plate armours than axes.
Within the freeman/peasant classes, axes were unpopular to arm your soldiers with as they require a LOT more skill to use than say a mace. Imagine trying to always make the blade edge of the axe land rather than any area of a mace.

Personally, I'm happy with axes. They have a high cut, bonus vs shields, GREAT for small spaces. And for me, they fit historically too. I take axes when I'm low level/low on money but still want to dish out damage.

Long story short - you're right - axes were not as effective against plate and thus fell out of use once heavy armors were the norm. However, that's why in the OP I was suggesting ways to make axes more effective against medium/light armors. Maces and stabbing weapons (known to Warband as Blunt and Pierce) are better for breaking armor. None of what I suggested would change that.
Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 20, 2013, 04:39:15 am
(sorry to double post)

(...) Which means you are basically right, axes work better against armor than swords, but they don't penetrate it, either. What they do is break bones under the armor, IF you can get a straight hit (which is hard to do on curved plate).

Then make it a hybrid cut/blunt instead of cut/pierce  8-)
Title: Re: Rework axes (some general proposals)
Post by: Spa_geh_tea on February 20, 2013, 07:21:54 pm
I miss my 1h battle axe of 76length and 37 cut.....someone please trade me for my 38cut cleaver.

Suriously 1h axes are amazing for close quarters. I pick them everytime unless fighting plate loomers. 2h axes are few between because swords are just as effective. Make 2h swords do less damage and I bet you 2h axes will become sexier.
Title: Re: Rework axes (some general proposals)
Post by: Jarlek on February 20, 2013, 08:38:04 pm
Just like to say, that in medieval Europe, the axe became nearly extinct as a weapon. Swords were the choice of the noble and knight class. Then obviously the "professional armies" that became more frequent used swords, maces and the such.

Based off that, the reason why axes are "inferior" to the other weapon classes is because they weren't continued through medieval technology. What I mean by this is that the nobles continued having stronger and harder steel for their blades, maces became smaller while staying the same weight, which made them a more attractive weapon. The point is, axes fell out of use BECAUSE they filled such a niche cap.

Think as a noble, why arm yourself with an axe when you can carry a high quality longsword, which is quicker? The answer would be to bash plate in, however, halfswording and maces are more effective (historically) against plate armours than axes.
Within the freeman/peasant classes, axes were unpopular to arm your soldiers with as they require a LOT more skill to use than say a mace. Imagine trying to always make the blade edge of the axe land rather than any area of a mace.

Personally, I'm happy with axes. They have a high cut, bonus vs shields, GREAT for small spaces. And for me, they fit historically too. I take axes when I'm low level/low on money but still want to dish out damage.
Hallberds, Poleaxes, Bardiches and voulges. Seems to me the axes evolved just fine as milita/guard level equipment.
Title: Re: Rework axes (some general proposals)
Post by: zagibu on February 20, 2013, 10:46:00 pm
(sorry to double post)

Then make it a hybrid cut/blunt instead of cut/pierce  8-)

That's actually not a bad suggestion. But not possible in cRPG, I fear.
Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 21, 2013, 07:17:09 pm
That's actually not a bad suggestion. But not possible in cRPG, I fear.

I don't know, Paul seems to talk about it like it could be done relatively simply, though he is referencing Pierce here instead of blunt:

...A quick-and-easy solution would be to give axes a flag that makes them use the arithmetic mean of cut and pierce soak/reduce armor parameters in damage calc....

Side note, did a little math here (not my strong suit so feel free to tell me if I botched it), and as far as I can tell according to the armor soak values presented on the Game Mechanics Megathread (the first, lesser set, as there are two conflicting sets of stats), the Bar Mace will almost ALWAYS do more damage than the great-axe (while only having 2 less speed, and being cheaper, AND having knockdown.)

Bar Mace does 35 blunt, the Great Axe does 46 Cut.

