Players want to be happy. Players like unfairness. They rage when the outcome of a combat relies on luck.
When someone get killedfaster than he should because the damage was higher than average, he rages. His anus contracts and starts bleeding.
When someone kills faster than he should, he feels like he doesn'tdeserve the win.He cuts his veins because he feels he is a shame to society.
When someone loses because it took more hits to kill thanit really should1, he rages and his anus contracts. He proceeds to bleed.
When someone wins because he took more hits than he should, he feels lucky and sees himself given a victory he doesnotdeserve. Ashamed and heavily burdened by the reputation he does not deserves, he hangs himself. After opening his veins and bleeding to death.
Stop the bloodshed.
Think about sadkittenskids.Removerandom damage is fine.
Make the weight influence knockdown exponentially, so 2,5 weight is meh and 5 weight is whoa!
When I take more than 5 hits to kill someone, I rage. That pretty much means I rage all the time.
That weight difference already pretty much doubles the knockdown probability. Try 2h knockdown weapons, really.
whatever it is, whatever the initial purpose ( which I suspect to be realism, as a hit can sometimes hit a vital organ or not), it is a balance-breaking feature that randomly advantages one player over another
Every time you get hit, you deserve to die. Every time you survive a hit, you thank the higher powers that they've shown you mercy.Ninjas are gay.
This is the secret to life.
visitors can't see pics , please register or login
Ninja_Khorin, Keeper of Traditions in the Ninja Clan.
Every time you get hit, you deserve to die. Every time you survive a hit, you thank the higher powers that they've shown you mercy.
This is the secret to life.
visitors can't see pics , please register or login
Ninja_Khorin, Keeper of Traditions in the Ninja Clan.
Say what you will about random damage. But how is random damage breaking balance? If each person has equal chance to do random damage then it would have no effect on the balance of the game.
Speed up gameIf you suggest this, dont forget to at least buff heavy armors, i mean its normall that a one handed sword doesnt kill a heavily armored guy so easily.
Remove RNG damage (speedbonus is not rng)
Increase damage of everything, so that everything dies in 1-3 hits, meaning 1-2 hit for agi, 2 hits for a balanced build, 3 max for high IF/STR - not this hit 15 times with a 1h on a fully loomed high armor IF stacker and rq because SNOOZ
u r rendering IF and armor point/use-less then
Say what you will about random damage. But how is random damage breaking balance? If each person has equal chance to do random damage then it would have no effect on the balance of the game.
Speed up game
Remove RNG damage (speedbonus is not rng)
Increase damage of everything, so that everything dies in 1-3 hits, meaning 1-2 hit for agi, 2 hits for a balanced build, 3 max for high IF/STR - not this hit 15 times with a 1h on a fully loomed high armor IF stacker and rq because SNOOZ
this would force people to be more tactical about their targets.
Looking through the source for the damage calculator, it looks like they are accounting for a substantial random factor:Code: [Select]// Urist:
// "However here is where randomisation kicks in again. I think that a
// random number between the full and the half armor value are used."
var min_damage = potential_damage - 1 * arm * soak_factor;
var max_damage = potential_damage - 0.5 * arm * soak_factor;
//Damage reduction
// Urist:
// "The same random armor between the half and full armor points
// of the armor is used."
min_damage = min_damage * (1 - arm / 100.0 * reduction_factor);
max_damage = max_damage * ( 1 - 0.5 * arm / 100.0 * reduction_factor );
Assuming this is correct, it would be nice if this could be removed. Random factors are always bad.
I'm not familiar enough with Warband modding to comment on whether or not this is correct, however.
Raw damage(without armor) isn't randomised much, it's between 90 and 100%. For both armor soak and reduction calculation, the armor value gets a good chunk of randomness with being between 45 to 100% of the shown value. It's Native and not changed yet with WSE as far as I know.
I think damage with heavy armor should highly depend upon the swing = ie: there should be a barrier where damage below would do nothing and beyond it does much more damageA player should never be in a 1v1 position where he is forced to go 'welp, there is literally nothing I can do here except lose'.
Note: these are in-memory addresses, not offsets in the binary.
client patch:
0x004E1051 - BA E4 1E 00 00 90 90 90 90 90 90 90 90
0x004E1088 - BA E4 1E 00 00 90 90 90 90 90 90 90 90
0x004E10E4 - BA E4 1E 00 00 90 90 90 90 90 90 90 90
dedicated server patch:
0x00459895 - BA E4 1E 00 00 90 90 90 90 90 90 90 90
0x004598CC - BA E4 1E 00 00 90 90 90 90 90 90 90 90
0x00459928 - BA E4 1E 00 00 90 90 90 90 90 90 90 90
original client values:
0x004E1051 - E8 15 0C 19 00 99 B9 C9 3D 00 00 F7 F9
0x004E1088 - E8 DE 0B 19 00 99 B9 C9 3D 00 00 F7 F9
0x004E10E4 - E8 82 0B 19 00 99 B9 C9 3D 00 00 F7 F9
original server values:
0x00459895 - E8 66 31 09 00 99 B9 C9 3D 00 00 F7 F9
0x004598CC - E8 2F 31 09 00 99 B9 C9 3D 00 00 F7 F9
0x00459928 - E8 D3 30 09 00 99 B9 C9 3D 00 00 F7 F9
The differences in the original values are just due to the relative location of the RNG function changing.
Surely the RNG is used for other things than just damage calculationIt's doesn't patch the RNG. It patches the result from the RNG, in three spots.
It's doesn't patch the RNG. It patches the result from the RNG.
You mean the code for this weird half modulo stuff is copied everywhere they want a [0,1[ interval ? lolThe code is used in an enormous number of spots, which means it's probably just a macro, or an inlined function.