Nothing concrete.
The code is here: https://www.irccloud.com/pastebin/2uSZrPWE
Another file has animations.
I think the pole shove is a good premium example and the shield shove should be more like it.
["nudge_pole_shove", 0, amf_priority_striked|amf_play,
[0.75, "anim_nudge_pole_shove", 0, 25, blend_in_release],
],
Focus on the second row: Duration, animation name, beginning frame, ending frame, and sequence flags.
Now, here are the 1h nudges:
["swingright_fist_mirrored", 0, amf_priority_striked|amf_play,
[0.45, "right_swing_mirrored", 0, 41, blend_in_release],
],
["direct_fist_mirrored", 0, amf_priority_striked|amf_play,
[0.65, "direct_fist_mirrored", 0, 41, blend_in_release],
],
["nudge_shove", 0, amf_priority_striked|amf_play,
[0.85, "defend_shield_forward", 0, 25, blend_in_release],
],
Shield nudges
["nudge_shield_bash", 0, amf_priority_striked|amf_play,
[0.45, "defend_shield_left", 8, 20, blend_in_release],
],
["nudge_shield_shove", 0, amf_priority_striked|amf_play,
[0.75, "Shield_bash_13.9.11", 0, 20, blend_in_release],
#[0.4, "defend_shield_parry_all", 0, 25, blend_in_release],
],
["nudge_shield_backhand", 0, amf_priority_striked|amf_play,
[0.9, "defend_shield_right", 0, 50, blend_in_release],
],
swingright fist = 1h neutral nudge
nudge shove = 1h defense nudge
direct fist = 1h attack nudge
Shield bash = neutral nudge
Shield shove = defense nudge
Shield backhand = attack nudge
I am not too knowledgeable about this, but less dead frames by changing the starting frame number, decreasing the duration since shield has a noticeably higher one, or changing the animation itself might help (or just make it too good). I am also not very knowledgeable on how hitboxes work for these things. Perhaps the current hitbox feels off because it's so slow and clunky?
As a nudge spammer:
As far as rankings go, from best to worst:
Shield neutral nudge (If you're shit at manual blocking like me) - Lower risk since you don't have to care about block direction, damages paper armor/naked people slightly more than other neutral nudges.
1h neutral nudge - Automatic KD on kickers when you have a short weapon > damaging naked people/peasants
1h attack nudge - Generally yields the biggest stun time, plus it knocks down s-key attackers. "Big" nudge damage by default on KD on naked people.
Shield neutral nudge (If you can block well without a shield) - Damages paper armor/naked people slightly more than other neutral nudges.
2H/Pole neutral nudge - Basically 1h/shield nudge, but with no special effects : (
Pole shove - Fast, intuitive to land
1h shove - Slower than pole shove, but still intuitive to land
Shield shove - This is actually an odd one, I'd expect it to be on par with pole shove based on the animation stats, but it seems harder to land somehow. It's either the animation not matching the script that actually does the hit detection, or shields having a longer parry time after a block.
Shield attack nudge - Unnaturally long dead animation time (no blocking, attacking) after the nudge.
2h pommel strike - Probably the hardest one to use since you need to be holding an attack + it requires a specific direction + high str/weapon weight are necessary to make it effective. I have yet to see anyone use this who wasn't just screwing around. I've had mild success trolling shielders with it, but a neutral nudge or just swinging would have been better for pure assists.
Generally, neutral nudge is best nudge for polearm/2h/swashbuckler/shielder, just because it has the lowest recovery time, is the fastest to land, and seems to be the least wonky with hit detection as ping gets higher.
It's mostly about making your opponent block again if they are already blocking, interrupting an attack instead of blocking (doesn't work against people who hold attacks with good enough reflexes/ping), neutralizing an enemy long enough to swing at another enemy before blocking, making an enemy's character turn ever-so-slightly slower as you run behind them, or helping a teammate get a hit.
Shoves are mostly just useful for getting away from an enemy/shoving them off a cliff.
A 50 damage clamp seems hilarious to me, since it'd mean that anyone who's using a x/39 steel shield build will probably oneshot another x/39 steel shield build, unless they've leveled enough to get 9+ str for +3 light-medium armors.
In general those builds would tend to die in one real hit from most players anyway, but it seems funnier when it's from a shield bash somehow. I guess they'd just die in 2-3 bashes with the current system though, so no big change there.
I dunno if agent_deliver_damage_to_agent hits the feet like it seems to in non-WSE, so maybe it would do less damage than I imagine.
It's a bit tricky, with the current nudge speeds I probably wouldn't advise giving bashes any meaningful damage unless it's a counter to a swing since it would at least incur a lot of risk or require more timing. I've seen people reliably counter neutral nudges with held swings, though it requires good ping. Having enough ATH/AGI to make it look like nudge hit detection whiffs just by circling someone seems very common though. I guess it's some sort of mismatch between what the client sees for their turn direction vs what the server sees.
I'd prefer some sort of hit detection improvement over damage adjustments, though some things like pommel strike and shield attack nudge could probably use additional tweaking after that.
If you really want to tinker with nudge damages with the current animations I'd suggest the following:
Notes for others:
HP = 35 + STR + 2*(IF), = 53 HP with 18 STR, no IF
55+ armor is very easy with +3s.
20 raw damage (blunt) = ~1 damage vs 55 armor
30 raw damage (blunt) = ~6 damage vs 55 armor
40 raw damage (blunt) = ~11 damage vs 55 armor
50 raw damage (blunt) = ~15 damage vs 55 armor
60 raw damage (blunt) = ~20 damage vs 55 armor
Neutral Shield Bash
raw damage = max(Strength, Strength/3 + Shield skill * 2) + max(shield weight, armor / 7)
- Clamp at 1 for defending players, like all other nudges (same as current)
- Clamp at 30 for players that are not defending or attacking (same as current, but easier to hit the cap)
- Clamp at ~40 for players that are attacking (adjust higher or lower based on feedback)
Shield Shove
raw damage = max[(Strength, Strength/3 + Shield skill * 2) + max(shield weight, armor / 7)]/2
- Clamp at 1 for defending players, like all other nudges (same as current)
- Clamp at 15 for players that are not defending or attacking (same as current, but easier to hit the cap)
- Clamp at ~25 for players that are attacking (adjust higher or lower based on feedback)
Shield Attack Bash (Why are you using this instead of just hitting them?)
raw damage = strength/3 + Shield skill * 3 + max(shield weight, armor / 7)
- Clamp at 1 for defending players, like all other nudges (same as current)
- Clamp at 40 for players that are not defending or attacking
- Clamp at ~50 for players that are attacking (adjust higher or lower based on feedback)
2H Pommel Strike (Why are you using this instead of just hitting them?)
raw damage = (strength + weapon weight)*2
- Clamp at 1 for defending players from the front, like all other nudges (same as current)
- Clamp at 40 for players that are not defending or attacking from the front
- Clamp at 60 for players that are attacking, or hitting a player from behind
Special effects:
Base stun on player not defending or attacking, from the front = medium-long stun (same as current)
If hits someone who is blocking without a shield from the front or shielder with equal or greater strength = medium stun (same as current)
If hits someone who is blocking with a shield from the front with less strength = medium-long stun (better than current)
If hits someone who is attacking from the front = long stun (better than current)
If hits from behind = knockdown or very long stun (better than current)