cRPG

cRPG => Suggestions Corner => Topic started by: Paul on June 02, 2011, 05:04:29 pm

Title: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 02, 2011, 05:04:29 pm
cRPG uses the Native values for armor soak and reduce calculation. They influence how much damage gets through after a hit. Armor soak reduces the incoming damage by an armor depended value that is not scaled with the amount of incoming damage. The soak is mostly responsible for the glancing blows since it often lowers the incoming damage below the interrupt threshold, allowing the target to continue their action even while being struck. Because within the calculation the used armor value is randomized heavily (50%-100%) glancing blows are often frustratingly unpredictable. Fighting against a berserked tin can with a 1h sword with low PS is often enough rather luck-dependant that way because a glance means death if the opponent keeps swing no matter what.

Armor reduce is the second part of the armor calculation. It lowers the damage that is left after the soak subtraction. The reduce scales down the incoming damage by an armor dependent percentage. A reduce of 50% of course has greater effect on the 60 damage incoming from the longaxe blow compared to the meager 6 damage that are left after the soak stole most of the nordic sword slash. A proper reduce has the potential to keep 1hit insta deaths in check.

The problem now is that in Native and in the current cRPG the armor soak is alot more important than the reduce. Soak rules. I did some calculations and in most cases the soak had the biggest impact on preventing damage. This combined with the (from my point of view) often frustratingly random glancing blows gave me the idea to change the status quo.

I suggest now to lower soak values for cutting, piercing and blunt while increasing the reduce values by a good amount. The goal is to keep the average damage the same or even to lower it abit so heavy armor is compensated for the lesser glancing blow thingy.

Advantages:
* Less glancing blows, even with lower PS and cutting damage
  - Less frustations for low levels
  - Less randomness in fights/duels in heavy armor
  - Better chances for agi melee builds
* Less 1 or 2hit insta deaths from heavy hitting weapons + high PS
  - Makes a single mistake less lethal in an armor duel
  - Makes armor more important to survive backrape
  - Good armor helps better against high damage weapons like the heavy crossbows, lancers or heavy melee

Disadvantages:
* Archers with weak bows have an easier time actually doing damage against armor
* Piercing damage will become become better than blunt damage because it overcomes armor reduce best(solution is to lower the damage of piercing weapons like 1h pick, morning star or lances)
* Tin cans will feel more vulnerable because weaker weapons can hurt them which would have glanced before


There is an alternative solution suggested by Shik to lower the interupt threshhold to 0 so every hit no matter what would interrupt the tin can. Advantage here would be that the damage would stay the same. I don't like this much though because every hit interrupting would mean that spam with turning in attacks to the maximum would become viable. We had that in Native beta and I don't want that again.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Diomedes on June 02, 2011, 06:01:03 pm
I like it, so far as I understand it.  I think the biggest difficulty, were this implemented in the next patch, would be the rebalanced pierce weapons.  It would be cool if pierce became the can-opening class with some handicap (the picks can't stab, the morningstar is imbalanced, etc.) but such major changes are hard to do correctly the first time.  If the devs or someone willing could set up a private server then I think some intense testing should be done before anything major changes. 

If needed I can help test.  Nothing else to do really before Strat comes out  :D
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: okiN on June 02, 2011, 07:16:38 pm
Sounds pretty good to me. Let's not go overboard, though; tweak the values a little bit and see how it feels.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Belmont on June 02, 2011, 07:17:57 pm
Urist we can upload the new armor values on our server again if you wish. I thought they were an improvement so I would like to test them out again.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: CoWorm on June 02, 2011, 07:18:11 pm
Voted yes here. Mostly from my own new player perspective and from what I see other new players talk about in the chat.
As we all know it can be hard to feel like a productive part of the team when you're just starting out. Even more frustrating when you finaly manage to sneak up on someone fighting your teammates and stab/bash him in the back only to bounce right of, have him turn around and kill you. If it could at least give a small stun when you hit someone I think it would help newer players feel abit more helpful in opening oponents up for finishing moves by team-mates, and this way peasants would still be easily shrugged off by themselves due to lack of damage.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Seawied on June 02, 2011, 07:24:20 pm
Would require a lot of playtesting. I'm not entirely convinced that theres a strong need for a change. The old saying of "if it isn't broken, don't fix it" seems to apply.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: MouthnHoof on June 02, 2011, 07:34:11 pm
Fiddling with the soak and reduce factors in a problematic business. I would not do that hastily.

I do not see a big problem with armor right now, nor with glancing either. The only players who have serious glancing problems are extreme agility builds with cutting weapons (ninjas anyone?), or long weapons in kissing range as they should.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: MrShine on June 02, 2011, 07:35:32 pm
I think this is a good idea, but like others said I think a slight change at first is good.  It is very frustrating for anyone to die after getting a clean hit in but having it glance and not interrupt the enemy's later swing.  This change will still give tin cans advantage by taking more hits, but they won't be able to simply ignore blocking when going against weaker power strike players. 

Balance issues will certainly abound, may sure to take those things into account as well instead of just changing armor!
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Fluffy_Muffin on June 02, 2011, 07:36:07 pm
Voted for option 2, imo anything other that a slight rebalance of soak and reduce would suck. 0 interupt treshold would suck big time, a peasent with a pitchfork stagger on a black armor guy would be hilarious. This will indeed have to be tested and fine tuned for the best effect. Im all for making it easier for new guys and reducing randomness but please be careful with this
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: zagibu on June 02, 2011, 07:43:14 pm
The problem is not with the armor, but with how weapon damage and power strike are related. IMO it's a bit silly that I glance with 11 PS and a military sickle. Maybe PS should directly give a better chance to get through armor, regardless of how much damage is applied when the hit got through. Also, armor piercing should be a value separate from damage.

If you really nerf soak, there will be even less tincans around. Even now I feel that plate armor is almost not worth it, if compared to the higher tier mail armors.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Lech on June 02, 2011, 07:48:48 pm
+1, implement it as fast as possible. Raising threshhold can help with glancing issues if it concern you.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Ujin on June 02, 2011, 07:50:10 pm
Hard to tell... i 'd wait for the test results.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Lichen on June 02, 2011, 07:52:51 pm
Lots of testing required. Could improve things or not.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tzar on June 02, 2011, 08:18:03 pm
A buff to archers and Agi stacking sonic´s just what this mod needs....

Great idea paul lets buff the 2 most annoying classes ingame  :wink:
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: BaldRider on June 02, 2011, 08:21:10 pm
I dare say this would dumben the game down, reducing the effects of good positioning.
For example standing at the very start of someones swing, you can expect them to bounce on you, and thereby earn a free hit on them.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tzar on June 02, 2011, 08:23:24 pm
Dumben the game down is Paul´s speciality

While i would love that i can avoid gettin killed in 2 hits by Str builds this change is not really needed

This change would really do alot dmg to the current game then good
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Punisher on June 02, 2011, 08:30:59 pm
I am reluctant to agree on this since it involves some major nerfing and changing of game mechanics.

First heavy armor, it is kept in place by the upkeep and not really a problem, and except people with full strenght builds in lordly plates anyone with a balanced build and decent weapon can take down an enemy with ~60 armor in 3-4 hits. After the january patch, I have yet to see those tincans who go tearing through enemies surving dozens of hits so I don't really understand why an armor nerf is in order.

Second, any strenght oriented build will be heavily nerfed. With power strike being a lot less important, going higher than 5 or 6 would be pretty pointless since stacking agility would bring much more benefits. I can imagine the current situation reversed, with most people going for agility builds and wearing light-medium armor. Also ironflesh would be even more useless, hitting strenght/balanced builds further.

Ranged and especially archers will be heavily buffed. With reduced soak, they will also be encouraged to go for agility builds, since 4-5 power draw would be more then enough if you can just stagger everyone to death using a fast bow, like the khergit or strongbow and agility would offer better accuracy and speed.

1h+shield will be heavily buffed as well since with powerstrike being less important they will be able to stack agility and outspam their way to victory.

The hardest hit by this change would be 2h,polearms and cav. 2h/polearms will go for agility stacking as well but in melee combat 1h+shield will generally have the upper hand due to nerfed armors and significantly faster weapons. Both 2h/polearms and cav will be a lot more vulnerable to ranged.

To try balancing it
- damage on all melee weapons will need to be nerfed to make up for the lower powerstrike impact and avoid only agility builds being viable
- archery will need to be reworked, either by lowering bow damage - a significant damage nerf would be required to make up for the soak nerf and force archers to invest in power draw, or by severely nerfing accuracy so it requires more WPF, keeping high agility builds in order
- 1h weapons will need further nerfing after the overall melee weapon damage nerf, either lower damage or lower speed in comparison to 2h/polearms since damage being less important will provide a significant indirect buff for them
- all pierce damage weapons will need further nerfing to make up for the soak reduction
Also a full stat and heirloom respec (is that even possible since the market was implemented?) would be necessary considering the major changes.

I just think that the current situation is fine, just wait for WSE and take out the random used armor value calculation, it would fix most problems addresed without requiring complete rebalancing.

Since the game is now more balanced then ever and considering the long time it took for it to reach this balance, the advantages of implementing this don't seem to make for all the trouble it will cause. Rebalancing it from the start will be impossible and since I am not looking forward on more months of imbalanced weapons, nerfs and whining I voted on leaving it as it is, no need to fix something that's not broken.




Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tzar on June 02, 2011, 08:32:21 pm
Paul if u wanna fix something how about you start with xbows and formula 1 race horses instead??
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: ArchonAlarion on June 02, 2011, 08:45:48 pm
I wish armor glanced more and Health was decreased.

Your armor should protect you from damage, but if a shot does go through, you should pay for it heavily.

The gold expense of armor can be modified accordingly.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Largg on June 02, 2011, 09:01:03 pm
Am I only one who thinks glances happen really rarely? Ok, it's understandable if you're a level 10 peasant you'll most probably glance from a tincan. But on higher levels, that's really rare thing to happen. Considering unexperienced or new players, isn't there a "skip the fun" option if they feel saddened by the amount of glances they get early in the game. Besides, heavy armor currently is kinda mixed trade, being slow and having greatly reduced wpf is something not everyone is willing to trade.

Having really low soak values would also make tincans dance in a silly way when horde of peasant archers starts shooting at them  :(.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Lech on June 02, 2011, 10:11:16 pm
I am reluctant to agree on this since it involves some major nerfing and changing of game mechanics.

First heavy armor, it is kept in place by the upkeep and not really a problem, and except people with full strenght builds in lordly plates anyone with a balanced build and decent weapon can take down an enemy with ~60 armor in 3-4 hits. After the january patch, I have yet to see those tincans who go tearing through enemies surving dozens of hits so I don't really understand why an armor nerf is in order.

Second, any strenght oriented build will be heavily nerfed. With power strike being a lot less important, going higher than 5 or 6 would be pretty pointless since stacking agility would bring much more benefits. I can imagine the current situation reversed, with most people going for agility builds and wearing light-medium armor. Also ironflesh would be even more useless, hitting strenght/balanced builds further.

Ranged and especially archers will be heavily buffed. With reduced soak, they will also be encouraged to go for agility builds, since 4-5 power draw would be more then enough if you can just stagger everyone to death using a fast bow, like the khergit or strongbow and agility would offer better accuracy and speed.

1h+shield will be heavily buffed as well since with powerstrike being less important they will be able to stack agility and outspam their way to victory.

The hardest hit by this change would be 2h,polearms and cav. 2h/polearms will go for agility stacking as well but in melee combat 1h+shield will generally have the upper hand due to nerfed armors and significantly faster weapons. Both 2h/polearms and cav will be a lot more vulnerable to ranged.

To try balancing it
- damage on all melee weapons will need to be nerfed to make up for the lower powerstrike impact and avoid only agility builds being viable
- archery will need to be reworked, either by lowering bow damage - a significant damage nerf would be required to make up for the soak nerf and force archers to invest in power draw, or by severely nerfing accuracy so it requires more WPF, keeping high agility builds in order
- 1h weapons will need further nerfing after the overall melee weapon damage nerf, either lower damage or lower speed in comparison to 2h/polearms since damage being less important will provide a significant indirect buff for them
- all pierce damage weapons will need further nerfing to make up for the soak reduction
Also a full stat and heirloom respec (is that even possible since the market was implemented?) would be necessary considering the major changes.

I just think that the current situation is fine, just wait for WSE and take out the random used armor value calculation, it would fix most problems addresed without requiring complete rebalancing.

Since the game is now more balanced then ever and considering the long time it took for it to reach this balance, the advantages of implementing this don't seem to make for all the trouble it will cause. Rebalancing it from the start will be impossible and since I am not looking forward on more months of imbalanced weapons, nerfs and whining I voted on leaving it as it is, no need to fix something that's not broken.

I call it bs. Did you even read Urist's suggestion ? If so, you don't understand the game mechanic.

This change would not make number of hits required to take down something lower. It will increase number of hit required to take someone down.

High str are currently the way to go, changing it to make balanced build the best build is good move. Full agi will not dominate with the patch, full agi characters even currently hardly glance. Ironflesh will be just as useful as currently, maybe even better as more hits will be required to take people down.

Ranged will not be buffed, it won't one-shot people down like currently.

Powerstrike still will be very important for 1h, no change here.

Armor will be BUFFED, not nerfed. Just plate will be 'nerfed' indirectly as it will stop forcing people to glance off, all normal armor will be buffed. Cav will be hit just because their lances will not instant kill everyone, but it's good news actually. 2h and poles will be just as good as always.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Kafein on June 02, 2011, 10:15:30 pm
I chose buff both but my opinion is keep soak as it is and buff the armor reduce.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: DrKronic on June 02, 2011, 10:16:11 pm
The current way of avoiding glance (using blunt weapons or Pierce if u are low powerstrike) is better than a solution that causes high armor wearers to take more hits and inadvertently buffs all spear/Pike lolstabs(I.e. Pierce attacks)

I wish u would fix Pike thrust hitboxes(supposed to glance at extremely close range but instead we have the machinegun stab)

THIS WOULD  actually make lolstabs and lawlpiking even worse and more used

Also this would nerf cut damage since if reduction from a 80 armor set of heirloomed plate and gauntlets added to needed weapon and buffed armor heirlooms

Pierce being even better and blunt gets weaker too, sounds like alot of unintentional bad consequences to get rid of an issue that really only occurs to fail builds

I mean just change weaponmaster so that agility over 15 actually gives u a meaningful increase to swing speed or damage if you want ago builds to work again, heavy armor guys already take many hits to down, and being interrupted by super fast peasants with butter knives while in full plate sounds retarded

Honestly sounds like a failution to a nonexistent problem

All the damage and heirloom nerfs mean most people take multiple hits anyway



Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Punisher on June 02, 2011, 10:30:41 pm
I call it bs. Did you even read Urist's suggestion ? If so, you don't understand the game mechanic.

This change would not make number of hits required to take down something lower. It will increase number of hit required to take someone down.

High str are currently the way to go, changing it to make balanced build the best build is good move. Full agi will not dominate with the patch, full agi characters even currently hardly glance. Ironflesh will be just as useful as currently, maybe even better as more hits will be required to take people down.

Ranged will not be buffed, it won't one-shot people down like currently.

Powerstrike still will be very important for 1h, no change here.

Armor will be BUFFED, not nerfed. Just plate will be 'nerfed' indirectly as it will stop forcing people to glance off, all normal armor will be buffed. Cav will be hit just because their lances will not instant kill everyone, but it's good news actually. 2h and poles will be just as good as always.

You missed the effects reduced soak will have. Number of hits required to take something down won't be lower but without glancing and lower damage being more effective against armor what reason would there be for going above 6 PS for example if you don't gain anything significant from it? Stacking agility would be much more useful. Full strenght builds will get nerfed in a way that will encourage balanced builds. No need to nerf them further.

Ranged will be buffed since with reduced soak their hits won't glance. Take archers for example, it would be much more effective to stay at 5 PD and stack agility, giving improved speed and accuracy if you can stagger your target to death. Think of the machinegun archers before the january patch, it's a bit exagerated comparison but the principle is the same.

Powerstrike won't be as importat for 1h since without glancing and more effective lower damage staying at 4 powerstrike for example and stacking agility would provide a much better advantage then going for a balanced/strenght build.

Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Damug on June 02, 2011, 10:37:38 pm
Buffing reduce and decreasing soak certainly seems reasonable.  When I put on my plate armor I can take cut attacks all day long, but as soon as someone with a blunt or pierce attack looks at me I go down in 1-3 hits.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 02, 2011, 10:42:20 pm
I had the feeling with my numberous alts that powerstrike is too important. I find myself stacking it even with 0 melee wpf "pure" ranged builds. It's just so important to be able to interrupt someone in melee.
0 wpf is ok because the influence on damage is low and the speed loss can be compensated with personal skill. 0 PS is.. a challenge because one has to charge up every hit against a tin can and hope for a decent dice roll.

 I don't like the luck factor. It's ok for me if I need 8, 10 or 15 hits as long as I don't bounce of with hit number 7 on perfect range and sweetspot position just because of a high armor roll.
For Baldrider: The bad sweetspot glances will still happen. The penalty here is very big and still reduces the damage below the glance treshold. Good positioning and decent hit angles are still needed to overcome soak.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Punisher on June 02, 2011, 10:51:54 pm
I had the feeling with my numberous alts that powerstrike is too important. I find myself stacking it even with 0 melee wpf "pure" ranged builds. It's just so important to be able to interrupt someone in melee.
0 wpf is ok because the influence on damage is low and the speed loss can be compensated with personal skill. 0 PS is.. a challenge because one has to charge up every hit against a tin can and hope for a decent dice roll. I don't like the luck factor.

