it is so short when used in melee mode, I'm not sure it would. Maybe if its a 1h cav but if its a lancer chances are you're getting run through.
yes they rear horses, i can confirm this, though i wouldnt bother using them, as of now they are the worst throwing weapon.
whaaaaat? they got a buff tho... you can carry 6 now instead of 4
a buff lol, who the hell have you been talking to? they were nerfed, nerfed far into the ground, they used to have over 60p, who cares that they gave you a stack of them, when you can get Jarids, have more ammo, and have far more damage output. Id rather have had 4 at 60p then 6 at 47p, since you throw like 4 of them into one player anyways just to kill him. As bad as they are, it would be better to just be an archer, atleast that way you get more ammo, and can actually kill something in the same amount of shots.
47x6 = 282
60x4 = 240
So now you have more and do a total of 42 more damage average. Meaning you can hit more opponents on top of dealing more damage. But yeah, sure it's a nerf.
Edit: Also, you can add zero slot weapons in on top of that. Such as two sets of throwing daggers, knives, stars or any one hander(0slot).
That's not how it works. You have to deduct armor soak from each hit, so it's less, way less.
Throwing lance is more like a peasant and ninja hunter now, before it was decent enough to kill many medium armoured players with one good hit.
The rebalance is good if you look at potential damage etc. but the gameplay effecs this has on throwing lance is huge.
Instead of being a dreaded instakilling burst dps platform you're more like Pure strength Jarid build.
I don't like this effect on gameplay, Throwing lance was better before this "buff".
I would actually like it more if they didn't nerf the damage and made it two slot and 2 ammo.
47x6 = 282
60x4 = 240
So now you have more and do a total of 42 more damage average. Meaning you can hit more opponents on top of dealing more damage. But yeah, sure it's a nerf.
Edit: Also, you can add zero slot weapons in on top of that. Such as two sets of throwing daggers, knives, stars or any one hander(0slot).
You'd rather have 4 at 60p than 6 at 47p since you would need to throw 4 of them into one player to kill him?
Throwing lances had to be changed since they were worse at 60p with only 4 ammo with the changed armor factors.
It's currently the best hybrid throwing weapon in the game.
if missile:
missile_speed_vec = missile.get_direction()
if (receiver_agent_no >= 0):
missile_speed_len = (receiver_speed_vec - missile_speed_vec).length() # sqrt(x²+y²+z²)
else:
missile_speed_len = missile_speed_vec.length()
damage = pow(missile_speed_len / missile.speed, module_settings.missile_damage_speed_power) * missile.damage * attack_rec.unknown_value
added penetration flags to throwing.
Do you really believe this? Both crossbow and throwing lances take about 4wm to be effective, and 18 str to use. However, throwing lances obviously require 6PT. That is essentially a 2 level penalty, or giving up and extra athletics or power strike. San, I generally like your approach to most issues, as you have a fairly good understanding of basic math, but in this case you are missing a big part of the picture.
So you're telling me that a revolver with 6 bullets is better than a sniper rifle with 15 or 30, in a medieval combat game?Crossbows have a reload time that would make up for the lack of points in my opinion. While Throwing lances have a shorter range they also have a much higher rate of release. On top of that the nerf to the melee mode of the throwing lance was probably need. I remember seeing players like Sauce who went even in melee with throwing lances against plenty of melee, while that may just be because of skill, the melee mode was a bit ridiculous. There is also the fact that Throwing Lances(at least 2 sets at there current upkeep) are cheaper than an arbalest alone.
I mean, are you taking effective range into account here? Sure, lances may do slightly more damage, but it's still two to kill. Lances have to be thrown from just outside melee range, because they are not very accurate if you're a hybrid. The slots argument is not a particularly good one because daggers and ninjas stars have garbage damage. Oh, and again: skill point investment.
Crossbows have a reload time that would make up for the lack of points in my opinion. While Throwing lances have a shorter range they also have a much higher rate of release. On top of that the nerf to the melee mode of the throwing lance was probably need. I remember seeing players like Sauce who went even in melee with throwing lances against plenty of melee, while that may just be because of skill, the melee mode was a bit ridiculous. There is also the fact that Throwing Lances(at least 2 sets at there current upkeep) are cheaper than an arbalest alone.
Ask sauce if he is throwing now. That was pre-wpf patch, now you can't get as much wpf. Like I said pole stab was horribly crippled, plus taking away 2p and however many speed. It's pretty hard to land that stab now, considering they always glance with ~100 wpf, which is all you can get if you want 130 throwing wpf. The buff to blunt damage isn't all that useful, the swings were there to set up the stab.
Also cost doesn't matter anymore, as per Tydeus in the many cavalry nerf conversations on this forum. It's funny that you talk about "rate of release," because you just said that 6 lances for slightly more damage vs 4 lances for faster damage is preferable. You are acknowledging the difference in DPS and then saying less is better and then more is better.
damage = pow(missile_speed_len / missile.speed, module_settings.missile_damage_speed_power) * missile.damage * attack_rec.unknown_value
Currently, ranged have the same soak/reduce as melee.
Throwing didn't have extra penetration until August, after soak/reduce was first changed I think. It just went back to how it was.
I think cmp changed the values for the server and they aren't representative of what we see in the .ini. There is a thread about it in item unbalance a few pages in. Penetration flags are there but the multipliers are set to 1. Edit: http://forum.melee.org/item-unbalance/itp_extra_pen-removal/ Votes were 2-3 by the time it passed.
Slot bug?
Throwing lance was 50p but they were considered much better than the competition then. What would be better stats-wise?
I think cmp changed the values for the server and they aren't representative of what we see in the .ini. There is a thread about it in item unbalance a few pages in. Penetration flags are there but the multipliers are set to 1. Edit: http://forum.melee.org/item-unbalance/itp_extra_pen-removal/ Votes were 2-3 by the time it passed.
Slot bug?
Throwing lance was 50p but they were considered much better than the competition then. What would be better stats-wise?