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Messages - WaltF4

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1
Game Balance Discussion / Re: Buff polearm stabs
« on: July 09, 2012, 01:15:35 am »
The long 1s like longspear/pike/even babmoo spear wernt nerfed that hard by this, but the short ones like awlpike,spear,ashwood were destroyed. Before this patch i was looking for an awlpike on market and there wasnt 1 on for like a week, now theres like 10.

Chase is correct. The shorter up-and-down polearms got nerfed a lot, which they probably did not need or at least did not need nearly as much as they got.

As for pikemen, the positions where the turn speed change hurts the most are ones where a pikeman was already at an almost impossible disadvantage and should not be attacking from. At most other positions, the longer attack duration and lower angular change typically required due to the increased attacker-defender distance makes the turn speed change insignificant.

2
Suggestions Corner / Re: Idea for Foot Heirlooms
« on: February 16, 2012, 03:53:36 pm »
Basically, the heirloom increase to damage is generally less than 1 Power Strike point (not terribly significant), but the speed actually offers more than what an already high WPF would gain from 1 point of Weapon Master.

No. The "differences are less than 1 equivalent bonus rank" part was about the variance between different starting amounts of power strike on a character, but I see how that was unclear rereading what I wrote. +3 damage weapon heirlooms normally add more damage to an attack  than +1 ranks of power strike would.

Here is an example of how to use the equations for damage in case that part was unclear as well: for a 26 base damage weapon, +3 damage from the heirloom bonus, and a character with 9 power strike (this is my current character with his +3 long spear by the way) 

BWD = 26
HBD = 3
PS = 9

We want to solve for BPS to determine how many "bonus ranks" of power strike are effectively added by using the heirloom weapon instead of the normal weapon.

Damage1 = (BWD + HBD) * (PS * 0.08 + 1) * Held Weapon Damage Bonus * WPF Damage Bonus + Strength Bonus Damage
Damage1 = (26 +3) * (9 * 0.08 + 1) * Held Weapon Damage Bonus * WPF Damage Bonus + Strength Bonus Damage
Damage1 = (29) * (1.72) * Held Weapon Damage Bonus * WPF Damage Bonus + Strength Bonus Damage
Damage1 = (49.88) * Held Weapon Damage Bonus * WPF Damage Bonus + Strength Bonus Damage

Damage2 = BWD * ((PS + BPS) * 0.08 + 1) * Held Weapon Damage Bonus * WPF Damage Bonus + Strength Bonus Damage
Damage2 = 26 * ((9 + BPS) * 0.08 + 1) * Held Weapon Damage Bonus * WPF Damage Bonus + Strength Bonus Damage

Set the damage equations equal to one another (this is when the bonus to power ranks would adds the same amount of damage as +3 to weapon damage)
Damage1 = Damage2
(49.88) * Held Weapon Damage Bonus * WPF Damage Bonus + Strength Bonus Damage  = 26 * ((9 + BPS) * 0.08 + 1) * Held Weapon Damage Bonus * WPF Damage Bonus + Strength Bonus Damage

For a fair comparison the Held Weapon Damage Bonus, WPF Damage Bonus, and Strength Bonus Damage are the same for both (this means nothing else about the attack or attacking character change)
49.88 = 26 * ((9 + BPS) * 0.08 + 1)
BPS = 2.48

So, for a character using a 26 base damage weapon with 9 ranks of power strike, having the weapon heirloom add 3 damage is the same as having the weapon add 2.48 ranks of power strike.



For all the Diablo references, my +3 long spear currently gives the bonuses of +2.48 power strike and +2 weapon mastery in terms of time per attack. I am already using a Jagged Long Spear of Readiness.

3
Suggestions Corner / Re: Idea for Foot Heirlooms
« on: February 16, 2012, 04:55:12 am »
Walt, major problem with foot looms (that grant speed bonus) is that it will create even more bundle of sticksry than we already have on servers. And I'll be even faster, which I don't really need imho.

I am assuming you are referring to referring to archers running away. Please correct me I am mistaken.



Additionally, characters with lower starting agility/athletics and heavier equipment gain more from additional ranks of athletics than already faster running characters.

Everyone gaining the same bonus to athletics or agility favors slower character. If anything, this being added would be a buff to low agility/heavy equipment characters and a nerf to high agility/light equipment characters and cavalry.

4
Suggestions Corner / Re: Idea for Foot Heirlooms
« on: February 16, 2012, 01:50:36 am »
Stuff

1) Seems fanciful.

Anymore?



Walt, I would be interested in those numbers if it's not too much trouble.