And why would low PS be more rewarding then any other "power" skill? Don't take it wrong I'm not whining about 0 PS people being able to hit without glancing, just going on the same rationality. Obviously 0 PS people not bouncing won't be a problem, but PS being not really important will make agility builds the way to go. You might need more hits in order to get a kill but the difference will be way lower then it is with the current armor calculation system and stunlocking your enemy while spamming him to death will be well worth it.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 02, 2011, 10:56:09 pm
PS would still be very important for dealing damage. It would just lose some importance for overcoming the glance threshold. Furthermore powestrike gives alot of advantages such as better chances for crushthrough, better stun, better knockdown chance(within limits) and not to mention that it is quite a difference if I can dispose my opponents with 2 or 3 instead of 5 hits - especially on the battlefield.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: DrKronic on June 02, 2011, 10:57:42 pm
But pure PD all wpf in archery wpf builds with no PS should suck in melee even with high IF and good armor u can't take many hits

So a buff for 0 powerstrike characters and level 9 characters? Just rebalance how much wpf u get with agility to fix the agi "nerf "

By the way your trying to reinvent and possibly ruin the great fluid combat system to make up for  the agility nerf YOU created? Lol

Just seems so much work and potential unbalancing and unintentional consequences to fix a Dec created issue,  before the ago nerf any build actually worked, go backwards

And I can't shoot or kill people with 0 PD or 0 PT, why give ranged guys who can run away forever more advantages

Learn how to use speed bonus and positioning
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Thomek on June 02, 2011, 10:59:54 pm
I'm absolutely for this, as it reduces randomness and trades it for the skill of players.

Would be great for ninjas of course, since we have a high probability of glancing because our distance to enemy is often too close. (because of katana short range)

I suggest going a little bit over top with this in the first patch, then perhaps reducing the effect in the next. (To keep the trolling rep of the devs alive!)
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 02, 2011, 11:01:27 pm
Haha, did kronic just tell me to learn how to play?
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Kafein on June 02, 2011, 11:02:53 pm
I had the feeling with my numberous alts that powerstrike is too important. I find myself stacking it even with 0 melee wpf "pure" ranged builds. It's just so important to be able to interrupt someone in melee.
0 wpf is ok because the influence on damage is low and the speed loss can be compensated with personal skill. 0 PS is.. a challenge because one has to charge up every hit against a tin can and hope for a decent dice roll.

 I don't like the luck factor. It's ok for me if I need 8, 10 or 15 hits as long as I don't bounce of with hit number 7 on perfect range and sweetspot position just because of a high armor roll.
For Baldrider: The bad sweetspot glances will still happen. The penalty here is very big and still reduces the damage below the glance treshold. Good positioning and decent hit angles are still needed to overcome soak.

It might sound a little dumb, but 0 PT will also make you basically useless as a thrower, 0 ath dooms you when things don't go right, 0 wm will turn your first weapon into worse than a secondary for an hybrid and 0 shield for a shielder is meh. PS doesn't really deserve a nerf IMO.

I think we should do a general buff to heavy armor somehow (maybe something completly different than this, like decreasing the price), and a nerf to agility. Decreasing the soak factor might favor agility builds even more than what they are currently.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 02, 2011, 11:04:12 pm
Wait, agility builds are considered as being overpowered at the moment?
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tears of Destiny on June 02, 2011, 11:08:58 pm
Wait, agility builds are considered as being overpowered at the moment?

The scoreboards and majority of the vocal player-base opinion say otherwise.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: BaldRider on June 02, 2011, 11:10:02 pm
The scoreboards and majority of the vocal player-base opinion say otherwise.
The internet and sarcasm :(
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: zagibu on June 02, 2011, 11:12:24 pm
I had the feeling with my numberous alts that powerstrike is too important. I find myself stacking it even with 0 melee wpf "pure" ranged builds. It's just so important to be able to interrupt someone in melee.
0 wpf is ok because the influence on damage is low and the speed loss can be compensated with personal skill. 0 PS is.. a challenge because one has to charge up every hit against a tin can and hope for a decent dice roll.

 I don't like the luck factor. It's ok for me if I need 8, 10 or 15 hits as long as I don't bounce of with hit number 7 on perfect range and sweetspot position just because of a high armor roll.
For Baldrider: The bad sweetspot glances will still happen. The penalty here is very big and still reduces the damage below the glance treshold. Good positioning and decent hit angles are still needed to overcome soak.

So you really want to nerf armor because you, as an archer, bounce a lot on tincans? This might sound a bit harsh, but such a statement makes me question your position on the dev team.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Cyclopsided on June 02, 2011, 11:22:59 pm
The scoreboards and majority of the vocal player-base opinion say otherwise.
Yep.
Pure strength or mostly strength melee builds are the best at dueling, battle, and especially siege of all the characters.
I have to say 30-9 or the more extreme 36-3 are hands down the most effective duel & melee builds in game. It isn't like you can be spammed even with that little agi, you can't be outfootworked even with 1 ath either. Unless you are 1 ath full black armor like some idiot.
Balanced builds are nice and decent, but agi stackers are easy one hit kills. Agi builds I must say are the absolute worse since they gain nothing and glance alot and still take at the least 5 hits to kill me in light/medium armor if they don't.

I'm all for this armor change. I'll still be doing strength builds for dueling, this will hardly change how ridiculously good strength builds are. It will bring some balance to agi though, and I'm all for more characters being viable.

I've been playing around with instant level 30s all past 2 weeks, and I have gotten my highest KDR on 36-3 with both 2h or pole arm, both are close in effectiveness. Average match was at lowest 5 to 1 K-D, closer to 8-1.
I made a strength onehander that used a torch. I went 11-0 one map with a torch.  With a regular onehanded word? Oh my god ridiculous. I think using the torch I averaged 4-1 K/D.

I can't do that good on a super serious hoplite even. Using a hoplite perfectly I can't even come close to a strength build jokingly using a torch in effectiveness.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tears of Destiny on June 02, 2011, 11:27:56 pm
Yep.
Pure strength or mostly strength melee builds are the best at dueling, battle, and especially siege of all the characters.
I have to say 30-9 or the more extreme 36-3 are hands down the most effective duel & melee builds in game. It isn't like you can be spammed even with that little agi, you can't be outfootworked even with 1 ath either. Unless you are 1 ath full black armor like some idiot.
Balanced builds are nice and decent, but agi stackers are easy one hit kills. Agi builds I must say are the absolute worse since they gain nothing and glance alot and still take at the least 5 hits to kill me in light/medium armor if they don't.

I'm all for this armor change. I'll still be doing strength builds for dueling, this will hardly change how ridiculously good strength builds are. It will bring some balance to agi though, and I'm all for more characters being viable.

I've been playing around with instant level 30s all past 2 weeks, and I have gotten my highest KDR on 36-3 with both 2h or pole arm, both are close in effectiveness. Average match was at lowest 5 to 1 K-D, closer to 8-1.
I made a strength onehander that used a torch. I went 11-0 one map with a torch, and with a regular onehanded word? Oh my god ridiculous. I think using the torch I averaged 4-1 K/D.

I can't do that good on a super serious hoplite even.

Sad but true, my character I posted waay back a few months ago does work rather well on siege, 36-3, 12 PS and 11IF. Uses a 98 speed 2 hander and honestly as long as I keep my cool I can hold my own when timing correctly. I still get floored with feinting but that is more a statement of my player skills.

EDIT: I do think if I did a 30-9 build it would have been better though... Higher wpf would allow me a larger window of opportunity for return swings.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Cyclopsided on June 02, 2011, 11:36:55 pm
I edited that post while you were replying if you would like to edit your quote.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tears of Destiny on June 02, 2011, 11:38:56 pm
I edited that post while you were replying if you would like to edit your quote.

Done and done.  :)
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Cyclopsided on June 02, 2011, 11:43:48 pm
I don't want to derail the topic, but 30-9 with: 10 PS, 7 IF, 3 ath, 3 WM; is way to good. Try it tears. You get 130 WPF so you aren't slow at all and can even get away with heavy armor.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: DrKronic on June 03, 2011, 01:38:35 am
I don't want to derail the topic, but 30-9 with: 10 PS, 7 IF, 3 ath, 3 WM; is way to good. Try it tears. You get 130 WPF so you aren't slow at all and can even get away with heavy armor.

that's the heart of the problem, or near it, because a 36 3 guy will end up with over 115 wpp in one weapon class(my level 27 polearmALT has 33 str 3 agi and still gets 113 polearm wpf @ 1 wm, so at level 30 I guess he'll be like 116ish?

thats what kills agi being important, invest nothing in agi stat, you get nearly 120 wpp(which combined with any fast weapon from any class and you are actually faster than a higher wpp guy with a slow weapon!

*walt's research proved that*

Added to the fact that wpp barely makes a real increase in your swing speed, especially when you're splitting proverbial dick hairs between a Level 30 character w/12 PS @ 119 WPP vs say a Level 30 w/6 PS @ 155ish ( I mean 48% percent more damage bonus combined with the fact 40 wpp doesn't make a hell of difference once you factor in weapon/armor choice of the two guys

my 11 PS with a shortened spear in a peasant robe can be the deadliest guy on the server, that alt ought to be the slowest swing in the land if character creation was fixed

1 WM, fine but at level 30 you should be maxed at 30-50 WPP per weapon class like in single player campaign(where WM limits your max wpp you can have in any one weapon class)
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: zagibu on June 03, 2011, 02:25:10 am
Hmmm, maybe the WM limit like Kronic explained combined with an IF buff would balance things out? If you only do the limit, STR builds will become completely unviable.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Bobthehero on June 03, 2011, 02:57:59 am
Fuck no, armor is already sucky enough as it is, dont give even more reason to not use armor.
I personally enjoy using heavy armor but if I were to try and play in the most efficient way I would throw the armor away without thinking and now you want to make it even worst? Thats bullshit.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: EponiCo on June 03, 2011, 03:13:28 am
Why do you say armor becomes useless?
Against weak attacks armor will be worse, against strong attacks armor will be better.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: King Shaka Zulu on June 03, 2011, 03:14:41 am
METAL SKIN BAD
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Bobthehero on June 03, 2011, 03:37:49 am
It already is pretty much useless.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tzar on June 03, 2011, 03:40:02 am
Why do you say armor becomes useless?
Against weak attacks armor will be worse, against strong attacks armor will be better.

