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Messages - Murrogh

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1
Buy / Re: 600k for MW Bec
« on: May 19, 2011, 04:38:50 am »
I would also give:

200k for a Deadly bec
400k for a Balanced bec
600k for a MW bec



2
Buy / 600k for MW Bec
« on: May 18, 2011, 01:48:58 am »
I have 600k for trade and am looking to trade for a MW Bec.

If you have a similar weapon that you would trade for 600k, feel free to post.

3
Beginner's Help and Guides / Re: 1H + Shield build
« on: April 11, 2011, 01:51:31 am »
21-15 and 18-18 are both good.

You could try 15-21 with a pick.

4
Beginner's Help and Guides / Re: 100 ping what playstyle?
« on: March 17, 2011, 05:39:36 am »
I would recommend avoiding slow or short ranged weapons. 100ms isn't absurd for blocking but it won't do you any favors for timing. A good spammable weapon like the bec or a greatsword will do well if you backpeddle. With weapons like the flamberge or the swiss poleaxe, you will probably have problems if they are able to get in your face.

5
Beginner's Help and Guides / Re: What does agi do?
« on: March 15, 2011, 10:18:09 pm »
I do believe that agility DOES increase attack speed with all weapons by at least some amount. A high agi player can swing a weapon that he has no proficiency in quite a bit faster than a peasant. Or such is the impression anyway.

I think that Walt showed that it doesn't in the WPF speed thread

http://forum.c-rpg.net/index.php/topic,2531.0.html

6
Events & Tournaments / Re: First Official NA clan battle
« on: March 15, 2011, 04:33:10 am »
How many players were on each side?

7
General Discussion / Re: AGI needs some love back.
« on: March 12, 2011, 10:38:18 am »
No, doing what you propose will bring back the 200+ wpf archers who can shoot accurately across the map.

That was more because of a portion WPF carrying over from generation to generation, less because of it requiring fewer points to reach a given WPF level.

8
I usually try to find a gear setup that is sustainable. Walt's thread indicates that you can maintain about 48,500 worth and not lose any gold if you play for long periods at a time.

9
I've played both classes, and can easily say 2h is way easier.  The only time 1h has advantage is fighting in a crowd, as a 1h I often killed one or two and caused some tks before I died.  As 2h though, If I find a shielder or 2 alone I can manuver around them and simply right swing spam until they fuck up timing and die or hit them around their shield.  It's exceptionally easy to kill 90% of shielders, of course there are those that somehow (I don't know how) mastered the class like ManoWar or Balbaroth.  To counter awesome 2h spam and damage, I'd say increase all 1h speeds by 10 to compensate for the slow shield lowering animation.
Adding 10 speed to 1-handers would make the good 1-handed weapons incredibly overpowered.

Many shielders notice the amount of time that it takes to lower a shield. This is actually very fast. The main delay is the shield blocking animation, this gives a large delay between when you successfully block an attack and when you can respond. If any changes were to be made, I would suggest changing this animation (or make it be sped up by shield skill).


However, shielders do not seem to be an underpowered class to me. The fact that many 1-handed weps already have over 100 speed makes it possible to make up for slow shield response time by using proper footwork, forcing glances or even removing your shield if you are in a 1v1 battle.

10
Beginner's Help and Guides / Re: Ironflesh
« on: March 02, 2011, 01:29:45 am »
I tried a couple of builds that had 5 if. The increase in survivability was not very noticeable using Banded armor.

With this game, since most people are dead in 1-3 hits, you want either to invest enough into your HP or damage to actually make enemies take more hits to kill you or put your points where they will do more good.

 


11
General Discussion / Re: The NA Alarm List
« on: February 28, 2011, 10:04:31 am »
Palatro is very lethal with crushthrough. I would put him on the list.

12
There's a problem though: you can't get WPF without agility.

But you can get agility without WPF. So it is easy to test, just get a character with lots of agility and use a weapon that you have no WPF in and compare it to another with low agility.

13
Beginner's Help and Guides / Re: 1h weapon build?
« on: February 25, 2011, 02:05:20 am »
I tried a 12-24 build but found that I glanced too much, although the extra agility was nice.

My most solid build so far has been an agility build. It ended up at about 1100:650 for kill's to deaths. I have been using a steel pick and sarranid guard armor.

Level 30 (4 420 577 xp)

    * Strength: 15
    * Agility: 21
    * Hit points: 60

    * Converted: 2
    * Ironflesh: 5
    * Power Strike: 5
    * Shield: 5
    * Athletics: 7

    * Weapon Master: 7

    * One Handed: 163

The weapon that you use should dictate what build you use. If you are using a longer weapon, you can afford to be a little slower by relying on the weapon range. For a short weapon, I think you will find yourself outmaneuvered if you have less agility.

14
Suggestions Corner / Re: Renaming All Weapons to Proper Names
« on: February 24, 2011, 01:03:43 am »
Good idea, I would like to see all of the native faction names replaced with a group that used similar armor. Some of the Saranid names could be replaced with Saracen for example.

15
Good analysis. Lots of people complain about running out of money with light gear and this shows that a player can use medium gear and still break even.

I think that the 1.94 average multiplier may be a little low though. You assume that the probability of winning any given round is 50%. This is true on average, however, wins are correlated so that if you win one round after autobalance, you are more likely to win the next. This allows some players to remain with high multipliers.

A better model may be a Markov Chain where the probability of winning the first or second rounds of a map are 50-50 but a team that won after balance has a higher chance of winning again. This model would lead to the conclusion that the average multiplier is higher in servers with a higher win limit because a stronger team has a chance to stay together.


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