(click to show/hide)




Incorrect.  The current heirloom system does not increase the base stats of the player character, also, each increase is justifiable without delving into the realm of fantasy…

You are correct. The current heirloom system just increases statistics of items in ways that are largely indistinguishable from base stats of the player character or how a more fanciful game might.



...The retirement system in its entirety does not make sense, it was never intended to.  It was built so serve a function and did not have to be justified in a role-playing or 'realistic' capacity.  To use it as an example is ineffective.

Much of the game makes little sense. Do you have a compelling reason why foot armor heirlooms must make more sense than the rest?

5
Suggestions Corner / Re: Idea for Foot Heirlooms
« on: February 15, 2012, 04:57:17 am »
Voted bad idea for obvious reasons infact there are so many reasons why this is a bad idea i dont think the website can take the wall of text..  :lol:

I am curious about how many unique reasons you could list.



Really bad idea. I already see agi whores no armors and +3 boots :/

We already do see strength stackers with +3 weapons and armor. Most heirlooms bonuses are effectively replacements or augmentations to character skill and attributes. Additionally, characters with lower starting agility/athletics and heavier equipment gain more from additional ranks of athletics than already faster running characters.



Give the boots a weight reduction then? So without boots you're still faster, but as you loom them you're faster.

The heaviest boots weigh 3.8. Reducing that to 0 weight is still significantly less than what an additional rank of athletics would typically do. That is pretty small given the current bonuses to damage and speed of weapon heirlooms, which are worth ~1 power strike (normally more on the +3 damage direction and a little less on the +2 damage direction) and more than 1 weapon master worth of attack speed.

I can post more exact numbers later if someone actually cares.

6
Game Balance Discussion / Re: polestagger
« on: February 07, 2012, 12:57:58 am »
This is just going from memory, Paul has presented the actual numbers before.

On a normal hit(1h, 2h) strike and strike2 animations are called. They got a duration of about 0.5 to 0.6s depending on hit location. They are the same as in Native and can be checked with the Native MS in the animations.py. On a polearm hit there is a 50% chance that strike3 are called instead and they got a duration of 0.8 to 1s. The code says that polearms with the knockdown flag never call the strike3 animation.

Just tested it with Okin and confirmed it. Staffs (with kd flag) never trigger the long stagger, polearms without (like spears) do.




Every weapon should get some kind of stagger...

Every weapon causes staggers. Polestagger is a stagger animation that is about 70% longer in duration than staggers caused by other weapons.

7
General Discussion / Re: Animations retested
« on: January 28, 2012, 12:27:50 am »
Thank you for your efforts, Arkonor. Here are some comments for you to consider:

A blocking target produces a temporary hitbox (it lasts for the duration the block is held and I don't know a better term, so I'll use that for now) at a position different than the target's normal hitbox. This can be seen most clearly with a thrust that barely reaches the temporary hitbox of a blocking target. If the target stops blocking and another thrust is made along an identical path, then that thrust will hit nothing. Presumably blocking works by generating a temporary hitbox that is between the normal hitbox of a blocking target and an attack traveling along a path that would otherwise reach the normal hitbox of the target. I would assume the different blocking directions produce temporary hitboxes at different locations relative to the attacker and target. I do not know how far forward and up the temporary hitbox for an up block is relative to a down block. Do you know far from the normal hitboxes these temporary hitboxes are located?

Also, aiming a thrust or side swing up or down decrease the horizontal distance the weapon will travel away from the attacker. For example, thrusts straight up into the air or straight into the ground travels no horizontal distance away. This is not the case for overhead attacks which do not have a dependence on the polar angle that the attacker is aimed at, so looking up or down does not effect the path a overhead attack swing with travel. I suspect that side swings also do not travel such that the maximum reach is constant (their tip does not follow a circular path.) Did you control your tests for this?

I suspect the above reasons are why Stabbing Hobo used a practice dummy as the target for all of his test and why he used an overhead attack as the reference for all other attacks.



- StabbingHobo testing reach when a dummy is hit
- Arkonob testing reach when an attack is blocked

This, more or less.

8
Game Balance Discussion / Re: polestagger
« on: January 27, 2012, 08:35:58 pm »
do you think polearms are op?

I dislike the current version of polestagger as well as other randomized parts of the game, such as the damage calculation and knockdown. Personal preferences are not relevant to an objective argument.



Also it will have longer reach although WaltF4's "tests" say otherwise...