This make no sense....

But i guess archers and agi stacker's/spammers will be pleased...

Atleast if you implement this fail idea atleast reduce the upkeep of High tier armors since they will be obsolete after your change anyone and their mother will switch to AGI builds so strong attacks wont mean shit...

Again why change something that all ready works with something that clearly just buff AGI builds and Archers+?

The way it is now if you go with and AGI build you trade DMG for speed with your idea you gain both by goin with AGI build....

Dont come here and say that with just 120 wpf your able to beat Phyrex cicero and plenty of other guys with fast weapons and wpf thats bullshit they eat any str build for breakfast 

Go to the duel server and then comeback and say that pure str builds can take on everything cause thats utter bullshit lmao  :lol:

The current game each class/build has its role

Archers = support/kill stealers

Xbows = support/1shooters

2h/pole str build = support/with slow but high dmg attacks

2h/pole agi build = duel/rambo

Cav = Vultures of the battlefield killing anyone splitted from the group that doesnt carry a 245/300 meter length pike

1h = support/rambo

HA = support

Its a nice balance dont ruin it... becauese some people are too lasy to learn to block and counter attack a slow ass giant with low wpf and high dmg...

PS why make the survey when you clearly dont listen to it...  :?:

http://forum.c-rpg.net/index.php/topic,5439.0.html
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Matey on June 03, 2011, 03:48:19 am
if you wanna know whats better between agi and str... consider that a 36/3 build is not only viable, but very dangerous... whereas a 3/36 build is comic relief only.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Rhaelys on June 03, 2011, 04:10:23 am
As a heavy armor (68 body) polearm-spamming strength build (currently 25/15 at 31) I voted to slightly decrease soak and increase reduce, even though it would be a direct nerf to my playstyle. Glances are too easy to cause, especially with minimum footwork. Power Strike is absolutely essential to even stand a chance in melee, rather than being just a solid skill to invest in.

It may be worth considering increasing reduce by a larger relative margin than decreasing soak. From what I have briefly gathered, people are fearing the return of 15/24 agi-spam melee builds with the proposed soak nerf. While it is true that strength builds in melee currently reign supreme on the battlefield, increasing reduce by a larger margin than decreasing soak would help stabilize the balance of strength versus agility builds.

Agility builds might have little trouble landing quick, solid hits that do not glance, but they should sacrifice their killing power by needing to land more hits than a strength build.

To achieve that, it may be worth considering increasing the difficulty requirements of armor across the board. Thus, the strength builds would get the heavy armor that would not necessarily spell the death of opponents with low Power Strike or low damage weapons, but would instead afford consistent, increased survivability.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Casimir on June 03, 2011, 04:11:13 am
your far more likely to see a higher agility balanced build raping aload of your team than a strength guy simply because he cant get his hits down as fast oor position himself as easily.


Seems like a nerf to Armour, which isnt really needed from my experiences, wiffs come normally because of your own mistake. playing as a pikeman, timing is everything and if i mess up my thrust im exposed and 9 times out of 10 dead.

If these values are changed it should result in either a buff to the values given to higher tier armours or a reduction in their cost, to make the tank build more viable in game.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Banok on June 03, 2011, 04:22:10 am
yeah Ive wanted bounce to be removed for a long time so +1

I didn't understand the last bit about the problem with changed interupt threshold to 0.

but ideally even a lvl 1 peasant with a wooden stick should be able to kill a lvl 30 in plate, it might have to take him 100 blows but now its impossible because of the bounce you just get spammed.

right now high agility builds are pretty useless, even if bounce removed, outside of duel server high str builds will still be vastly superior.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Bobthehero on June 03, 2011, 04:23:44 am
Thats bull banok, unless the armor gets a buff back, be it more armor or less wpf hit.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Banok on June 03, 2011, 04:26:10 am
whats the problem? pauls suggestion isn't a direct nerf to armour although I use heavy armour it could probably do with a nerf we want to see more varied play styles.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Bobthehero on June 03, 2011, 04:27:41 am
Its varied enough, it does not need a nerf at all.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: Casimir on June 03, 2011, 04:32:30 am
Bouncing is one of my favourite features. Keeps stupid spammers in their place, else high agi 1hs would rule the world. And who wants that?
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Banok on June 03, 2011, 04:35:29 am
I don't want to derail the topic, but 30-9 with: 10 PS, 7 IF, 3 ath, 3 WM; is way to good. Try it tears. You get 130 WPF so you aren't slow at all and can even get away with heavy armor.
(click to show/hide)

thats why I made this most excellent suggestion (http://forum.c-rpg.net/index.php/topic,4974.msg86635.html#msg86635), which when originally voiced on irc all the guys agreed with but when I posted here it got ignored and down voted cause most posters are stupid and don't like change.

I'm making chars with 0 wm. Marathon your build would be better with 0 wm you would lose only 10 wpf but gain 3 points in iron flesh!
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: Tzar on June 03, 2011, 04:40:04 am
Bouncing is one of my favourite features. Keeps stupid spammers in their place, else high agi 1hs would rule the world. And who wants that?

Paul

Cant wait to be instagibbed by kinggrimm when he facehug me and spam me to death...
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Cyclopsided on June 03, 2011, 07:56:41 am
thats why I made this most excellent suggestion (http://forum.c-rpg.net/index.php/topic,4974.msg86635.html#msg86635), which when originally voiced on irc all the guys agreed with but when I posted here it got ignored and down voted cause most posters are stupid and don't like change.

I'm making chars with 0 wm. Marathon your build would be better with 0 wm you would lose only 10 wpf but gain 3 points in iron flesh!
The difference of 111 wpf and 130 is what armor you can get away with. with 0 Wm you can't wear full plate, you'll be molasses. Unless you are wallace who does that exact thing, but he chambers when he attacks.
With 130 WPF you can wear plate and not be spammed.
36-3 has no WM and is best from light or medium to mid-high armor.


back on topic.
What is with people thinking this is a nerf to armor? You are getting increased damage reduction, at the cost of stupid randomness. Honestly, this is better for both armor wearers and the attackers, since skill matters more. If you out footwork them, you'll make them glance due to reduced damage and not a random generator. Bad sweetspot and distance control will matter more, and stupid random glances will matter less.
Bob, this would help you particularly since you are a really good player.
Besides, Paul did not say he was removing soak or anything. He was just toying with the idea of lessening it but increasing reduction.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Gnjus on June 03, 2011, 09:47:18 am
Your resistance is futile, on next patch we're all getting Kinngrimmed.  :wink:
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Brutal on June 03, 2011, 10:44:15 am
Yes let's allows people with 0 PS to not glance on heavy armor    :shock:  .

Honestly if that happen the game depth will be lowered a lot... and the game will just look retarded with torching peasant spamming down guys in heavy armor.
I mean it's not like you need 10 Ps to not glance, 3PS and a piercing weapon is enough against heavy armor. You're not going to change the entire game mechanics because of a build that supposed to be crap in melee are you ?
 
I understand you don't like the luck factor Paul but it's not like it can't be overcome with skills and reflexes...
Just like in poker luck helps a lots yet it's alway the same bunch of people that win most of the time.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 03, 2011, 11:03:37 am
I'm not trying to change change 'entire game mechanics'. I'll just tweak the parameter a bit. Glances will still happen, just not as often for attacks at perfect range and sweetspot position. Furthermore heavy armor will be more than compensated with the reduce effect increase. The poker reference made me sick.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: pecores_timotheysnow on June 03, 2011, 11:33:37 am
glance are ferfect right now! if you allow to agi build, who are already powerfull, to dont glance, armor become useless.

Armor are perfect right now, like in reality, it's rly hard to hurt somone behind a plate armor. It's the parade to agi build, dont change anything. Stop making str char useless.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Punisher on June 03, 2011, 11:39:05 am
The question is what would this new formula solve? General damage will be just as random as the used armor calculation can't be altered without WSE. It will indeed reduce glancing, but with the side effect of significantly buffing agility builds and posibly breaking the balance. Since strenght builds are bound to be dealt with by Fasader, is this further agility buff really needed?

I am not a tincan nor a strenght build, I am just concerned this double buffing will only spin the wheel to the other side, putting agility builds and classes that benefit more from agility on top of the foodchain. Considering the long time it took for the game to achieve the current balance, is the gain really worth the risks?
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 03, 2011, 11:50:00 am
It is no new formular. It is just slightly altered parameters. And you are overestimating the impact.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: pecores_timotheysnow on June 03, 2011, 11:54:41 am
 :evil: NO
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Kafein on June 03, 2011, 12:03:07 pm
if you wanna know whats better between agi and str... consider that a 36/3 build is not only viable, but very dangerous... whereas a 3/36 build is comic relief only.

A 6/33 build is lethal in the right hands. Where a 36/3 can just fight and hope he doesn't get overwhelmed, shot at, bumped or footwork/spammed out.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: v/onMega on June 03, 2011, 12:15:33 pm
Considering this idea is not coming from an idiot, it might work out.

