cRPG
cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Panos_ on October 09, 2013, 10:08:35 am
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Apparently the 2.8kgr elegant poleaxe gets a .2kgr bonus when loomed, while on the other hand the 4kgr Flamberge gets nothing..
Apparently the heavy great sword, that weights 3.5 kgr gets nothing, while on the other hand the poleaxe that is lighter by +0.3 , get`s the weight "bonus", and the same applies for the german poleaxe aswell..
Sword of War, Highland Claymore, Nodachi, War Cleaver all 4 of them, weight 3kgr or more, and yet I fail to see the "bonus" ..
Stop favouring 2h class for god`s sake..
Polearms are officially by far the weakest class to play now, compared to 1h and 2h..
Should we all respec into 2h class and rename the mod to c-2hrpg??
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Panos, this is a incredibly stupid thread. Increased weight = Increased chance for weaponstun/decreased chance of being blockstunned. Weight on weapons is negligable to movement speed compared to armour. Heavy weapons = Good.
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Panos, this is a incredibly stupid thread. Increased weight = Increased chance for weaponstun/decreased chance of being blockstunned. Weight on weapons is negligable to movement speed compared to armour. Heavy weapons = Good.
This.
And poleaxes have 2ndary mode with knockdown so the weight increase is even better for them.
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Panos, this is a incredibly stupid thread. Increased weight = Increased chance for weaponstun/decreased chance of being blockstunned. Weight on weapons is negligable to movement speed compared to armour. Heavy weapons = Good.
Heavier weapons mean slower swings aswell, and I think that weapon stun is mostly affected by your STR, PS and WPF.
Edit for Lennu : Despite the fact that Knockdown chance is random, I believe that it is affected by your STR, PS and WPF.
I maybe wrong though..
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You're wrong, weight is a good thing on weapons, especielly on weapons with kd.
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Wouldn't hurt to read some sticky threads sometimes:
From elmuri's game mechanic megathread:
- Crushthrough has a chance of ignoring block on overhead strikes. This depends on strength and weapon weight. There is also a random element.
- Knockdown has a chance to knock down enemy on swings. This depends on weapon mass, but does contain a significant random element.
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.
WaltF4's old post:
My testing (http://forum.c-rpg.net/index.php/topic,3278.0.html) suggests that the engine uses a single, total weight for the running speed calculations. This weight includes all items your character has on them: worn, sheathed, or unsheathed. Holding a weapon further reduces running speed based on the weapon length and weight. Holding a shield does not change running speed relative to wearing that shield, unless your character is holding one shield while wearing another shield; in which case, there is an enormous reduction in running speed.
Only armor weight appears to matter for attack speeds. Holding a shield does not change the time taken to complete an attack. However, the delay between blocking an attack and beginning your own attack may be different if you block with a weapon compared to a shield. I would assume that the difference depends on the weights and speeds of both the attacking and blocking weapons and the shield.
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