The relative reach values were determined by Stabbing Hobo. I repeated the relative measurement for the two-handed weapon thrust with the two-handed polearm thrust as a reference. I posted a video showing a 117 length practice sword thrust out reaching a 182 length scythe thrust. That result is similar to Stabbing Hobo’s expected reach difference  of 61 + or - 6. I have not tested the other animations since I have not found a satisfactory method to determine simultaneously both the spacing between attacker and target and the orientation (azimuthal and polar) of the attacker’s facing for attacks other than thrusts.

If you are convinced Stabbing Hobo or I are incorrect: test it yourself, explain your methodology such that the experiment can be repeated by others, and present your results as we have.

9
Game Balance Discussion / Re: polestagger
« on: January 27, 2012, 07:38:12 am »
Polearm thrust is already instant and extremely OP, tighten up the left swing and you're good to go

I do not know of any interpretation of "instant" that can be applied to polearm thrusts that can not also be applied to every attack animation using the M&B engine. All attack animations use colliders that are active as soon as the weapon begins to move. This is not an issue confined to polearms or to thrusts. I have also shown previously that thrusts with polearms do not deal full damage upon releasing the attack and require the weapon to extend approximately half of the total distance the weapon will travel before they do deal full damage.


how so?

It is a non-demonstrable claim that has been made many times. It remains as non-demonstrable as any claims that two-handed weapons are better or equal or worst than polearms with or without stagger.

10
General Discussion / Re: New ranged change
« on: January 20, 2012, 05:57:50 am »
That 2h thrust info is outdated.  I believe it is something like +60 now.  Maybe less.

A thrust with a practice longsword (length 117) has almost identical reach as a thrust with a long awlpike (length 185.) I just tested this again with the 0.261 patch.

11
General Discussion / Re: The state of cRPG
« on: January 15, 2012, 11:46:48 pm »
Not sure if this is true, never had any trouble with it as a lolstabbing GG user or now as an ashwood pike stab spammer.

Go duel a shielder using a long spear. Report your findings.

12
Beginner's Help and Guides / Re: Game mechanic megathread!
« on: January 14, 2012, 01:36:27 am »
Also, would be nice to see what effect shields and sheathed weapons have on speed (both run speed and swing speed).

My testing suggests that the engine uses a single, total weight for the running speed calculations. This weight includes all items your character has on them: worn, sheathed, or unsheathed. Holding a weapon further reduces running speed based on the weapon length and weight. Holding a shield does not change running speed relative to wearing that shield, unless your character is holding one shield while wearing another shield; in which case, there is an enormous reduction in running speed.

Only armor weight appears to matter for attack speeds. Holding a shield does not change the time taken to complete an attack. However, the delay between blocking an attack and beginning your own attack may be different if you block with a weapon compared to a shield. I would assume that the difference depends on the weights and speeds of both the attacking and blocking weapons and the shield. 

13
Let say i have 1000000 gold. and my total cost for my equipment is 43,954 gold. Is that enough to feed my cavalry class?

And if i am going to reach level 31 how much money will i lose in the long run and how much would i got left ?


Gold Change = (Experience Change * (50gold * Average Multiplier - 0.0021 * Equipment Cost)) / (Average Multiplier * (1000exp + 30exp * ( Generation - 1))

With generations greater than 16 counting as 16. Average Multiplier is about 2 for most players. Equipment Cost is the summation of the buying prices of all items your characters starts a round with and can be damaged. The above equation is only strictly accurate for characters without arrows and with at least 140 proficiency (the last value I have seen) in at least 1 melee weapon type. Characters with arrows and/or lower proficiency will have a higher chance of breakage and will gain less gold per experience point. I do not know the formula for increased breakage chance with lower weapon proficiency for melee weapons, so I can not give you a more exact solution.



So having loomed items, when it comes to repair it will become better? (Like saving more gold for?)


The repair cost of items is unchanged for heirlooms. The cost listed for the item in the shop is always used.

14
Game Balance Discussion / Re: Upper and lower strike for some polearm
« on: January 06, 2012, 09:55:44 pm »
there is not way for the game to differentiate between different polearms (an all or nothing thing....

This is not the case. Animations are assigned for each attack direction on a per weapon basis. Unfortunately, there is a limit on the total number of different animations that can be assigned. One of the existing animations would have to be overwritten to include an overhead thrust.

Additionally, this would be a significant buff to pike-like weapons. I would not count on it occurring given the direction the development team has been going with them over the past year.

15
Beginner's Help and Guides / Re: Running in cRPG
« on: December 17, 2011, 08:12:59 pm »
A bit out of date since the recent patch...armor weights are icky....

Care to elaborate?

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