But I also totally share all the concerns about agility getting to good.

Basiclly what needs adressing atm:

Pure STR builds getting 130 wpf is bullshit/ unbalanced. Lower this.

Armor that costs 1.5k repair drains your gold and overall is just a waste at the moment.
Reduce glances, yes, but do something about high end armor simultaneously
 (If you dont, it might be its last nail in its coffin)

Well, in general, please test this conscientiously, take your time, dont let biased ppl decide it.

Got deep respect for all the consequences this change might have, but I am sure, when added correctly, it might be a good one.

P.S. Archers dont need any buffs though, not at all, neither do xbows.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Mala on June 03, 2011, 12:18:29 pm
Yepp but with 6/33 you need a lot of hits  (or some good aimed ones) with 36/3 you need only one.
In a duel this does not matter, but the killing time is a major factor  in battle.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Torp on June 03, 2011, 12:21:46 pm
well, i think this could be fine, but it should only be changed slightly to avoid all those horrible Punisher prophecies :)

so a small tweak would be a good idea imo (small!)
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: v/onMega on June 03, 2011, 12:26:00 pm
Doublepost much
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 03, 2011, 12:29:47 pm
Tbh as a side effect xbows would get a small nerf with this change because over the top damage is lowered the most with the increased reduce. So let's say instead of 2 bolts a target might need 3 in some situations. The same applies to high damage archers.
The other side effect is that low damage archers might be able to deal at least some damage more often as it is now because of the weakened soak.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: v/onMega on June 03, 2011, 12:34:13 pm
Tbh as a side effect xbows would get a small nerf with this change because over the top damage is lowered the most with the increased reduce. So let's say instead of 2 bolts a target might need 3 in some situations.
The other side effect is that low damage archers might be able to deal at least some damage more often as it is now becasue of the weakened soak.

What do you think, is it possible to arrange a test server on the new machine fron hell chadz just got recently?
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 03, 2011, 12:35:24 pm
I'll try to make chadz to change one of the battle servers to the altered parameters.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: v/onMega on June 03, 2011, 12:43:36 pm
And dont even tell anybody....best way to see if the changes are really that drastic imo.

Should last for one week atleast, we would see if the whinebox called forum would explode :-)
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: LordSnow on June 03, 2011, 02:09:08 pm
What a bad idea, stop this madness
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Cyclopsided on June 03, 2011, 03:41:10 pm
A 6/33 build is lethal in the right hands. Where a 36/3 can just fight and hope he doesn't get overwhelmed, shot at, bumped or footwork/spammed out.
a 6/33 can can be lethal, true, but it will die to 1 arrow. To 1 hit from any melee, and it still can't spam people. In a fight between two inexperienced players, it may have the advantage in a little spam fight, but it will still probably lose. A fight of experienced players? Very low chance of winning. Will require 8-12 hits to take down a strength build.

a 36/3 is always lethal. He will oneshot every agi build and at most 2 shot every balanced build. He can not be spammed any moreso than a balanced build. Even with 1 ath he can not be outfootworked, assuming players of equal skill. He is not very slow with swings at all.
Come to NA duel server and watch strength builds instagib every pathetic agi build who think that you can spam. Assuming ones are on going 25-1 in there.

my point is though, balanced builds are good. Pure strength builds are good [can be outreached if someone has a longer weapon and runs away, but the strength build does not have to chase them]. Agility characters are pretty bad. imo 30/9 is best melee build currently.
I want more variety of builds viable, not less. I don't want strength builds to not be viable. I want agility builds, although gimmicky and will still be bad at duels, to at least have a better chance.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tzar on June 03, 2011, 03:53:27 pm
a 6/33 can can be lethal, true, but it will die to 1 arrow. To 1 hit from any melee, and it still can't spam people. In a fight between two inexperienced players, it may have the advantage in a little spam fight, but it will still probably lose. A fight of experienced players? Very low chance of winning.

a 36/3 is always lethal. He will oneshot every agi build and at most 2 shot every balanced build. He can not be spammed. Even with 1 ath he can not be outfootworked, assuming players of equal skill. He is not very slow with swings at all.
Come to NA duel server and watch strength builds instagib every pathetic agi build who think that you can spam. Assuming ones are on going 25-1 in there.


LOOL!!!!!!  :lol:

Go to EU 3 duel server and get your ass kicked with that build dude your really full of it

1 ath can out foot work balanced builds??? lol what have u been smokin  :lol:

People with high AGI will allways be able to out swing and counter any slow ass str build out there.

Lets post pros and cons of the 2 builds.

STR build

Pros.
High Dmg
Lots of hp = more resistance to archers and ranged
Can survive 1 extra hit / mistake in combat due to the high hp pool

Cons.
Slow swing even if you know how to block its hard to counter attack because you wont be able to swing fast enough..
Slow movement
Cant get out of dangerous situation if he find himself alone against 3 or 4 opponents
Cant go rambo and roam see above ^

AGI build

Pros.

Can out swing most other builds
Can move in and out of combat as he see fits
Can roam the battlefield because of hes high speed
Can escape several enemies if he see fits
Can feel safe knowing he can out dance slow people moving in and out of swing length

Cons.
Weak HP pool
More likely to die of ranged
Needs to swing more than 1 or 2 times to kill but lets face it hes fast swings compensate for that..

Feel free to come with you own Pros and Cons.  :wink:

My next build is gonna be 21/18

I tried to settle with 4 ath and 4 wpf on my current but its too damn sluggish and ineffective in 1vs1 situations....

I believe that in the end balanced builds will allways beat the 2 above builds if they are good players.

Also you can really only benefit from str builds if you have a shitload of team mates around you because your dead in most 1vs1 situations...

George if your reading this i should have listened too you and gone with the build you gave me  :cry:

Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Cyclopsided on June 03, 2011, 04:06:27 pm

LOOL!!!!!!  :lol:

Go to EU 3 duel server and get your ass kicked with that build dude your really full of it
Alright, I'll go there with 240 Ping. I'll be there on some laggy character in a few days. It will take a few days to get a 36/3 character. Dueling across the seas doesn't work to well. But I will be there on some random name you've never heard of. I'll give results. And I'm only a decent player compared to the duelists in NA.
1 ath can out foot work balanced builds??? lol what have u been smokin  :lol:
No, they just can't be Outfootworked. I didn't say they outfootwork others. Even with as little as 1 athletics, if you are aware of where the opponent is stepping you can not be outfootworked.
People with high AGI will allways be able to out swing and counter any slow ass str build out there.
Not true. Completely false. I used to think that way too... Until I was shown repeatedly, time and time again as they top the score boards. They can even spam people who think it is impossible if they make a footwork error.

Not quoting your pros/cons because I don't agree with half of them. When it comes to mobility I agree. I don't think you've ever seen  anyone halfway decent using a strength build though. They are a little slow in walking, but not swinging.
Also you can really only benefit from str builds if you have a shitload of team mates around you because your dead in most 1vs1 situations...
No, They are really good in 1v1 situations. And even better in cluster fucks like a large battle or siege since they can take a beating.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Lezard on June 03, 2011, 04:39:50 pm
It's a great idea. It may make armor even more worthwhile.

I'd take more skill over luck anyday.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Konrax on June 03, 2011, 05:00:16 pm
In all honesty for the sake of throwing a realism argument out there:

Almost all the cut weapons aside from the biggest 2h swords would do almost nothing to full plate armour not matter how strong of a sword arm you have. Even mere chain mail armour can stop a Katana with almost no damage done to the armour.

I think since in Native the armour didn't go as high as the armour we have in the Mod and if anything the soak should be even higher on the full plate armours.

A tin can is supposed to be dangerous, I remember my first tin can kill back in early CRPG days, I had to bash the sucker with my morning star twice in the head and two more times in the chest using it one handed. That was a thrill since I saw tin cans merk my entire team before and was a very rewarding feeling.

In all honesty when your fighting a tin can you should have to have a viable can opener to effectively kill them, it shouldn't be easily done just because you have a decent sword and high powerstrike when really the only chance you would have is ONLY on the stab.

That's my 2 copper.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 03, 2011, 05:20:44 pm
Most people don't seem to understand. With my change tin cans will take MORE hits on average than it is now. It just makes "close eyes, swing wildly, hope that the opponent bounces" less likely to work.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tzar on June 03, 2011, 05:37:33 pm
Most people don't seem to understand. With my change tin cans will take MORE hits on average than it is now. It just makes "close eyes, swing wildly, hope that the opponent bounces" less likely to work.

Use a freakin blunt or peirce weapon if you must insist on only using 4 PS on your face hug builds....

Or you want cut weapons to be jack of all trades??...

The steel pick and warhammer ect ect serve that purpose to wreck havoc upon heavy armor thats there role

/End thread
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 03, 2011, 06:00:03 pm
no end thread, sry.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tzar on June 03, 2011, 06:03:15 pm
Paul i just dont understand you it really makes no sense for this change besides if your a AGI stacker and dont wanna invest points in PS.. or carry an anti armor weapon..  :?
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tears of Destiny on June 03, 2011, 06:04:15 pm
Paul i just dont understand you it really makes no sense for this change besides if your a AGI stacker and dont wanna invest points in PS..

