Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Jalum

Pages: [1]
1

Hi everyone.   10PT,  30Str checking in.  My weapon slots are all throwing weapons.  I have 1 Athletics.

Damage Output

Infantry and Horsebumpers can potentially inflict as much damage as the enemy team has in life.  They never run out of stamina by swinging their arm.  Moving close to them does not interrupt or negate their attacks, but they must be in melee range to inflict this damage.

Warbow + Bodkin Arrows can inflict a total of 1632 damage in the course of the match, assuming no damage increasing skills.  Moving close to an archer interrupts their attacks and makes them unable to shoot their bow.  The archer can inflict damage from long range.

Crossbow + Steel Bolts can inflict a total of 3735 damage in the course of the match, assuming no damage increasing skills.  Moving close to the xbowman interrupts their attacks and makes them unable to shoot their xbow.  The xbowman can inflict damage from extreme range.

Throwing Lances in all slots can inflict 480 damage in the course of the match, assuming no damage increasing skills.  Jarids, a much more common choice, would enable the Thrower to inflict 640 damage if all sixteen jarids hit.  Moving close to the Thrower interrupts their attacks and makes them unable to throw their weapon.  They can switch to alternate melee mode, but this is not a competent fighting style.  The Thrower can inflict damage only in short to medium ranges.

Upkeep Cost of the Weapon System

Infantry - Melee weapons don't break or run out of ammunition.  A dedicated 2h or polearm user might only have one weapon slot used.  A 1H + Shield guy might go with an Elite Scimitar and Huscarl Round Shield.  So probably 10-15k to give the player a competitive fighting weapon.  They can add additional weapons on top if they want damage type variety, but that's a bit of a luxury right now.

Cav - Probably as above, plus a 10-20k horse.  You can do it for much less with a mediocre horse and that really long 1H axe that Lady GaGa uses.  I equip my cav character in less than 20k total.

Archers and Xbow - 23k for the Warbow and Bodkins, 25k for Sniper Crossbow and Steel Bolts.

Throwers - 44k for eight throwing lances.  30k for sixteen jarids.

Please remember that the above totals are only for the weapon systems.  chadz has stated that right now the system is balanced so that 48.5k is about the breakeven point for gold upkeep.  This would limit a throwing lance character to less than 5k to cover his head, body, legs, hands, and horse.

So, yeah...I'm not really understanding the calls for nerfs.  Let me ask you this:

When was the last time you were dead/spectating in a match, and it was a thrown weapon guy who was the final holdout?  It never happens.  It's always a Cav character who tries to solo the remains of the other team, Walt F4 (who usually successfully solos the remains of the other team), or an archer hidden in a tree shooting arrows from a thousand meters away.  It's never a Thrower because Throwers die fast and easy.

No one bats an eye when top end melee characters, cav characters, or archers top the kill lists.  But now that Throwers are getting up there, people have problems.

2
Announcements / Re: Retirement back, without name change
« on: January 12, 2011, 05:14:20 pm »

Does retiring at level 15 give you an xp bonus or not?

3
Suggestions Corner / How about a small noise when we score a kill?
« on: January 11, 2011, 03:50:57 am »

Often times in the heat of battle it can be difficult to tell who lands a killing blow.  Glancing down to the chat area can be deadly, so I thought a quick sound effect would be a great indicator.

4
General Discussion / Re: cRPG_The_Fallen_Ones Server
« on: January 06, 2011, 08:06:30 pm »

Chicago server?  Oh hells yeah.

5
Announcements / Re: Version 0.201 Released
« on: January 06, 2011, 07:32:29 pm »

chadz, I would offer that the 0.200 upkeep system forced players to make choices in gear depending on how well their team was doing.  Regardless of the severity of the upkeep or who has to pay it, I think having to make those choices was/is a good thing and I hope to see more things like that.

6
General Discussion / Re: Patch Fix On The Way Today! (Changelog Included)
« on: January 06, 2011, 07:19:48 pm »
It does matter, grab a book and look it up. The 4% is for each item per minute, with 8 slots that more like 32% one item breaks, while your formula is only correct if you wear a single item of 25k value and nothing on the other slots.

4% each item, or 4% chance that one item breaks? 

7
General Discussion / Re: Patch Fix On The Way Today! (Changelog Included)
« on: January 06, 2011, 05:27:58 pm »
In fact, it becomes consistent now, and actually it will prevent the "tincan when autobalance favours you, else naked" fad we're seeing.

Btw:
0.04 (4% break chance) * 0.05 (5% cost) * 25000 gold gear = 50 gold per minute

I think it's a little more complicated than that?  I was under the impression each minute there was a 4% chance the game would select one of your unbroken equipped items and break it.  Your formula applies if every item you equip is worth 25k, right?

8
General Discussion / Re: Fix list
« on: January 05, 2011, 09:55:10 pm »
Intended, no more "hurr durr 9/12 throwing lances for the price of 3".

I don't think that's a fair criticism.  Archers get three stacks of arrows for one purchase price, and the highest level of arrows is only 2k.  So their loadout has a single 6k Strongbow and three 2k stacks of arrows.  A Thrown Weapon guy with 8 lances has four 10k stacks.  That's pretty nonsensical.

Give throwers a single 10k Lance and then three 2k "bags" that hold additional throwing lance ammo (unusable unless you have a throwing lance equipped).  Then when they lose, they lose gold on a similar scale to other ranged classes.

Pages: [1]