- At 15 armor cut is about 11% weaker than blunt (so the Great Axe effectively does 41 to the Bar Mace's 35 against 15 AC)
- At 30 armor cut is about 24% weaker than blunt (so the Great Axe effectively does 36 to the Bar Mace's 35 against 30 AC)
- At 45 armor cut is about 37% weaker than blunt (so the Great Axe effectively does 29 to the Bar Mace's 35 against 45 AC)
- At 60 armor cut is about 45% weaker than blunt (so the Great Axe effectively does 26 to the Bar Mace's 35 against 60 AC)
- At 75 armor cut is about 50% weaker than blunt (so the Great Axe effectively does 23 to the Bar Mace's 35 against 75 AC)

I distrust my arithmetic enough to assume I messed this up, but it seems like anyone with 30+ armor (which is practically everyone) has a much greater reason to fear the Bar Mace than the Great Axe, no?





Title: Re: Rework axes (some general proposals)
Post by: Phew on February 21, 2013, 07:43:01 pm
Your math is flawed. Great Axe outdamages Bar Mace up to nearly 60 armor. Use this calculator:
http://infinitum.dyndns.org/crpg/calc.htm (http://infinitum.dyndns.org/crpg/calc.htm)
And look at the average damage values. I think it assumes a .25 second hold.

In fact, your entire argument is backwards. With the current armor soak values, high cut damage weapons (such as axes) outdamage their blunt/pierce counterparts up to absurdly high armor levels. This means that pole/2h players have virtually no reason to use blunt/pierce weapons. However, low-medium cut damage (1h swords) is almost entirely soaked up by even loomed medium armor, so 1h users almost have to use blunt/pierce weapons to damage anyone. For instance, I have 57 armor body armor, and can survive 5-6 hits from most 1h swords. However, I routinely get 1-shot by 2h+pole axes/loomed greatswords.

High cut weapons are the way to go right now, and axes are king in this department. Don't complain, enjoy your OP-ness.
Title: Re: Rework axes (some general proposals)
Post by: CrazyCracka420 on February 21, 2013, 07:55:24 pm
Agreed with Phew, haven't done the math but have seen others (and from my experience) and weapons with secondary blunt or cut are typically not as useful as people think (like a 34c, 24p weapon is only useful for pierce if you're going against armor you'd glance on with the cut). 
Title: Re: Rework axes (some general proposals)
Post by: Commodore_Axephante on February 21, 2013, 09:15:54 pm
Your math is flawed. Great Axe outdamages Bar Mace up to nearly 60 armor. Use this calculator:
http://infinitum.dyndns.org/crpg/calc.htm (http://infinitum.dyndns.org/crpg/calc.htm)
And look at the average damage values. I think it assumes a .25 second hold.

In fact, your entire argument is backwards. With the current armor soak values, high cut damage weapons (such as axes) outdamage their blunt/pierce counterparts up to absurdly high armor levels. This means that pole/2h players have virtually no reason to use blunt/pierce weapons. However, low-medium cut damage (1h swords) is almost entirely soaked up by even loomed medium armor, so 1h users almost have to use blunt/pierce weapons to damage anyone. For instance, I have 57 armor body armor, and can survive 5-6 hits from most 1h swords. However, I routinely get 1-shot by 2h+pole axes/loomed greatswords.

High cut weapons are the way to go right now, and axes are king in this department. Don't complain, enjoy your OP-ness.

First off, not complaining, just playing game designer in my spare time.

I'm willing to accept that my math may be off, but I don't see how what you describe could be true, based on the info in the Mechanics thread... but oh well, if you're confident enough to stand behind it, I'll follow.
Title: Re: Rework axes (some general proposals)
Post by: Phew on February 21, 2013, 09:30:38 pm
I'm willing to accept that my math may be off, but I don't see how what you describe could be true, based on the info in the Mechanics thread... but oh well, if you're confident enough to stand behind it, I'll follow.

Those "At x armor cut is about y% weaker than blunt" statements are assuming the same stated weapon damage; in reality, a Great Axe has 11 higher stated damage than a Bar Mace. They are also for 40 and 20 "raw" damage. I'm not sure about the definition of "raw", but I believe it includes Power Strike and wpf bonuses, and potentially even hold time bonus, speed bonus, and head strike bonus, if applicable. So the "raw" damage of a Great Axe is more like 100, not a mere 20 or 40.

As far as I know, that damage calculator I posted has the current soak/mitigation formulas, and assume a hold time of 0.25s.