I think you are not fully understanding what Paul is trying to present here...

This personally seems like a slight rebalance, one that would slightly increase the power of Agil builds (and they already fall behind STR builds), and at the same time make One-Shotting slightly harder (which is a good thing, right?).

This is merely a small balance, trying to even the difference between AGL and STR.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tzar on June 03, 2011, 06:09:25 pm
I think you are not fully understanding what Paul is trying to present here...

I do he wanna increase the amount of hits you can take wearing expensive high tier armor vs heavy hitters.

This i can agree on since it make no sense wearing high tier vs heavy hitters in the first place as it is now.

But he also wanna reduce the chance of glance and bounce for people with low PS/PD

This i dont agree on since its just a buff to AGI stackers who if they wanted could use one of the many anti armor weapons available to em if they have problem spammin tin cans to dead

Or am i missing something?
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: zagibu on June 03, 2011, 06:12:51 pm
but ideally even a lvl 1 peasant with a wooden stick should be able to kill a lvl 30 in plate, it might have to take him 100 blows but now its impossible because of the bounce you just get spammed.

Why should a level 1 peasant with a wooden stick be able to kill a knight in plate? I see neither gameplay scenarios nor often scoffed upon ties to reality that could validate such a situation.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tears of Destiny on June 03, 2011, 06:17:34 pm
Why should a level 1 peasant with a wooden stick be able to kill a knight in plate? I see neither gameplay scenarios nor often scoffed upon ties to reality that could validate such a situation.
Blunt trauma, I suppose if it was a rather large stick, made of oak or some such thing that is suitably dense, then the knight might crumple after being hit in the head enough (even counting padding). Kinetic shockwaves can do some damage (As some tests have proven by hitting a chestpiece filled with gelatin in slowmo with a large axe or mace)...

I am unsure though if this particular point of a peasant with a stick needs much of a concern in this game though, as this is dying from a thousand bruises so to speak.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 03, 2011, 06:23:32 pm
A peasant with a stick will most likely still bounce while a level 20 player will bounce less on a perfect attack. Attacks with bad sweetspot position will still bounce becasue of the hefty penalty they receive.


Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: LordSnow on June 03, 2011, 07:44:35 pm
Plz dont change anything, plate got many malus right now, their price first. Dont add more.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Damug on June 03, 2011, 08:26:17 pm
Plz dont change anything, plate got many malus right now, their price first. Dont add more.
I don't think people are understanding what is being suggested.  This isn't going to be a 'malus' at all.  More attacks might hurt you, but they'd be doing less damage, so while you might not be able to stand and let 10 people with scimitars wail on you anymore, you might not get instagibbed by someone wielding a bec.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: DrKronic on June 03, 2011, 08:55:46 pm
A peasant with a stick will most likely still bounce while a level 20 player will bounce less on a perfect attack. Attacks with bad sweetspot position will still bounce becasue of the hefty penalty they receive.

Not really sweet spot actually the oft misunderstood "speed bonus"  which can be a minus if opponents+your movement take away from the damage
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: zagibu on June 03, 2011, 10:15:20 pm
I don't think people are understanding what is being suggested.  This isn't going to be a 'malus' at all.  More attacks might hurt you, but they'd be doing less damage, so while you might not be able to stand and let 10 people with scimitars wail on you anymore, you might not get instagibbed by someone wielding a bec.

And this would be an improvement how?
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Lech on June 03, 2011, 10:20:22 pm
Paul i just dont understand you it really makes no sense for this change besides if your a AGI stacker and dont wanna invest points in PS.. or carry an anti armor weapon..  :?

Um, Tzar aren't you using plate armor and weapon with insane damage, and now you just defend your precious toys. There is no person less biased than you.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Damug on June 03, 2011, 10:26:32 pm
And this would be an improvement how?
you might not get instagibbed by someone wielding a bec.
When I'm wearing my platemail, if anyone with a blunt or piercing weapon so much as looks at me I go down so fast I might as well have been naked.  I would gladly take some damage from cutting weapons in order to mitigate 1 and 2 hit deaths from becs and mauls.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Casimir on June 03, 2011, 10:26:41 pm
Your resistance is futile, on next patch we're all getting Kinngrimmed.  :wink:

Prophet of Vulture face has spoken!
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tzar on June 04, 2011, 07:40:10 am
Um, Tzar aren't you using plate armor and weapon with insane damage, and now you just defend your precious toys. There is no person less biased than you.

My troll bar is almost to -200 from trying to get the easy mode kdr booster xbow removed

If i wanted i could do as every1 else including my clan mates and former clan mates and carry one myself but im so sick of ranged spam that i wont even do it...

Im the least biased person in here like it or not your really just blind and don't see that Paul´s suggestion is an unneeded buff for AGI spammers / archers

All they have to do is carry a anti armor weapon......

My thoughts in this thread has nothing to do with my build in fact Paul´s suggestion would actually buff my armor meaning that i would be able to take more dmg....

All i see in hes suggestion and the reason for my complaint is that he wants low ps users / agi stackers to be able to use cut weapons as and jack of all trades weapon...

Plus hes suggestion would screw up basic game mechanics that involves if your have shit PS then your shouldn't be able to get 100% Guaranteed hits on high tier armor users with cut weapons

Get your head out of your ass plz
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Cyclopsided on June 04, 2011, 08:09:55 am
lol

people are going so overboard and not even listening to rational discussion now.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Lech on June 04, 2011, 10:03:15 am
My troll bar is almost to -200 from trying to get the easy mode kdr booster xbow removed

If i wanted i could do as every1 else including my clan mates and former clan mates and carry one myself but im so sick of ranged spam that i wont even do it...

Im the least biased person in here like it or not your really just blind and don't see that Paul´s suggestion is an unneeded buff for AGI spammers / archers

All they have to do is carry a anti armor weapon......

My thoughts in this thread has nothing to do with my build in fact Paul´s suggestion would actually buff my armor meaning that i would be able to take more dmg....

All i see in hes suggestion and the reason for my complaint is that he wants low ps users / agi stackers to be able to use cut weapons as and jack of all trades weapon...

Plus hes suggestion would screw up basic game mechanics that involves if your have shit PS then your shouldn't be able to get 100% Guaranteed hits on high tier armor users with cut weapons

Get your head out of your ass plz

It's nerf for archers as they will need more hits to take you people down. Furthermore, if you haven't noticed yet, 90% of them already use three top tier bows that don't glance at all against my 48 body armor.

AGI spammers would need more hits to take down people, and i'm cool with it.

No, forcing people to take pick or hammer is not solution. I almost always outskill plate players, yet thanks to glancing i die against them. I already have to hit them up to 10 times to take them down with my 33c weapon.

There will be no 100% success ratio for cut weapons. 1h weapons will still glance often, just less often. There are jack of all trades weapons, those are called glavie, long hafted blade and anything with word greatsword. I feel that reducing their damage a bit would be warranted.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: DrKronic on June 04, 2011, 10:32:21 am
lol

people are going so overboard and not even listening to rational discussion now.

you know what's funny now after thinking about it I'd like to try this, didn't he say guy with high IF and high armor takes even more hits, and if you block em, they don't stagger ya
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Thomek on June 04, 2011, 12:23:35 pm
Tzar, your trolling sig gives u -points. -1 for everyone that you make touch their screen.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Kafein on June 04, 2011, 01:01:03 pm
No, forcing people to take pick or hammer is not solution. I almost always outskill plate players, yet thanks to glancing i die against them. I already have to hit them up to 10 times to take them down with my 33c weapon.

How are you so confident to say you outskill plate players ? Have you tried it yourself ? Have you felt the sluggishness ? Plate players that aren't agistackers are barely able to fight or move... It's extremely easy to fight those guys, skilled or not. Being slow like that requires good nerves, much more situational awareness, odds judging, and decent blocking since people with light armors will simply move in and out and get a massive bonus on their real reach because of this.

However, I think you are right on that part :

There will be no 100% success ratio for cut weapons. 1h weapons will still glance often, just less often. There are jack of all trades weapons, those are called glavie, long hafted blade and anything with word greatsword. I feel that reducing their damage a bit would be warranted.


I personaly think glances is why people buy heavy armors in the first place. They barely reduce damage compared to medium and low-medium armors. Glances are what makes people able to fight 1 vs 2,3,4,5 etc. and are responsible of those epic round ends when a single guy defeats 10 people (yet it didn't happen much since the january patches, most people learned to play and power differences are tiny). Anyway, it really depends on how the tweaks are done in numbers. I think heavy armors should be more affordable, not especially buffed in any other way.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Astinus on June 04, 2011, 01:06:58 pm
After the first read I was strongly against it, but now I think it could be a nice change. Right now hanging around with a good armor is a dice roll, you can bounce 5 strikes and then got oneshotted without apparent reasons. One of the worst aspect of warband has always been the randomness in armor calculation, so go for it and let's see what happens
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: zagibu on June 04, 2011, 01:33:28 pm
It's nerf for archers as they will need more hits to take you people down. Furthermore, if you haven't noticed yet, 90% of them already use three top tier bows that don't glance at all against my 48 body armor.

AGI spammers would need more hits to take down people, and i'm cool with it.

No, forcing people to take pick or hammer is not solution. I almost always outskill plate players, yet thanks to glancing i die against them. I already have to hit them up to 10 times to take them down with my 33c weapon.

There will be no 100% success ratio for cut weapons. 1h weapons will still glance often, just less often. There are jack of all trades weapons, those are called glavie, long hafted blade and anything with word greatsword. I feel that reducing their damage a bit would be warranted.

48 body armor is not top tier armor. Also, this is cRPG, where character skill and equipment obviously have a huge influence on the battlefield, not only player skill. So you losing against plate players is actually intended. And having to hit them 10 times with a 33c weapon is a ridiculous exaggeration. I have lordly milanese and die in max 5 scimitar hits. Sometimes 4. It's still better than 2 or 3, but then again I pay a hefty price for this protection (gold + wpf decrease). And I actually do better on average in my heraldic mail, which I mostly use.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: MadJackMcMad on June 04, 2011, 01:35:06 pm
Tzar, your trolling sig gives u -points. -1 for everyone that you make touch their screen.

It's his complete lack of logic combined with wild assertions derived from engrained confirmation bias.  Were Paul to come on here and claim the sky is blue, Tzar would be hot on his heels declaring otherwise.  He reminds me of my Girlfriend's brother who suffers from Aspergers.  He will frequently and violently argue against any agreement reached be his peers, regardless of how factual it is.  Say the sky is blue, he will be inclined to say 'no it isn't'.

The distinct ineffectiveness of swords as a ranged character was always quite odd.  I have been using a langes messer with 5 powerstrike and 1 proficiency and encountered more bounces than a bouncy ball in a bouncy castle.  What exactly does 1 proficiency represent?  Has your character never wielded a weapon before in his life? Is he some sort of spastic? It's really quite perplexing.  Default proficiency (1) should represent a historical martial average in my opinion.  Points investment should define a level of distinction in that area.

I think this is worth a shot, it would certainly improve the value of swords to people with less melee investment.  If there are unforeseen and undesirable consequences identified by a consensus then it can be rolled back.  What's the issue?  I am going to do my impression of Tzar now:  "If you are a plate user and can't be arsed blocking, please feel free to disagree with me."
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tydeus on June 04, 2011, 01:44:46 pm
Maybe, if it isn't hardcoded (which I think it might be), change the soak slightly, then change how much armor pierce/blunt mitigates. This way you're not completely screwing with balance for every class and every weapon. Though I'm all for the initial proposition.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: zagibu on June 04, 2011, 03:27:03 pm
What exactly does 1 proficiency represent?  Has your character never wielded a weapon before in his life? Is he some sort of spastic? It's really quite perplexing.  Default proficiency (1) should represent a historical martial average in my opinion.  Points investment should define a level of distinction in that area.

Considering that we start as peasants, 1 proficiency really does mean that the character has never had such a weapon in his hands ever.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: IG_Saint on June 04, 2011, 03:59:35 pm
Maybe, if it isn't hardcoded (which I think it might be), change the soak slightly, then change how much armor pierce/blunt mitigates. This way you're not completely screwing with balance for every class and every weapon. Though I'm all for the initial proposition.

It's not, the values are actually very easy to change. Take a look at your module.ini.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: MadJackMcMad on June 04, 2011, 04:20:19 pm
Considering that we start as peasants, 1 proficiency really does mean that the character has never had such a weapon in his hands ever.

It's a common misconception that peasants are physically weak, they're merely untrained, undisciplined and lacking in equipment.  Give one a sword and he would be more than capable of injuring a knight in plate if said knight was too lazy to block.  Which is what we are discussing here, the ability to injure, not ability in swordplay.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Kafein on June 04, 2011, 04:44:03 pm
It's a common misconception that peasants are physically weak, they're merely untrained, undisciplined and lacking in equipment.  Give one a sword and he would be more than capable of injuring a knight in plate if said knight was too lazy to block.  Which is what we are discussing here, the ability to injure, not ability in swordplay.

Then if people could hurt plate users even with very low strength, the game balance would go towards agi even more than it already is. Besides, peasants start at 3 strength, so they are physically weak in this game  :lol:
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: MadJackMcMad on June 04, 2011, 04:52:04 pm
Then if people could hurt plate users even with very low strength, the game balance would go towards agi even more than it already is. Besides, peasants start at 3 strength, so they are physically weak in this game  :lol:

3 strength would not enable them to use military grade weaponry, so they would not be able to damage plate.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Banok on June 04, 2011, 07:18:50 pm
omg at posts in this thread people are so clueless.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Keshian on June 04, 2011, 08:58:57 pm
Really lookking forward to this change (hope you do a  big shift after testing a smaller shift.  Would really add to the skill requirement as less 1 shotting/glancing.  ANything that adds more skill and reduces luck is a good addition to the game, great idea Paul.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: IceManX on June 05, 2011, 02:09:04 am
Armor need to be more powerful.
At the moment it makes no difference for me wearing Transitional, Plate Mittens and so on.
I got killed in 1-3 hits.
If I am wearing a Kuyak and only leather items for other slots i got killed in 1-3 hits also.

Armor ist the most expensive Stuff ingame, it makes you slower and your WPF are decreased.
You have 4 Armor Slots and the gear can be expensive over 50k Gold only for your Armor.

In good old medieval an armor was the main important thing, it saved your life.
Only Longbows and Crossbows could dmg an heavy plate armor. The more you were away from them arrows didnt dmg it.
Same with Cutting Weapons, they didnt hurt Armors very well. A Sword became blunt dmg and could break your bones instead, but it didnt cut through the armor.

More Power, more soak and more dmg reduce for Armors!
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Lezard on June 05, 2011, 02:42:30 am
Armor need to be more powerful.
At the moment it makes no difference for me wearing Transitional, Plate Mittens and so on.
I got killed in 1-3 hits.
If I am wearing a Kuyak and only leather items for other slots i got killed in 1-3 hits also.

Armor ist the most expensive Stuff ingame, it makes you slower and your WPF are decreased.
You have 4 Armor Slots and the gear can be expensive over 50k Gold only for your Armor.

In good old medieval an armor was the main important thing, it saved your life.
Only Longbows and Crossbows could dmg an heavy plate armor. The more you were away from them arrows didnt dmg it.
Same with Cutting Weapons, they didnt hurt Armors very well. A Sword became blunt dmg and could break your bones instead, but it didnt cut through the armor.

More Power, more soak and more dmg reduce for Armors!

It wouldn't be balanced. Do you want everyone running around in plate armor? Increase both soak and damage reduce more, and you might as well remove most cutting weapons. Perhaps they could still have their use as archer and peasant shankers though!...

Edit: This change will decrease the damage you take, meaning more hits before you go down, especially if you're wearing plate.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: zagibu on June 05, 2011, 04:02:57 am
It wouldn't be balanced. Do you want everyone running around in plate armor? Increase both soak and damage reduce more, and you might as well remove most cutting weapons. Perhaps they could still have their use as archer and peasant shankers though!...

Edit: This change will decrease the damage you take, meaning more hits before you go down, especially if you're wearing plate.

You won't have everyone running around in plate, because upkeep doesn't allow it.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: Casimir on June 05, 2011, 05:01:43 am
Atm plate isnt worth the weight and speed nerg it incurs. Your better of doging the hits than tanking them. Simples.

If this buffs the ability to tank as a "plate noob" then do it. If it makes plate worse then its completly BS and only encorages more agility builds.

Agility builds which own in duels and can survive battles as often as the Str battle builds

FUUUUU
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Mala on June 05, 2011, 01:43:53 pm
You are not that slow in heavy armour. Well, you need a few seconds longer to reach the battleline, but during the fight you can act quite fast.
And is is not, that heavy armour offers no real protection.
Without iron flesh in a lighter outfit (30 av) i fall after 1 - 2 hits, in medium (46 av) it takes mostly 2 - 3 hits and with heavy equipment (63 av) about 4 and more hits to bring me down.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: Lezard on June 05, 2011, 02:53:29 pm
You won't have everyone running around in plate, because upkeep doesn't allow it.

Not every single player of course, but many more will use plate. It's mostly plate nubs who can't block or handle agility builds that would want more soak.

If this buffs the ability to tank as a "plate noob" then do it. If it makes plate worse then its completly BS and only encorages more agility builds.

It wouldn't make plate worse. You just can't spam all day and hope everything glance off your plate. There will still be soak, and in order to actually do any notable damage to armor (which has increased damage reduce), you still need strength and powerstrike.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: zagibu on June 05, 2011, 03:20:20 pm
It wouldn't make plate worse. You just can't spam all day and hope everything glance off your plate. There will still be soak, and in order to actually do any notable damage to armor (which has increased damage reduce), you still need strenght and powerstrike.

I don't know where you got the information that currently, all you have to do is wear heavy plate and a considerable amount of hits will glance off. I sometimes wear lordly milanese plate with plate mittens, sallet with visor and cased greaves, and not even 1 in 4 hits glances off, even against 1h cutting weapons. And of those that glance off, half of them still interrupt me while doing no damage (or at least I don't see a change on the health bar).

And Mala, it's not only about running speed, you also get a WPF decrease with armor weight.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: Lezard on June 05, 2011, 05:27:35 pm
I don't know where you got the information that currently, all you have to do is wear heavy plate and a considerable amount of hits will glance off.

I didn't say that a considerable amount of hits will definitely glance off. The point is, the random factor of glancing will be reduced, while the armor reduces more incoming damage. It's a good tradeoff that advocates more skill based gameplay.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Paul on June 05, 2011, 05:39:34 pm
The penalty for hitting at a bad angle(sweetspots) is bigger than 90%. Most attacks that glance of now because of that would glance of too with the change. However centered, perfect range attacks that bounce because of a high armor dice roll will less likely glance.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: zagibu on June 05, 2011, 06:04:35 pm
I didn't say that a considerable amount of hits will definitely glance off. The point is, the random factor of glancing will be reduced, while the armor reduces more incoming damage. It's a good tradeoff that advocates more skill based gameplay.

I would say that "everything" is quite a considerable amount. You also fail to explain how the change would lead to more skill based gameplay

Considering the change...i really don't know how the current system works and whether the proposition would be good or bad, however, the intention that motivated the proposition is completely opposite to my mindset, so I will oppose it anyway. In fact, I would prefer that weaklings bounce on heavy armor all the time, but that hits who get through do almost full damage. There are enough disadvantages to heavy armor that even with such a change/buff, the amount of tincans (which is currently less than 5% at any given time) would probably not increase dramatically.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak eff
Post by: Lezard on June 05, 2011, 06:39:55 pm
I would say that "everything" is quite a considerable amount.

I did not say it would definitely bounce off, with 100% certainty. I said hope, while you said "all you have to do is wear heavy plate and a considerable amount of hits will glance off", meaning a good ammount will with certainty glance off. It's the random factor, which involves less skill, that bothers me.

You also fail to explain how the change would lead to more skill based gameplay

"The point is, the random factor of glancing will be reduced, while the armor reduces more incoming damage. It's a good tradeoff that advocates more skill based gameplay."
Not good enough for you? I will not explain in detail what has already been explained in the first post.

Edit: I will reply no more. I have spoken my opinion and I can't be arsed to get into arguments on the internet.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Siiem on June 05, 2011, 06:49:36 pm
Wait, agility builds are considered as being overpowered at the moment?

No, they suck. Buff.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: zagibu on June 05, 2011, 07:00:08 pm
How will this increase good gameplay instead of boosting agi ninjas never having to fear the bounces anymore? The only way a plated knight with a slow weapon can currently kill an agi ninja is by hoping for a bounce. Blocking will not help, because the ninja has 160+ WPF, while the knight has maybe 110 with weight penalty, and a slow weapon, not a 100+ speed katana or warspear.

Actually, I think if armor was buffed, it would lead to more teamplay, because the tincans would have to be approached by players with anti-armor weapons, while those with weaker weapons would have to guard them against other opponents. It was a bit like this before the upkeep system, plated players were only approached by those with blunt or pierce damage (or other plated players). The problem back then was that everyone had plate. But this has been dealt with by the upkeep system.

And BTW, you said: "You just can't spam all day and hope everything glance off your plate." This sentence either implies you can currently spam all day and hope everything glances off your plate with any success (which would be wrong, because only very few hits currently bounce off any armor) or it is stating an irrelevant fact. Also, spamming as tincan will kill you very fast, because you don't have the speed to keep enemies at a distance.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tzar on June 05, 2011, 08:01:58 pm
No, they suck. Buff.

I see what u did there...   :lol:

Anyways AGI stackers shouldn't get this buff thats my opinion they are all ready able to take on any1 in 1vs1 an is powerfull as it is.. if they have trouble vs high tier armors they should use anti plate weapons like every1 else..

While on the other hand its really annoying paying so much upkeep for plate armor when most builds have so much PS they can take you down in 1-2 hits so its a win / win situation

But bearing in mind that this would buff people who avoid PS to get Supreme speed i dont agree we need this change.

In the end the current game work as intended if you skip PS you gain a disadvantage vs high tier armors but u can outspam any1 and run as fast as sonic.

All this is really not needed since the game offers a huge amount of anti armor weapons they can have as 2ndary weapon even with the 2slot system there is no excuse as to why they should be able to use cut weapons as a jack of all trade..

But by all means go ahead i wouldn't mind being able to take on more hits when i suit up.

According to chadz survey most people actually wanted to buff armor since as it is now u can hardly feel the difference from wearing a sarranid guard armor to a Milanese plate  :arrow: http://forum.c-rpg.net/index.php/topic,5439.0.html

Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Nindur on June 06, 2011, 04:32:56 pm
Armor is fine the way it is, there are 9001 other issues that need to be addressed before you waste time on armor. Get strat up first.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Tydeus on June 06, 2011, 04:49:58 pm
There is an alternative solution suggested by Shik to lower the interupt threshhold to 0 so every hit no matter what would interrupt the tin can. Advantage here would be that the damage would stay the same. I don't like this much though because every hit interrupting would mean that spam with turning in attacks to the maximum would become viable. We had that in Native beta and I don't want that again.
Indeed, please no.

It sounds like raising the reduction would only serve to make both pierce and blunt far better than cut damage, unless the actual damage numbers for cut weapons, was increased.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Elerion on June 07, 2011, 01:04:25 pm
most people actually wanted to buff armor since as it is now u can hardly feel the difference from wearing a sarranid guard armor to a Milanese plate
Hardly feel a difference?

A 40 damage cutting sword swung by a 21str/7ps character will deal on average 29 damage to the Sarranid Guard Armor and 21.5 damage to the Milanese Plate. That's a 35% increase in survivability.

A 30 damage cutting sword swung by a 21str/7ps character will deal on average 18 damage to the Sarranid Guard Armor and 12 damage to the Milanese Plate. That's a 50% increase in survivability.

A 36 damage piercing Bec (a dedicated anti-armor weapon) swung by a 21str/7ps character will deal on average 34.5 damage to the Sarranid Guard Armor and 28 damage to the Milanese Plate. That's a 23% increase in survivability.


Heavy armored melee infantry are strictly better than light armored melee infantry. The drawback is the cost. Stop pretending the sky is falling.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: zagibu on June 07, 2011, 01:15:53 pm
Not only the cost, also the WPF decrease.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Elerion on June 07, 2011, 01:25:43 pm
Do the math on how much swing time and damage you lose due to that and get back to me.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Casimir on June 07, 2011, 02:01:58 pm
Not the mention the fact you become a much bigger target as soon as you put on Armour above transitional, the hate that goes with plate can bring the meaning of gank to a whole new level.

Having read over these proposed changes i do think they would be a good thing.

If it means that wearing heavier Armour will effectively increase your HP poop e.g. meaning you will be able to actually survive more hits.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Momo on June 07, 2011, 02:21:10 pm
Yup, with this I can do a 9/30 mw katana build without glancing, thx.

Edit: It would be cool to survive more hits with the robe  :mrgreen:.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Duerkos on June 07, 2011, 02:42:09 pm
I like it, it would nerf a bit xbow shots (since they have a lot of base damage), and low damage weapons would still be able to do something. I feel bad for Captain Georges, but I like this. More variety on the field, and perhaps the return of old agi builds.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Casimir on June 07, 2011, 02:47:11 pm
Yup, with this I can do a 9/30 mw katana build without glancing, thx.

Edit: It would be cool to survive more hits with the robe  :mrgreen:.

9:23 on one of my alts, i only glance if i do something stupid...

Overhead more god damn it.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Momo on June 07, 2011, 03:08:41 pm
9:23 on one of my alts, i only glance if i do something stupid...

Overhead more god damn it.

Atm I am on a 15/22 (soon will be 24) build, and it rarely glances (except the thrust, it's pretty useless xD).
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Memento_Mori on June 07, 2011, 03:33:22 pm
EDIT: I r dumb, didn't understand at first, now I think I get it.

Less random glances, still have glancing for missing the sweet spot
Armor lets you take more damage but lower dmg weapons will still slightly harm you & will have less chance of glancing making it so armor won't make tin cans not have to block

ehh I like it, sounds like a lot of work though.


Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Mala on June 07, 2011, 04:43:11 pm
Atm I am on a 15/22 (soon will be 24) build, and it rarely glances (except the thrust, it's pretty useless xD).

Naa, thrusts are the best attacks which you have.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Momo on June 07, 2011, 05:33:02 pm
Naa, thrusts are the best attacks which you have.

They are ok atm, but not on the katana xD.
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: Cyclopsided on June 07, 2011, 09:49:20 pm
Aha! people are starting to understand what paul wrote in the first post!
Wooo
Title: Re: Possible change to armor handling: increase damage reduce, decrease soak effect.
Post by: fEd0r on June 08, 2011, 06:55:38 am
That glances and bounce thing happens to me very rarely, I am an archer btw, ps 3 and using 30b\29c\21b\33p weapons.. when it happens its rather my fault then random thing. If u reduce soak it will buff archers' melee ability  and other low-PS builds.
But it really depends on how much you want these factors to be changed. Maybe slight change would be not bad at all.


This is current soak and reduce factors:
(click to show/hide)
My suggestion - nerf soak and buff reduce for Blunt weapons, so they will bounce less and buff soak and nerf reduce for Pierce weapons, so if it pierce the armor it will hurt a lot. It would make sense, like IRL: blunt weapon can do blunt trauma thru armor(low soak) but low damage(high reduce), and piercing weapon can hurt much (low reduce) if it pierce the armor(high soak)... but must be somehow balanced.